Map 3 NPC Claim #9 [arvisrend]

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Why
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Post by Why »

1 & 2, dialogue with a creature should be very much possible. Take for instance the creeper, mudcrap merchant and Yagrum Bagarn. I believe all that should be done is create dialogue filtered for that creature (and proper AI settings of course, low fight et cetera). You should be able to forcegreet him like any other npc.

3. For journals, TR_mX_location_name. Scripts, TR_mX_q_A9_name. I suggest you download BC's A5 claim, it's all there.
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Post by Bloodthirsty Crustacean »

For Sailen, I would suggest TR_m3_Sa_BlahBlah

As long as a creature has dialogue filtered specifically for its ID, and is not in combat, dialogue works as with any other NPC, with the exception that they cannot be Persuaded.
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Post by immortal_pigs »

Part of the quest you have to kill a ghost. What does a GetDeadCount scripts look like? I think I need to use a GetDeadCount script so the player gets a journal update saying they've killed the ghost.

Should it look like this?

begin TR_m3_Er_dead_ghost

If ( GetDeadCount, TR_m3_Er_balvel_ghost == 1 )
Journal, TR_m3_Er_Save_a_Prayer, 20

endif

end


Edit: well I know the above script doesnt work, not sure what will work.
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Post by Why »

Is that a global script or a local script? If I were you I'd just attach a script to that ghost, something like

Code: Select all

if OnDeath
	Journal TR_m3_Er_Save_a_Prayer 20
endif
but if you want to check if the ghost's been killed from another script I'd try

Code: Select all

if ( GetDeadCount TR_m3_Er_balvel_ghost > 0 )
	if ( GetJournalIndex TR_m3_Er_Save_a_Prayer < 20 )
		Journal TR_m3_Er_Save_a_Prayer 20
	endif
endif
I'm not exactly sure why the script you posted doesn't work, maybe it's the comma directly after the GetDeadCount? Also another thing to note is that once you kill your ghost with your script attached GetDeadCount equals 1 and you continuously get journal updates, OnDeath only returns 1 for one frame so it doesn't need a second check to prevent a journal overflow.
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Post by Bloodthirsty Crustacean »

If it's a block in the script attached to the ghost in question; as follows:

Code: Select all

If ( OnDeath == 1 )
     Journal TR_Blahblah X
Endif
If it's in a separate script and the ghost is a unique object, do this:

Code: Select all

If ( GetDeadCount "ghost" >= 1 )
     If ( GetJournalIndex TR_Blahblah < X )
           Journal TR_Blahblah X
     Endif
Endif
Ninja'd.

Though, why is your journal and object ID using "Er"?

The Journal should be, if I'm not mistaken, "TR_m3_Sa_Prayer". (And on a really pedantic note, as you'll probably be needing to change it anyway, soo... stylistically I prefer keeping underscores to be used as dividers in quest names, not as space replacers, to keep things clear.)

The object and script should be TR_m3_q_A9_Ghost.
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Post by immortal_pigs »

Well I tried two different scripts like this; first as a (global?) script.

Code: Select all

Begin TR_m3_q_A9_Ghost

If ( GetDeadCount "TR_m3_q_A9_Ghost" >= 1 ) 
     If ( GetJournalIndex TR_m3_Er_Prayer < 20 ) 
           Journal TR_m3_Er_Prayer 20 
     Endif 
Endif

End
And second this one, attached to the ghost.

Code: Select all

Begin TR_m3_q_A9_Ghost

If ( OnDeath == 1 ) 
     Journal TR_m3_Er_Prayer 20 
Endif

End
But with both the scripts, the ghost simply isn't in the cell I put it ingame, so I cant kill it, and cant get the journal update. I'm probably missing something obvious but oh wel :P.

"Er" stands for Erys, which is a velothi town a short distance away from Sailen. Someone added it but never bothered to name it so I just gave it this name.
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Post by Haplo »

It is meant to be an unnamed fishing village of no consequence.
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Post by MMMowSkwoz »

Bloodthirsty Crustacean wrote:The object and script should be TR_m3_q_A9_Ghost.
If I remember correctly, there was a reason that you should never name an object and a script with the same name?

Edit: Yes, it's in Scripting for Dummies - nothing should have the same ID as any other sonstruction set item. Also, just a reminder that you can't have spaces in script names (the CS will just ignore everything after the space). That was the cause of one or two bugs in the original map 1 release.
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Post by Why »

If you upload a WIP I can take a quick look at it, sounds like some weird stuff is happening.
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Post by Bloodthirsty Crustacean »

MMMowSkwoz wrote:
Bloodthirsty Crustacean wrote:The object and script should be TR_m3_q_A9_Ghost.
If I remember correctly, there was a reason that you should never name an object and a script with the same name?

