Deeza's Plan for the Abacean Isles release |
Deeza
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Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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Deeza's Plan for the Abacean Isles release |
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With the old Valenwood project now dead, it's good to see people
supporting my plan to salvage something from it by releasing the
Abacean Isles. I'm hereby forming a new team to make the finishing
touches to these islands and see through the release of this mod.
I have asked both drmccoy and Danny to help with the implementation of
the islands' quests, and I'm glad to see that both of you wanted to
help out. With both of you on the case this should get done even
quicker.
The following jobs remain to be done:
1. Adding leveled creature spawning lists to the islands. I don't know
if this has already been done, but even if it has, it should be checked
to see if it works OK.
2. Creating NPCs for the main quest - I will put up descriptions soon.
3. Creating a new item for the main quest - the Wrecking-Stone, an
artefact that's key to the plot, needs a suitable model. This could be
a retexture of an existing asset. Also, one of the coral meshes needs
to be converted into an item that can be picked up (to make a quest
item called "Heart Coral")
4. Creating quest locations. These are:
The Wreck Site: the beach on the smallest island, on the side furthest
from the other 2 islands. This is where the Imperial ship carrying the
player is wrecked, so the beach is covered with broken wood, barrels,
crates and corpses.
The Clearing of Bones: just outside the main Bosmer village, this is
where they dump all their rubbish. The clearing floor is bloodstained
and it's full of human bones - also used pots, etc.
Volus' Cave: a small cave that's got beds and weapon supplies, the
headquarters for the "pirate" faction in the main quest. I think the
islands have their own cave tileset which could be used?
The Heart Coral Reef - a large reef made from piled rocks covered with
coral meshes deep under water off the island coast. Heart Coral can be
harvested here.
The Wrecking Caves - sealed until the conclusion of the main quest. A
large cave system, the centre of which is filled with Ayleid-style
ruins built by the ancient Aldmer - this is where the Wrecking-Stone is
found
5. Scripting and dialogue for the main quest, according to the story (revised edition will soon be posted)
6. Adding in extra quests, as many as we can without making the islands too crowded.
This isn't a very big list as you can see. So, what would people like to do?
THE MASTER FILE, MESHES AND TEXTURES CAN BE FOUND HERE:
http://files.filefront.com/Valenwood+Isl...;/fileinfo.html
This post has been edited 1 time(s), it was last edited by Deeza: 28.01.2009 21:36.
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28.01.2009 21:35 |
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drmccoy
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Registration Date: 31.12.2007
Posts: 211
Location: Germany
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I'll claim 2 and 5. I can help out with the leveled creatures , 4. and
6. aswell. What I'll not be able to do is 3. Never have been into those
kindof things.
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28.01.2009 21:41 |
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Deeza
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Registration Date: 03.06.2008
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OK, could you do number 1 (the creatures) first, then start working on
the dungeons. Those are the two most important for now.
Please save all your changes into a separate .esp file dependent on the
.esm so that I can merge them together with other modders'
contributions later.
I think the islands have a new "Spider Cave" tileset to make the
dungeons from. Don't make entrances to the dungeons yet, we'll need to
decide later where to put them depending on how many in total there
will be.
Also, would it be OK to post up screenshots of your progress?
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28.01.2009 21:48 |
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drmccoy
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Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Of course it'd be ok. I'm downloading the masterfile and take a look at
the LeveledMonsters. If they haven't been created yet, I'll do it and
place em. I'll post my progress as soon as I have some to show. I'll
probably need a little time to get into the esm.
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28.01.2009 21:58 |
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Deeza
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Great! That's what I like to see!
I just remembered, another thing that needs to be added:
The Ship - this is how the player gets to the islands. You'll need to make two versions:
1. A ship made from the standard Imperial ship tileset at the Anvil
docks. It doesn't need an interior, but the exterior has to look like
it's stocked up for a long sea voyage.
