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Silgrad Tower: Oblivion » Beyond Cyrodiil » Skyrim for Oblivion » Published Quests and Books » Haerter?s Gap Quest, Marker, what Marker? » Hello You
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The Old Ye Bard
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Arrow Haerter?s Gap Quest, Marker, what Marker? Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

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.
20.08.2006 04:49 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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RE: Haerter?s Gap Quest, Marker, what Marker? Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

The scripting for this should be fairly easy, except for the markers, that's the only thing I'm not sure how to do.
20.08.2006 05:01 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
The Old Ye Bard
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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.
20.08.2006 07:53 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Psychotic
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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.
20.08.2006 15:22 Psychotic is offline Send an Email to Psychotic Search for Posts by Psychotic Add Psychotic to your Buddy List Add Psychotic to your Contact List View the MSN Profile for Psychotic
Smokindan
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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?

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13.09.2006 01:27 Smokindan is offline Send an Email to Smokindan Search for Posts by Smokindan Add Smokindan to your Buddy List
Qxzyz
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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." Wink

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...

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This post has been edited 5 time(s), it was last edited by Qxzyz: 01.11.2006 22:35.

01.11.2006 20:09 Qxzyz is offline Send an Email to Qxzyz Search for Posts by Qxzyz Add Qxzyz to your Buddy List
The Old Ye Bard
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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." Wink

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.
02.11.2006 03:52 The Old Ye Bard is offline Send an Email to The Old Ye Bard Search for Posts by The Old Ye Bard Add The Old Ye Bard to your Buddy List View the MSN Profile for The Old Ye Bard
Qxzyz
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Good points about the priestess: so shall it be written, so shall it be done! :D


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?"

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The Old Ye Bard
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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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Smokindan
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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.

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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 :D

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Qxzyz
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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!" :D

@ SG: Thanks for the script! :D 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 dunno I guess we'll see if I can get this to work...

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The outline seems very logical; so the scripting should be very compartmented and easy to debug. No spaghetti strings - nice! Good job!

I'm impressed that you make a good outline before you start scripting! - takes me back to my dbase and assembler classes.

This post has been edited 1 time(s), it was last edited by Greybeard: 02.11.2006 17:49.

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Qxzyz
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Hehe...thanks! :D 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... Wink

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02.11.2006 18:04 Qxzyz is offline Send an Email to Qxzyz Search for Posts by Qxzyz Add Qxzyz to your Buddy List
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