Edit: Yes, it's in Scripting for Dummies - nothing should have the same ID as any other sonstruction set item. Also, just a reminder that you can't have spaces in script names (the CS will just ignore everything after the space). That was the cause of one or two bugs in the original map 1 release.
I was using Ghost as a placeholder for the derivative names used by Impi, so I didn't have to write it out twice, though I guess that's a little unclear. The object should be TR_m3_q_A9_[nameA] and the script should be TR_m3_q_A9_[nameB], or sometimes I keep things simple and for scripts attached to objects will go for TR_m3_q_A9_[nameA]_Script.

Unless you seriously cock up and do something stealthy, I don't think the CS will let you name two things the same way anyway - it will give you an error message and not compile it. Only if you bypass the save process somehow (e.g. restore a deleted or ignored item) could you end up with two things with the same name.


And Impi, don't use Global scripts. However, you probably didn't actually end up with one, as they're quite advanced and I don't know how much you will have actually experienced them. You either need to add them to the 'Start Scripts' list (basically: never do this) or use the command StartScript from a Dialogue results box or another script.


And also, wait, since when was this quest not set in Sailen? I though aeven's 'Seryn' was a typo for Sailen. If the fishing village is going to be unnamed, per Haplo's instructions, please move this quest back to Sailen.
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Post by immortal_pigs »

I think Haplo is referring to a different settlement in a different claim. Erys is no where near any water. At first I named the village "Seryn", but apparantly that name is already used elsewhere, so I went with Erys.

Thanks for clearing the script issues up. Here's a WIP, but the quest is not yet finished.
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Post by Bloodthirsty Crustacean »

I think Haplo was right that this was intended to be a small unnamed farming community.

But if we do keep that name for the place, I'd change the bonewalker's first name.

If we don't name the settlement, do move the quest back to Sailen (and remove the guard at 'Erys', who'd be unnecessary if there's a change).

Also, there's a duplicate, unlinked (and bonewalkerless) 'TR_'Balvel Ancestral Tomb in the .esp. Could that be why you're not finding the bonewalker? Because you're COCing to the wrong cell by accident?

Finally, the ancestor_ghost creature has been dirtied, just as a heads up.
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Post by immortal_pigs »

All the script issues are regarding the ancestor ghost in the cell "Erys, Duran Balvel's Houes", not the bonewalker in the tomb.

I have no idea why, but after cleaning the dirtyness regarding "ancestor_ghost", the script now does work, the ghost appears and you get the journal after killing it.

I would like to put forth a few arguments to keep the village named as Erys.

1. Look at Hla Bulor in map 2, it has only three shacks but still gets a name.
2. Naming the cell allows me to filter dialogue like latest rumors and little secret to everyone in the village.
3. The village is only a short distance away from Sailen, so to create a feeling of connectivity I have dialog referring to Sailen in Erys, and dialog referring to Erys in Sailen. I created a few families in Sailen who also have children in Erys and so refer to their children as in "Yes, blabla lives in Erys".
4. I don't think that having the village named will lead to thinking "Hey, that small village got named so now I can name every cell which has more then two buildings in it". Once again, look at Hla Bulor or Seitur in Aeven's claim (I think that is the fishing village Haplo is refering to).
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Post by Bloodthirsty Crustacean »

Ah, cool; for some reason I assumed he'd be in the tomb and that you'd changed it from a ghost to a bonewalker.

How bizaare. At least it works now.

Well, see what an admin says, or Ada or someone. Doesn't bother me too much either way. (Though again, if name stays, change the bonewalker's first name)
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Post by immortal_pigs »

This file has the first quest done, it's not exactly made by the letter of the design posted by Aeven, but I think it provides the same essential experience.

Save a Prayer
1. The rumor mill in Sailen might direct the player to the quest.

2. Go to "Erys, Duran Balvel's House", talk to the slave Ladiana.
A. Agree to kill the ghost
B. Be a bigot (quest essentially ended; no reward)

3. Kill the ghost, talk to Duran Balvel in the basement. He will give you the second quest.

4. Go to the Ancestral Tomb, meet the clan father/patriarch
A. Kill the patriarch
B. Persuade the patriarch
C. Choose to work for the patriarch (kill the slave)

5. Go back to Duran's house.
A. 250 gold
B. 250 gold + dagger
C. kill the slave (talking to Duran will make him hostile)

(For C). Go back to the tomb, the clan father gives you an amulet worth 450 gold.