2. Create a new worldspace and set its weather to constant
thunderstorm. Use the Imperial shipwreck mesh, have the ship tilting on
its side, crates and broken wood everywhere. Also make an interior,
half-flooded with water, everything messed up and broken, one or two
corpses floating. This is where the player "wakes up" during the storm
in the main quest.
The ship's name is "the Dragoneye"
Remember to save all the stuff you make in a separate .esp file.
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28.01.2009 22:06 |
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Deeza
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No, it uses only vanilla assets, so it should be OK.
I will try re-hosting the file a megaupload
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28.01.2009 22:21 |
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drmccoy
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Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Alright. Erm. Should there be any NPCs on the ship? If yes, any
dialogue added to them? Or any scripts? Shouldn't there be an interior
if there is in the "at sea"-scenario?
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28.01.2009 22:36 |
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Deeza
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28.01.2009 22:40 |
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drmccoy
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Registration Date: 31.12.2007
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Great. I'm already done with the ship at anvil. It's full of crates and
barrels, all ready to take off I guess, just waiting for a special
passenger to arrive
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28.01.2009 22:44 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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A NOTE:
please dont place the ship in anvil habour.. it will conflict with SOO many mods,,
ever played daggerfall memories- Cybiades??
the author solved the conflicts with other ships, by placing his ship on coast north of anvil..
A thing I would say if my blender computer worked:
"I claim number 3"
sadly I cant make it...
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28.01.2009 22:56 |
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drmccoy
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Registration Date: 31.12.2007
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Foxtrott Uniform ...... I placed it in the habour. Alright, the ship
will be cut out and copied once deeza gives me the destination where to
put it. Until then, I'll lay my hands on the storm scenario. Enjoy the
work as far as its done I guess.
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28.01.2009 23:07 |
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simonp92
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28.01.2009 23:15 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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cant you just lay the ship on that side where the hole is?
you know, horizontal..
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28.01.2009 23:30 |
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drmccoy
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Registration Date: 31.12.2007
Posts: 211
Location: Germany
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He told me to tild the shop, not to completely turn it over. Problem
would still exist though. It's already tilted the way you want. The
hole cannot be seen while you're ON the ship. As soon as you jump off,
you'll be easily able to spot it. Just like when you completely turn it
the way you proposed. All the player's got to do is dive underneath the
boat. No, I think I'm gonna wait and hear what Deeza has to say about
this, if he's ok with it, I'll use a simple blocker wall.
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28.01.2009 23:35 |
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Deeza
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The Anvil problem had occurred to me... I think we'll need to put it on the coast near the city as simon suggested.
As for jumping off the ship - I should have explained: my plan was that
the player has no choice but to abandon ship and jump off (would it be
possible for the player to hit some sort of blocker that's scripted to
teleport them to the island?) This would mean they can't see the hole???
As promised, here is the list of NPCs for the ship. I will write
dialogue for them later (remember, you'll have to make three copies of
each NPC, one for the Anvil ship, one for the wreck and one for the
island itself, unless you can think of a better way of doing the
transition).
Town Crier - young man who runs up to the player in Anvil and gives them a note about the ship
Olurion - a High Elf who's standing on the Anvil docks, and sells the player the ticket for the journey to Valenwood
The Captain (need to invent a name) – old Redguard, experienced
seafarer, obsessive about tidiness on his ship, possibly a smuggler
Boldur – the first mate. A Nord almost as old as the Captain, he was a
sea raider in his youth and has many a story to tell. A nautical
expert, what he doesn't know about ships isn't worth knowing.
Craelius Marcus – young, neurotic, stammering Imperial company
administrator. The trip to Anvil was his first outside the Imperial
City, and he is terrified of the sea his boss has made him cross.
Sammanul – a hard-as-nails Ashlander from Morrowind. Left his tribe to
see the world and earns a living as a mercenary. Basically your typical
Ashlander but a bit more outward-looking. Head of the escort guard for
the trip to Valenwood.
