Scc0101 [Finished]
|
02-18-2011, 12:47 AM,
|
|||
|
|||
Hi Sniper4
I been traveling the passed few days and have been away from my pc. Anyway I guess I missed this one when I was consolidating claims on the ground. I was in the process of modding the Upper Chambers. But I have other things to do in the Riverside district so I will move over there. Please place the exterior in any cell within the UC and I will locate it later. Thank You Sandor edit: I have updated the OP for layout. Have a great day Charles |
|||
02-18-2011, 03:27 AM,
|
|||
|
|||
Okay . As a note, I have placed it in SilgradCityUpperChambers within the cell "Wilderness -9, -23." I put it right next to Silgrad City University for now. If there's a better place you want me to move it to, just let me know .
Visit us on Facebook:
https://www.facebook.com/pages/Silgrad-T...96?sk=info |
|||
02-19-2011, 05:22 AM,
|
|||
|
|||
Update: General furnishing of the house is now at about 30% complete. I still have an hour and a half to work tonight, so more progress will be made. The point of this update is to propose my quest plans.
------------------------------------------------------------------------------------------ Quest 1: Sersea wants to get away from Silgrad City for a week, but Brilnus says he's too busy. He's afraid of angering Goldar Valen if he takes a break from his work. Sersea hires the player to try to convince her husband to try to set his work aside and get some time off. The player must go through the following dialogue in his attempts to convince Brilnus. Note that the numbers show Brilnus's responses to the player's selection of the topic "Time off" (any better ideas of a topic name?) and the player's choices. The "choices" show the player's response. The success of the player will be based upon whether or not he chooses the right responses and has a high enough disposition with Brilnus (to make the quest more skill based). Bold black numbers: Parts of the dialogue "test" Red numbers: Results based on the players responses. 1. My wife put you up to this didn't she? -Choice1A: Yes (skip to 2) -Choice1B: No (if disposition > 40, skip to 5, if < 40 skip to 6) 2. How very honest of you. What do you think of this little scheme of hers? -Choice2A: I think she needs some time away from here. (if disposition > 40, skip to 3; if < 40 skip to 9) -Choice2B: It seems underhanded of her. (skip to 7) 3. You have a point. Unfortunately, I am very busy with the affairs of Councilor Valen, and I feel shirking on those duties might be unwise. Goldar is not known for being understanding, you see. -Choice 3A: Can you not make time for your wife? (if disposition > 50, skip to 4; if < 50 skip to 9) -Choice 3B: I understand. (skip to 7) -Choice 3C: You WILL make time for this. (skip to 8) 4. Perhaps I can find someone to fill in for me. Goldar won't miss me if I slip out for a few days; I just have to plan carefully. I'll make plans with Sersea later. In the mean time, you can go tell my wife that her little agent changed my mind about our little outing. [Player then returns to Sersea with the news) 5. Well, I know she's not satisfied being cooped up here, but I am very busy with the affairs of Councilor Valen. However, I feel shirking on those duties might be unwise. Goldar is not known for being understanding, you see. -Choice 5A: Can you not make time for your wife? (if disposition > 50, skip to 4; if < 50 skip to 9) -Choice 5B: I understand. (skip to 7) -Choice 5C: You WILL make time for this. (skip to 8) 6. You're a poor liar. Quit wasting my time with this nonsense! My wife just needs to understand that I am very busy, and Councilor Valen will have my head if I shirk on my duties. Now, leave me! [Player returns to Sersea to report quest failure] 7. I'm glad you understand. I am very busy with the affairs of Councilor Valen, and I feel shirking on those duties might be unwise. Goldar is not known for being patient, you see. I will need to have another talk with my wife. She just needs to understand that I'm a busy man, and that my career with Councilor Valen is what puts this majestic roof over our heads! For the trouble she put you through, I want you to have these coins. Thanks again for seeing things my way [quest ends, player recieves 25 gold] 8. Threatening me will get you nowhere in this city. Begone, or I will report you to the guards! [Player reports HUGE failure to Sersea, quest ends] 9. Think you're pretty clever, eh? I have to admit, I find the fact that my wife managed to pull a stranger off the street and get said stranger* to aid her in her delicate nagging to be rather... beguiling. Maybe I should consider getting her out of the city for a day. Keep in mind, I said CONSIDER! Getting much time away from my work will risk my position as Councilor Valen's overseerer. This is not a decision to be made hastily. [player reports "maybe" to Sersea, quest ends] endings: -if 4: Sersea thanks the player profusely. Gives player something worth ~100 gold. -if 6: Sersea thanks the player for his attempt and gives him 10 gold for his trouble. -if 7: Brilnus gives the player 25 gold, Sersea won't talk to PC anymore -if 8: Sersea chews out the player. Refuses to talk to PC afterwards. -if 9. Sersea says that she can probably convince her husband from here. Awards player 50 gold. *I used "said stranger" to make the PC gender neutral. --------------------------------------------------------------------------------------------------- Quest 2: Orveri Berendas, the steward, has just realized that the manor's supply of marshmerrow has gone stale. She sends the player out to bring her 5 samples of marshmerrow by an hour before dinner time that day. That way, she'll have time to prepare them in the evening meal. Question: In the future, would you like me to post the quests attached to my claim in the quest development board, instead?