==

NPCs
TR_m3_Ladiana
TR_m3_Duran_Balvel

Creatures
TR_m3_q_A9_Ghost
TR_m3_q_A9_Bonewalker

Items/Rewards
TR_m3_q_A9_Amulet (Amulet of Rectitude)
TR_m3_Er_Balvel (Key)
TR_m3_q_Balvel_Note (Note of consent)

Journal
TR_m3_Er_Prayer

Scripts
TR_m3_Ladiana_Script
TR_m3_q_A9_Ghost_Script
TR_m3_q_A9_Bonewalker_Script
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Post by Adanorcil »

Bloodthirsty Crustacean wrote: Well, see what an admin says, or Ada or someone. Doesn't bother me too much either way. (Though again, if name stays, change the bonewalker's first name)
I don't really see a need to name the town, but it doesn't bother me to name it either. However, under no circumstance should it be called Erys. Call it anything that sounds more Dunmer-like.


I don't really understand the problem with the bonewalker's name. Wasn't it going to be a bonelord anyway? Mind you: I haven't looked at the actual .esp.
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Post by Bloodthirsty Crustacean »

Sorry; the bonewalker is also called Erys. It's unneeded repetition.
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Post by Adanorcil »

Bloodthirsty Crustacean wrote:Sorry; the bonewalker is also called Erys. It's unneeded repetition.
Yes, the bonewalker (wasn't it going to be a bonelord?) should definitely no be called that. Its name should be [First name] Balvel. If its gender is ever mentioned, I believe it should be female.
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Post by immortal_pigs »

It's name is "Darys Balvel"
I refer to it as "clan father" and "patriarch"
I'll post suggestions for a different name for Erys when I think of them.
I can change it to be a bonelord if needed, but I'd recommend first to play through the quest to see if it'd really matter. :P


I want to give it a short name because I think a long name would make it sound too important. Some suggestions,

Erer
Evos
Hlerys
Arys
Erns
Eras
Relys
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Post by Haplo »

Can dialogue filters not be assigned via NPC ID and interior cell?
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Post by Adanorcil »

immortal_pigs wrote:It's name is "Darys Balvel"
I refer to it as "clan father" and "patriarch"
I'll post suggestions for a different name for Erys when I think of them.
I can change it to be a bonelord if needed, but I'd recommend first to play through the quest to see if it'd really matter. :P


I want to give it a short name because I think a long name would make it sound too important. Some suggestions,

Erer
Evos
Hlerys
Arys
Erns
Eras
Relys
Evos and Hlerys both work.

Like I already said, I think it would be good to make the clanfather a clanmother. It shouldn't always be men who are involved in quests. Women are not incapable of prejudice. If you're really attached to it this, keep it, but otherwise I think it would be a good change.
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Post by Bloodthirsty Crustacean »

And I'd also advocate making it a Bonelord. I think that's a good idea.


I prefer Hlerys to Evos, although Haplo implies he doesn't want it named.
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Post by Nomadic1 »

I'd go "Evos" over "Hlerys", simply because there is already a settlement named "Hlersis".
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Post by immortal_pigs »

You're right. A woman would be more interesting and the bonelord is more fitting of a female character then a bonewalker. "Matriarch" and "clan mother" should both be acceptable way of referring to her right?
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Post by Nalin »

immortal_pigs wrote:"Matriarch" and "clan mother" should both be acceptable way of referring to her right?
"clan mother" is too khajiiti. So not that one at least.
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Post by Adanorcil »

Nalin wrote:
immortal_pigs wrote:"Matriarch" and "clan mother" should both be acceptable way of referring to her right?
"clan mother" is too khajiiti. So not that one at least.
Not a terrible problem, but yeah. Don't overdo the matriach/clan mother terms too much anyway, I'd say.
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Post by immortal_pigs »

The other quest is pretty much done, it's now a female Bonelord.

For the second Misc. Quest here's the design:

Religious Inquiry

The Rumor Mill directs the player to Girynu Rathryon [Sailen, Pilgrim's Hostel]

Girynu was sent to kill a witch. He asks the player to ask around town.

Asking around town will lead the player to Saryn Arns [Sailen, Temple], the Master of the local Temple. Saryn explains he requested a witchhunter be sent, as he suspects a witch in Sailen. He tells the player to go to Iner Maren (also in the Temple), who has uncovered 4 spots of magical activity. Go to Iner Maren, he will tell the player the 4 spots:

Sailen, Idroso Menas' House
Sailen, Outfitter
Sailen, Balvel Household
Sailen, Dalam Marys' House

Idroso Menas is the real culprit; she's not a witch, she's a Telvanni. She's testing the growth of Telvanni shroomtower spores in her basement.