Vuldon gro-Murlok – toughest of the orc mercenaries hired to act as an
escort guard. Resents being placed under Sammanul's command.
Rugg and "Jawbreaker" gro-Ghazul - two orc mercenaries who are hired as guards for the ship
Edit:
Did the download work this time?
This post has been edited 2 time(s), it was last edited by Deeza: 28.01.2009 23:36.
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28.01.2009 23:35 |
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drmccoy
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Registration Date: 31.12.2007
Posts: 211
Location: Germany
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About the ship: How about the player finds a boat? You know, with a
rowder (the paddle thingy? idk if its called that way?^^). Would that
be an option? Then we could simply use this as an activator and also
use the blockers. I think simply jumping off the ship and being
teleported is a little fast. I'd like the player to have to look around
the ship, having to look for some way to escape. Swimming won't get him
very far in that kindof weather.
I'll put the ship somewhere around Anvil, it shall be done.
I will write the dialogues for the following NPCs:
-Town Crier
-Olurion
-The Captain
don't worry, we won't have to place the NPCs 3 times. a simple moveTo order will do all your needs.
I'll leave the rest to you, I think the other characters are the once that'll add more depth to it.
Now, about the interior of the ship: Where the hell is he waking up? His cabin? Dead people: from the npcs one?
Edit: DL works, its at 82% =D (I'm living in like a small ass village
in bavaria, germany. while internet's actually a very high rated thing
in germany, small ass villages don't seem to profit from a high
bandwith yet. We're only using 2000kb. gay -.- )
This post has been edited 1 time(s), it was last edited by drmccoy: 28.01.2009 23:43.
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28.01.2009 23:42 |
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Deeza
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Thats a much better idea than mine. Making the player search for a boat takes longer, it's a great idea, do it!
I've already written the note that the Town Crier gives you (so you can just paste it into the game):
“This is an official announcement on behalf of the South Seas
Company that due to the unfortunate illness of the Company Factor
Jurius Gavillans Esquire, there will be one additional berth on the
vessel “the Dragoneye”, which has been chartered by the Company for the
purposes of transporting staff to Valenwood. In light of the fact that
no other suitable individual is available to replace Mr. Ovillans at
this time, and the refusal by the Captain to leave port until the
vessel is fully booked, the decision has been made to sell the surplus
reservation at the reduced price of three hundred septims. Potential
buyers are reminded that as soon as it is fully booked the “Dragoneye”
will depart from Anvil and make landfall at Southpoint approximately
three days later. The South Seas Company does not accept any legal
responsibility for seasickness, loss of property, health or life whilst
on this voyage. Exclusive liability is reserved for the Captain of the
vessel. Applicants should present themselves to Mr. Olurion, Company
Bursar, who is at this present time waiting at the docks.”
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28.01.2009 23:45 |
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Deeza
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Captain Alusan... not bad.
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28.01.2009 23:49 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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OH MY GOD! Why!! Why god, whyy?? Why did I volunteer for this awful
job?! Alright, joke's on me. The boat interior's are a BITCH to build.
They're not calculated whatsoever, so forget the snap to grid function.
That's gonna take a while.. Anyhow, where was I. Oh yes, Thank you for
the note! =D
Edit: alright, I guess they're calculated on somewhat. Still it's gonna
be weird. I took a look at some vanilla cells, so it shouldn't be too
hard. I can build a boat
Final: Alright, the boat is really gonna take some time. But that's
fine. I'll make it rather good and take a long time than making it fast
but really crappy. However, I will have to leave you for tonight. -doc
out
This post has been edited 2 time(s), it was last edited by drmccoy: 29.01.2009 00:11.
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28.01.2009 23:52 |
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Deeza
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I had no idea the boat tiles were so bad... strange that should be so when the others work so well. Good luck with that!