Visit us on Facebook:
https://www.facebook.com/pages/Silgrad-T...96?sk=info |
|||
02-19-2011, 06:27 AM,
|
|||
|
|||
Nice concept!
Quote:Originally posted by Sniper4No, it's just for questlines or for quest concepts without a claim. It's also easier for me to review the claim because all the info is in one thread.
Dum loquor, hora fugitĀ - While I speak the time flies
Ovid 43 BC - 17 AD |
|||
02-23-2011, 04:21 AM,
|
|||
|
|||
Update: I have finished adding furniture and containers to this interior. Now, it's time to move on to adding items and setting the lighting. Once that's done, I'll do my pre-NPC playtest. Then, it will be on to pathgrids, NPCs, AI packages, quest making, and the final playtesting .
Based on the nature of my quests, I most likely won't have to leave the interior cell during playtesting (I'll just use a console command to give my player the marshmerrow he needs). Should I still add the exterior of this building to the Upper Chambers worldspace and/or set door teleportation?
Visit us on Facebook:
https://www.facebook.com/pages/Silgrad-T...96?sk=info |
|||
02-23-2011, 08:33 AM,
|
|||
|
|||
Thanks for the update.
Quote:Originally posted by Sniper4If posisible yes, it will save some time for Zurke.
Dum loquor, hora fugitĀ - While I speak the time flies
Ovid 43 BC - 17 AD |
|||
02-23-2011, 10:43 PM,
|
|||
|
|||
Sniper4, as Sandor suggested, please do. Placing the exterior and linking doors will not effect anything. Once I have everything moved to where it should be, your exterior will be placed permenantly. This goes for any claim within Silgrad City. It no doubt makes play testing easier.
Have a great day Charles |
|||
02-23-2011, 11:40 PM,
|
|||
|
|||
Okay, will do .
Visit us on Facebook:
https://www.facebook.com/pages/Silgrad-T...96?sk=info |
|||
03-02-2011, 05:15 AM,
|
|||
|
|||
Update:
The interior making process is now complete along with both in-editor tests and playtesting. Now, it's time to start making pathgrids and NPC's . Note that during my interior making process, I had to fix an issue where the wrong tile was used in a certain spot. In the process of deleting the incorrect one, the "dirty" reference mentioned in TES4Edit as: "011AC096 Placed Object StINHlaHallCorner" ...was created. In this case, I replaced a StINHlaHallCorner with a StINHlaHall3way. Will this 01 changed reference cause problems in the merging process? Or is that usually more of a problem with altering pre-existing dialogue?
Visit us on Facebook:
https://www.facebook.com/pages/Silgrad-T...96?sk=info |
|||
03-08-2011, 06:17 PM,
|
|||
|
|||
Well, I'd say it's done now. This was a big interior with two quests, so as you can imagine, there were a lot of bugs to fix, but I'm pretty darn sure I've fixed everything.
Just some points, reminders, etc. I should address: 1. As mentioned above, I placed the exterior for this building in "Wilderness -9, -23" in the Upper Chambers worldspace. 2. If you open up Tes4Gecko or TES4Edit, you will see that the following has been changed: "011AC096 Placed Object StINHlaHallCorner" This was a tile I removed from my interior and replaced with a properly fitting one. 3. You will notice several X markers in this interior. These were used as references for some wander packages. The manor was so large that I felt it would be nice if the NPCs were to move throughout the building, based on that NPC's role in the manor. You will also notice that there are some wander packages that have a radius attached to them and immediately follow one of the X marker- linked wander packages. I learned the hard way that if you tell an NPC to wander at an X marker, he or she will merely move to the marker and stop there. The second wander package with radius tells them to wander after reaching that point. You will see what I mean when you look at them, especially the one for Llavdar. The idea is that the steward will check on the manor's storage once or twice a day (since it's her job to keep track of the manor's supplies), the other servant will move from room to room as if cleaning, etc. I originally had this set up to be more complex than what it is now, but I had to tone it down due to technical issues. I hope you like it .
Visit us on Facebook:
https://www.facebook.com/pages/Silgrad-T...96?sk=info |
|||
« Next Oldest | Next Newest »
|
Users browsing this thread: 1 Guest(s)