Talking to Idroso she says she can't kill the player as that would give her position away. Instead she offers the player a deal; falsely accuse one of the other three suspects, and she will give the player a reward.

A. Go back to the witchhunter, tell him it was Idroso Menas, escort him to her house, they attack eachother, witchhunter will win. Quest complete.

B. Go back to the witchhunter, tell him it was one of the other three, escort him to the person, he kills them, Quest complete.
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Post by immortal_pigs »

faire de la bumpement

could someone please approve/critique this quest design?
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Post by Bloodthirsty Crustacean »

It's good.

Sorry for delay, I have been beyond busy of late.
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Post by Why »

Did you incorporate Andres' NPC design that goes with that mushroom-house? I thought it was in the original interior claim thread.
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Post by Haplo »

Hey this is a heads up for the fact that you're almost within the 30-day claim update time frame.
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Post by immortal_pigs »

update (minor fixes)
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Post by Haplo »

Holy goodness this needs an update like 10 days ago!
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Post by immortal_pigs »

Sorry for the lateness, was busy with a lot of uni related stuff.

Final Quest is now about 60% done, so this "could" be finished by the end of the week.

== Scripting Questions Time ==

So in this quest you have 4 suspects. At the end of the quest you have to escort the witchhunter to one of the 4 suspects.

1. How do you make an NPC follow you?
2. How do you make two NPCs fight each other when in the same cell?
3. How do you make an NPC "dissapear" (something with enable/disable)?
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Post by The Greatness »

immortal_pigs wrote:1. How do you make an NPC follow you?
2. How do you make two NPCs fight each other when in the same cell?
3. How do you make an NPC "dissapear" (something with enable/disable)?
Are these for your quests?

1- AIFollow? I've found it reliable, unless there are too many rocks around, and they may have trouble changing cell, I'm not sure.
2- StartCombat? Or am I missing something?
3- You mean you want some kind of magical effect? You could try making the NPC cast Divine/ Almsivi Intervention with the Cast command and then disabling them a second or two later (would have to be through a global script) or as soon as the PC enters their cell (in their script).
Warning: may contain large amounts of sarcasm.

Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
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Post by Why »

1: AIFollow indeed. Dummy Guide has a great tutorial on how to.
2: This one is a bit trickier. Do you want these two NPCs to kill eachother on sight? When in the same cell? When a certain distance from eachother? The easiest thing to do would probably be

Code: Select all

if ( GetDistance NPC2 <= *distance* )
	if ( doonce == 0 )
		StartCombat NPC2
		Set doonce to 1
	endif
endif
on NPC1 where *distance* is some arbitrary distance within which you want them to initiate combat. This'll only work when they're in the same cell (or in an exterior).
3: The easiest way to make something disappear is indeed just to disable it. You can throw in a fancy magic effect if you like, or have them cast a dummy Mysticism spell onto themselves and disabling them 1.5 seconds after that, that looks like a teleport. Check if the sound effects are plausible, if not add in a few with PlaySound3D.

Hope this helps, please ask more questions if you need more help ;)
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Post by immortal_pigs »

Specifically, I need this to happen;

You've just interrogated 4 suspects.
One of the suspects is guilty, but offers you a reward if you blame one of the other suspects.

You go to an NPC, and get to choose from one of the 4 suspects, as in
Choice "A" 1 "B" 2 "C" 3 "D" 4

Every choice has it's own journal update, so you have 4 different journal updates depending on your choice.

Once you've made your choice, you go to the witchhunter. Now I need to make it so that

A. The Witchhunter will follow you
B. The Witchhunter will only fight with that person you've chosen
C. The Witchhunter will "dissapear" once the quest has been completed

====

This is my script so far;


Code: Select all

Begin TR_m3_q_A9_TestWitch

short followNow
if ( GetCurrentAIPackage != 3 )
	set followNow to 1
	AiFollow Player 0 0 0 0 0
endif

if ( GetDistance TR_m3_Idroso_Menas <= 200 )
	set followNow to 0
	StartCombat TR_m3_Idroso_Menas
endif

if ( GetTarget TR_m3_Idroso_Menas == 1 )
	if ( GetHealth <= 0 )
		set followNow to 0
		StopCombat
		AiWander 280 6 0 40 30 20 0 0 0

	endif
endif

if ( GetDistance TR_m3_Golveso_Darys <= 200 )
	set followNow to 0
	StartCombat TR_m3_Golveso_Darys
endif

if ( GetTarget TR_m3_Golveso_Darys== 1 )
	if ( GetHealth <= 0 )
		set followNow to 0
		StopCombat
		AiWander 280 6 0 40 30 20 0 0 0