It's more important to take your time and get it right, as you say. In
the meantime I will modify the original story (I wrote it without
seeing the finished islands, so some parts need to be changed now) and
rewrite the dialogue for the characters.
I just thought, we could make a joke out of the ship not being docked
at the Anvil docks, Olurion could say something about the Captain not
wanting customs officers to look at his ship... turns out he's
smuggling skooma in the hold or something.
As for the player waking up, I guess the bottom of the ship would be
best, next to a bed (that way they have to walk past all your work on
the way out
) The bodies could be one of the orc mercenaries, or maybe a sailor you could add to the ship.
@simonp92
Yes I do mean town crier. Believe it or not, it was a real job in the
middle ages before they had advertising billboards, getting some poor
guy to go round shouting about what you wanted to sell |
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29.01.2009 01:25 |
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drmccoy
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Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Well, I got the interior outlines, they are working. What's not working
are the walls the part the body of the ship into several rooms. I'm
thinking about also creating a lower deck, depending on wether I get to
fit everything in the one deck.
As for the ship: I will set it noth-west of the docks, out on the sea,
and little paddle boat on the shore including the ticket guy, which
will take you to the main boat. I suggest to teleport the player aboard
the Ship in anvil and start the journy once he activates the cabin door
or something like that. Gives him freedome to talk to some of the
passagers onboard and to look around first (this solution would also
allow me to spare the not-wrecked ship interior)
The player will wake up at the front of the ship interior, having to
make his way through the ship's body, at the back of the ship, there'll
be a door leading to the captain's room, and from this one you'll be
able to enter the exterior.
I'll keep on working on it as soon as I come home
Edit: Alright, slight change of plans. I realized that the outside
model of the wrecked ship has the captain's room door destroyed, so
coming out of there would be highly .. not possible. The ladder leading
up to his room is now blocked by something heavy, probably by the mast
piece that crashed into the cabin. Another ladder leading to the deck
has been created in the middle of the ship. I'm using a slight blue,
dark color for the ambient light, no other lightning resources. It's
tipped and filled with water, sounds of thunder rain and wind have been
included. Looks surprisingly good. I'm about to clutter the interior,
but I don't want to overdo it. Anyhow, I came to hate the ship tileset.
If you have another ship in plans, I'm so not gonna do that
This post has been edited 1 time(s), it was last edited by drmccoy: 29.01.2009 14:46.
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29.01.2009 11:02 |
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Deeza
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No more ships, don't worry
I'd very much like to see this when it's done at last!
I will post up the revised main quest tonight.
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29.01.2009 14:54 |
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drmccoy
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Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Take your time. I'm taking an off time of the ship atm and corrected
the position of the ship in anvil. It's out on the sea now, a rowboat
including the ticketseller NPC is on shore. The note will lead you to
him via quest targets. If you pay the ticket price (I would at last
need some dialogue ideas. How much is it gonna cost and where's the
ship heading?), he will take you to the ship and, if you're not ready
to go yet, back again. Talking to the captain or entering the captains
cabin will result in the ship departing.
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29.01.2009 15:05 |
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simonp92
Knight
Registration Date: 06.11.2008
Posts: 84
Location: Denmark
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its good to hear some progress is made!!
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29.01.2009 20:20 |
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Deeza
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I guess the ticket would be quite expensive (at least a few hundred
gold pieces), this is why I wanted to make it an item (just a rolled-up
scroll called "Passage to Valenwood" as a quest item in the player's
inventory). This way the player could haggle over the price with
Olurion.
The ship is going to Southpoint, which (I've just made this up) is an
Imperial colony in the south of Valenwood, the headquarters of the
South Sea Company, who trade Bosmer goods for Cyrodiil wood (its
against the Bosmer religion to use wood from their own trees, so they
have to import it all). The ship is mostly carrying supplies and
Company staff. |
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29.01.2009 22:25 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Your note says, it'll be 300 gold. Want me to stick to it or create an item and have the player trade it?
