Quest progress.
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08-28-2008, 03:31 PM,
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Quest progress.
Here is the link to the most authoritative map on UESP wiki of Tamriel. I'm thinking that for starting this quest, the best thing to do would be to place an npc in Leyawin (possibly a soldier).
http://www.uesp.net/wiki/Image:TamrielMap.jpg Link to uespwiki on Akivir: http://www.uesp.net/wiki/Lore:Akavir In the readme, we would inform the player that the quest begins in Leyawin. The main reason I would like to start this quest outside of the Imperial City is to avoid conflicts with other mods. I have quite a few downloaded and many of them start somewhere in the Imperial City. I have started playing again and started experimenting with the cs again. I hopefully can be of some help actually putting the release together. Once the player has agreed to go to the island, the player will find a ship at the dock to board. (No shipwreck for this quest, but we can sure use that for another release). The ship lands on the island and the next dialogue stage of the quest begins.
Akavir Mod Leader
http://ysnesmusings.blogspot.com/ |
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08-28-2008, 04:14 PM,
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Another possible way to do it would be to inform the player as soon as they start the mod about the quest (many mods do this - there is I believe a tutorial on the Bethesda CS Wiki about how to do it). This means that wherever they are on the map, they know where the quest starts.
An example would be to script it so that the player gets a message displayed (just like the ones that tell you when you've completed a quest) saying something like: You suddenly remember the guards in the Imperial Prison talking about some of their comrades being reassigned to a new mission. They mentioned the Imperial City Docks and the name, Akavir. For some reason this name fascinates you, and you decide to find out more. Then a quest marker appears, and the player can go there, or not, as they want. This removes the need to travel anywhere except where the quest starts at the ship. Because each quest line script works separately to all others (unless you specifically program it to recognise other quests, such as in the Guild questlines), this approach is 100% guaranteed not to conflict with any other mod. Edit: Oh, something else you might not know but could be important: I think its a good idea not to start with a shipwreck. The Valenwood Abacean Islands mod is also planning to start with a shipwreck, and you'll want to avoid making the two mods too similar.
Core Member of Black Marsh (Lore and Modding)
Retired Editor of Silgrad Tower 77 interiors completed and counting! |
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09-02-2008, 05:07 PM,
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RE: Quest progress.
Just brainstorming-
When the mod first becomes active, the player notices a poster/flyer on the ground. You pick it up and read it. "Strong workers needed to help load and unload cargo for ship bound for so and so" "Good Pay" "If interested please see so and so at the city docks" You go to the city docks and meet your contact. You help load some cargo and get on the ship and set sail. Couple days later you wake up in some house. You had been knocked out and most of your items stolen. The owner of the house has been caring for you and is willing to help you to find your attackers and get you items back. He offers you a place to stay and some clothes/disguise to help you walk around without drawing to much attention in case your attackers are out and about. |
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09-02-2008, 06:31 PM,
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ahh delete thiss lol
Michal Cielecki
Composer for Games and Media http://www.michalcielecki.com ------------------------------------- Akavir's Island Mod Music |
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