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Haerter?s Gap Quest, Marker, what Marker? |
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Haerter?s Gap Quest, Marker, what Marker? |
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A Nord from the Bear legion in Skyrim was recently posted at Haerter?s
Gap, he was assigned to make markers to help travellers find there way
up the mountain from the Cyrodiil side of the Jerals to Haerter?s Gap.
However he was unable to do this because of the recent Snow Bear
attacks around that area. To help him you must first kill the Snow
Bears that have come to take a liking to the path, and which make it
dangerous for Travellers (These ones will be different to the ones
found in other parts of the Jerals and will have a script attached)
once this is done he says that he can place the markers. He does this.
Once it is done he asks you to see a mage about getting them enchanted
so they glow at night so people can travel at anytime up the
mountainside. There is a mage in the public house that can help you
with this, he asks only for a small sum of 50 gold. Once you pay him he
goes and individually enchants each of the markers. You then return to
the Nord officer who then thanks you and reimburses you the amount you
payed the mage and gives you 100 gold for your troubles.
The markers will use the mesh that the Bruma signposts use (Not in
game, only in the CS). Also they only will glow at night, so the light
will need a script attached so that it only glows at a certain time.
The Nord will need dialogue and the Mage will need dialogue.
The special snow bears which you have to kill for this quest will only
spawn once you have first started this quest by talking to the nord in
the nord barracks.
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20.08.2006 04:49 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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RE: Haerter?s Gap Quest, Marker, what Marker? |
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The scripting for this should be fairly easy, except for the markers, that's the only thing I'm not sure how to do.
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20.08.2006 05:01 |
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The markers and lights would first be set to "Initially Disabled" then
it's just a matter of a script that would enable them. Pretty basic
stuff.
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20.08.2006 07:53 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by The Old Ye Bard
The markers and lights would first be set to "Initially Disabled" then
it's just a matter of a script that would enable them. Pretty basic
stuff. |
Yeah I think there is a global for the time of day, that should do the job.
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20.08.2006 15:22 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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Perhaps dead torches for the original markers (the one's that Varian lays out) and lit ones for when the mage lights them?
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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13.09.2006 01:27 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Is it cool if I leave Varian in charge of setting up the markers for this quest, or shall I reassign it to Eric or Ulaf?
Also, can I have Taarina be the mage in question (post "Tempting
Offer") or shall I make a new NPC for that purpose? It should be noted
that Taarina currently doesn't have a bed in HG, but since her quest
takes her out of HG immediately (and may again when the quest is
finished), that's not really a problem. However, if I create a new NPC
in HG, there's no currently available bed and space is extremely
limited...
Edit: Come to think of it, I could simulate a travelling NPC by
generating one who wanders around HG on Mondays, Wednesdays, &
Fridays during the day. I could make him be an ostensible magic user
(so Taarina needn't stick around) and have him disappear at night...
Edit^2: This hypothetical "travelling mage" could also sell a few
alchemical ingredients and some books, including a certain book called
"Confessions of a Dunmer Skooma Eater."
Edit^3: Alternatively, I could make the player attempt to hire a mage
from any Cyrodiilic mages guild (or the AU), and 24 hours-ish after
hiring all the signs will suddenly glow in the dark. However, this is
probably the weakest of the solutions...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
This post has been edited 5 time(s), it was last edited by Qxzyz: 01.11.2006 22:35.
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01.11.2006 20:09 |
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quote: |
Originally posted by Qxzyz
Is it cool if I leave Varian in charge of setting up the markers for this quest, or shall I reassign it to Eric or Ulaf?
Also, can I have Taarina be the mage in question (post "Tempting
Offer") or shall I make a new NPC for that purpose? It should be noted
that Taarina currently doesn't have a bed in HG, but since her quest
takes her out of HG immediately (and may again when the quest is
finished), that's not really a problem. However, if I create a new NPC
in HG, there's no currently available bed and space is extremely
limited...