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29.01.2009 22:44 |
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Deeza
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I reckon we should create an item you can trade, that way gamers won't
complain that you can't start the quest without being rich. |
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29.01.2009 22:55 |
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InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,281
Location: UK
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quote: |
Originally posted by Deeza
I guess the ticket would be quite expensive (at least a few hundred
gold pieces), this is why I wanted to make it an item (just a rolled-up
scroll called "Passage to Valenwood" as a quest item in the player's
inventory). This way the player could haggle over the price with
Olurion.
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I like that idea, plus its easy to implement
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29.01.2009 22:55 |
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InsanitySorrow
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Registration Date: 19.01.2007
Posts: 1,281
Location: UK
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quote: |
Originally posted by drmccoy
Alright, it shall be done.
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Do you know how to set up options for batering if the player has the ticket?
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29.01.2009 23:17 |
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Deeza
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lol, I like the "please mind the gap" part
I just made a couple of changes to make it sound more like a "legal document", read it through and see if you like them:
<div align="left">The South Seas Company hereby grants the bearer
transportation to Valenwood.<br><br>The Captain of the
vessel has signed a contract guaranteeing journey to the amazing
Valenwood will be both fast and safe, and that accomodation, food and
supplies are included in the price.<br>Please keep in mind that
the South Seas Company strongly forbids the import of Skooma and/or
other goods prohibited by Imperial law. Before boarding and after the
arrival, your belongings might be checked by our personnel to ensure
your compliance with all relevant laws.<br>Please mind the gap
between the vessel and the rowboat.<br>
@IS
I'm not quite sure what you mean?
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29.01.2009 23:52 |
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InsanitySorrow
Marquess
Registration Date: 19.01.2007
Posts: 1,281
Location: UK
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quote: |
Originally posted by Deeza
@IS
I'm not quite sure what you mean? |
Ok so from what I understand you want to be able to barter with the
captain if the player has the item. As far as I can tell the only way
to do it is as follows:
You have your main topic:
-Travel
Under that you could have a set price:
-Travel
- 300 Gold
If the player has the letter then more options become available, you
could then check the players speechcraft skill against the NPCs
speechcraft skill to determine batering. IE the player has 70 skill and
the NPC hs 40 skill, then the player would suceed.
Your options could end up like so with the item in the PC inventory:
-Travel
- 300 Gold
- 200 Gold
- 100 Gold
The options could require a higher skill on the players part to ensure batering sucess.
Hope it helps
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30.01.2009 00:02 |
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Deeza
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Alright, first part of the revised main quest:
Quest One: Passage to Valenwood
The player “wakes up” on the trashed ship in the middle of the storm. Journal updates:
“You are thrown from the bed by a terrible jolt. The ship seems to be
tilting wildly and you can feel water lapping at your feet. Something
has gone terribly wrong.”
Sammanul runs up and tells the player:
“You're alive! I thought there was nobody left down here. The ship is holed and sinking fast – we have to get up on deck!”
Player: What happened?
Sammanul: A huge storm, the most powerful I've ever seen. It came from
nowhere out of clear skies, and ran us straight onto a reef!
Player: Do you have a plan?
Sammanul: We have to cut loose the rowboats, before they are dragged
down with the ship. We are miles from land – that will be our only
chance of survival.
Player runs up through the ship with Sammanul, seeing one or two other
NPCs panicking, screaming “We're all going to die! etc.” Once the
player reaches the rowboat, touching it will set off a script that
teleports the player to....
Player “wakes up” on the beach of the small island. They see Sammanul
right in front of them, fighting off a swarm of giant spiders! After
the player charges in and kills the last of them, player has a talk
with Sammanul:
“You fight well, considering you were unconscious a moment ago. I'm
impressed. It seems not all Cyrodiils are as soft as I thought. We
should see if there are any other survivors.”