	endif
endif

if ( GetDistance TR_m3_Ethasi_Balvel <= 200 )
	set followNow to 0
	StartCombat TR_m3_Ethasi_Balvel
endif

if ( GetTarget TR_m3_Ethasi_Balvel== 1 )
	if ( GetHealth <= 0 )
		set followNow to 0
		StopCombat
		AiWander 280 6 0 40 30 20 0 0 0

	endif
endif

if ( GetDistance TR_m3_Dalam_Marys <= 200 )
	set followNow to 0
	StartCombat TR_m3_Dalam_Marys
endif

if ( GetTarget TR_m3_Dalam_Marys== 1 )
	if ( GetHealth <= 0 )
		set followNow to 0
		StopCombat
		AiWander 280 6 0 40 30 20 0 0 0

	endif
endif


End

Now this script is attached to the Witchhunter. But it makes it so that he will attack any of the four suspects. I need it to be so that he will only attack that suspect you've chosen beforehand.

So does this mean I'll need to have 4 separate global scripts for each suspect? If so, what would the template of such a script be?

Oh, and it needs to be so that the script only activates once you've talked with the Witchhunter. Right now it is already active whether or not you've started the quest.
User avatar
The Greatness
Developer
Posts: 358
Joined: Sat May 29, 2010 5:13 pm

Post by The Greatness »

Right, I get it.

Start by placing an AIFollow command in each of the dialogue responces that should make the witch hunter follow you. that will make things easier. Also, make the journal entries a different number for each suspect you choose to accuse. For the sake of simplicity I'm going to say that the player can choose Suspects 1, 2, 3 or 4 and the journal update is 1, 2 ,3 and 4 for each respectively. I've also referred to the quest as "QuestName".

Code: Select all

Begin TR_m3_q_A9_TestWitch

if ( GetDistance Suspect1 <= 600 )
	if ( GetJournalIndex "QuestName" == 1 )
		StartCombat Suspect1
	endif
endif

if ( GetDistance Suspect2 <= 600 )
	if ( GetJournalIndex "QuestName" == 2 )
		StartCombat Suspect2
	endif
endif

if ( GetDistance Suspect3 <= 600 )
	if ( GetJournalIndex "QuestName" == 3 )
		StartCombat Suspect3
	endif
endif

if ( GetDistance Suspect4 <= 600 )
	if ( GetJournalIndex "QuestName" == 4 )
		StartCombat Suspect4
	endif
endif


End
I also increased the distance because 200 is nothing.

To stop the witchhunter following you you should attach a script to each suspect as below. I've named the witch hunter WitchHunter for simplicity.

Code: Select all

Begin SuspectScript1 ;(with proper naming conventions obviously, just an example)

if OnDeath == 1
	WitchHunter->AIWander, 512, 5, 0, 0, 20, 0, 0, 10, 30, 0, 0, 0 ;(example flags)
	Journal, QuestName, 10 ;journal update: this also gives allows you to have seperate journal updates for each suspect when they die
	StartScript WitchHunterDissapear
endif

end
Now we'll need a script to make our witch hunter dissapear. I've made it a global script so we can disable him while the player is in a different cell.

Code: Select all

begin WitchHunterDissapear

if ( CellChanged == 1 )
	WitchHunter->disable
	StopScript, WitchHunterDissapear
endif

end
There we are. Done. If you want you could use the above script to enable a witchhunter back in his home as well, so he doesn't just dissapear of the face of Nirn.

Hold on. Are you killing random civilians again :P ?

EDIT: For future reference you might want to look at[url=http://www.uesp.net/wiki/Tes3Mod:Categorical_Function_List]UESP's list of commands[/url] (note the link to the alphabetical list) and Morrowind Scripting for Dummies (google it- it's actually a really comprehensive guide on almost everything you migth ever want to do with scripts).
Warning: may contain large amounts of sarcasm.

Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
User avatar
Haplo
Lead Developer
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Joined: Sat Aug 30, 2003 6:22 pm
Location: Celibacy

Post by Haplo »

Any news on whether The_Greatness' suggestions helped, imm_pigs?
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

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The Greatness
Developer
Posts: 358
Joined: Sat May 29, 2010 5:13 pm

Post by The Greatness »

Does everyone else see my username with an underscore or something? I typed it and it appears to me as a space. Or did you just miswrite it? It's just that everyone seems to write it with an underscore.
Warning: may contain large amounts of sarcasm.

Myzel- We never actually see slaves working on Vvardenfell either. They're always just standing there. If you ask me they deserve a good whipping.
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