Edit: Come to think of it, I could simulate a travelling NPC by
generating one who wanders around HG on Mondays, Wednesdays, &
Fridays during the day. I could make him be an ostensible magic user
(so Taarina needn't stick around) and have him disappear at night...
Edit^2: This hypothetical "travelling mage" could also sell a few
alchemical ingredients and some books, including a certain book called
"Confessions of a Dunmer Skooma Eater."
Edit^3: Alternatively, I could make the player attempt to hire a mage
from any Cyrodiilic mages guild (or the AU), and 24 hours-ish after
hiring all the signs will suddenly glow in the dark. However, this is
probably the weakest of the solutions... |
You could use the priestess as the mage person, as it would also
introduce the PC to her questline. Also the person who sets the markers
up is the same person who gives you the quest. Also as a priest she
should also sell things like Confessions of a Dunmer Skooma Eater,
because it would sort of fall under her role.
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02.11.2006 03:52 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Good points about the priestess: so shall it be written, so shall it be done!
I don't think I was clear about the first bit, however...
Currently, the quest begins & is run through Varian. I noticed that
the original quest intended for a Nord "from the Bear legion in Skyrim"
to kick off the quest...so is it okay that Varian is currently the
"marker man?"
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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02.11.2006 04:01 |
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I'd be happyer if it was one of the Nord guards, but it is up to you if you can put in that much more effort.
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02.11.2006 04:05 |
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Smokindan
Chieftain of Skyrim
Registration Date: 13.06.2006
Posts: 813
Location: Western Australia, Australia
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It was originally decided that Varian would be the Marker person, as he doesn't play any other part in HG.
__________________ I like pigs. Dogs look up to us. Cats look down on us. Pigs treat us as equals.
Men occasionally stumble over the truth, but most of them pick themselves up and hurry off as if nothing ever happened.
->Sir Winston Churchill
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02.11.2006 08:33 |
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Siesta Guru
Elder of Skyrim
Registration Date: 15.10.2006
Posts: 516
Location: Sleeping in a bar
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Marker lights script is really easy, add this to the lights
begin Gamemode
if getcurrenttime > 22 || getcurrenttime < 7
enable
else
disable
endif
end
Well that was it
__________________ ou av andanyammis
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02.11.2006 10:02 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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@ TOYB & Smokindan: It certainly would be easier to leave Varian as
the "marker man." BTW, I've got Varian and Rhiygy alternating guard
duty in the Imperial Office at the moment, just so the Imp Office doors
never logically need to be locked (but the armor'n'stuff is still
guarded)...my thinking is it would kinda suck if the first impression
of HG given to a player who has just struggled up the mountainside in
the dark is, "Sorry! Come back later!"
@ SG: Thanks for the script!
I'll be adding a "GetStage" condition to it, of course, but that's the
general idea of what should be going on when the lights are active...
@ All: I'm intending to have the quest behave thusly:
*Player gets quest from Varian; non-respawning bears enabled
*Player kills bears; quest update; player informs Varian
*Varian places signs along mountain trail over the next three nights (3
per night, lights not enabled); I intend for Varian to walk to a
reference marker placed at a sign location, perform the corpse check
animation, enable the sign, move on to the next marker...then come back
to HG after three signs have been dropped (if I can't get reliable
behavior out of Varian for this, then I'll just have the signs appear 3
at a time each night); player quest journal update when last signs are
there
*Player talks to Varian; directed to Miaren; convinces Miaren to help light up the signs
*Miaren wanders to same markers as Varian over three nights (same
series of AI packages as Varian, hopefully, with different animation
playing); 3 lights appearing per night; player quest journal update
*Player talks to Varian; quest ends.
So the tricky bits are going to be getting serial
additions/subtractions of AI packages to work correctly -- using little
DoOnce type variables to keep track of which package should be
added/subtracted...
I guess we'll see if I can get this to work...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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02.11.2006 14:30 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Hehe...thanks!
I do the outline thing just to reduce the
"I-forgot-one-small-detail-at-the-beginning-so-the-whole-thing-won't-work"
factor. Still doesn't eliminate this factor, but it helps...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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02.11.2006 18:04 |
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