The player explores the small island, soon finding the beach with the
main wreck site, where Boldur, Craelius and Vuldon gro-Murlok are
waiting around. Craelius has gone crazy due to the trauma of the
shipwreck, and is now walking around the beach half-naked saying
bizarre dialogue along the lines of “I am the king of the turnips, fear
me!” and so on.
The player talks to Boldur:
Boldur: “You made it! I was afraid we were the only ones.”
Player: “Where are we?”
Boldur: “That storm must have blown us far of course. By my estimation
from the sun's position, we've ended up on one of the Abacean Isles.
Nobody ever sails here. I don't know if they are even inhabited.”
Player: “So what do we do?”
Boldur: “The Captain is missing, so I am assuming command. Follow my orders and we'll soon get off this island.”
Player: “And how do you propose to do that?”
Boldur: “You see the trees? There's wood everywhere on these islands,
enough to make a dozen rafts. The mainland isn't far away, it's
possible to sail there if we're lucky.”
The player goes to talk to Sammanul, who isn't impressed:
Sammanul: “Boldur is a fool. Building a raft and sailing to the
mainland will take days, and in this heat, without fresh water we would
be dead long before then.”
Player: Do you have a better idea?
Sammanul: “Come with me. You seem to be a sensible person. Let us leave
Boldur to build his boat, and go to find water and food that will keep
us alive.”
Quest Two: Water of Life
Sammanul follows the player over to the larger islands. Several Bosmer
hunter NPCs have scripts to wander around the islands and initiate talk
with the player when they meet:
Bosmer hunter: “Halt! You are not native to these isles and we don't like strangers. If you want to live, come with us!”
The player can either agree, and follow them to the Chief's house, or
fight them. Either way, the player will eventually arrive at the
village (all the Bosmer NPCs refuse to talk to the player until they
have spoken with the chief).
Chieftain: “I bid you welcome. From your looks you are not here by choice. How did you come to our islands?”
Player: [You explain your story]
Chieftain: “A familiar story, all too common in this part of the world. You were fortunate to survive.”
Player: [Ask about taking the boat to the mainland]
Chieftain: “Quite impossible. The boat is the only one we have. How
could we ever be sure you would return it? Forgive our distrust, but
outsiders have done nothing to earn our favour.”
Player: Then may we build our own raft?
Chieftain: “You... dare to suggest you would harm a... a... plant? Cut down... a tree?”
Player: I don't understand you.
Chieftain: We are the Bosmer. The sap-people. We obey the Green Pact,
and we shall not allow anyone to harm so much as a leaf of these Isles.
If you have broken the Pact you must die by our bows.”
Player: But this is ridiculous!
Chieftain: “We are not like our brethren on the mainland. We do not
pick and choose from the Green Pact as we like. The mainland has trees
to spare, so perhaps they can be lenient in their dealings with
outsiders. Here, our trees are few, and any who would harm them must
die.”
“How could we have known?”
“Perhaps you are right. Maybe outsiders cannot be expected to
understand the.... relationship we enjoy with the herbs and flora.
Perhaps, there is a way to atone for your first offence.”
“And what would that be?”
“The heart coral of the sea, despite appearances, is not a plant but a
creature. Break its fronds, spill its blood, feed it to the trees. Put
back what was taken, and we shall put this infringement behind us.”
“What must I do?”
“You think you can survive? You are mad for sure! But I like this about
you. It shall be most entertaining to watch you try. Go with our shaman
– she knows the rituals you will need.”
The shaman talks to the player, unable to conceal her disgust.
“Let's get going, herbivore (she says it like an insult, as a human would say “murderer”),”
Quest marker activates and the player follows the shaman towards it out of the village.
If the player talks to Sammanul he says:
“You certainly handled those Bosmer well. I'm thinking I made a good
decision to stay with you. Go with them, but be careful. Watch for
tricks. I will remain here and find out what I can.”
Quest Three: Keeping the Pact
The shaman leads the player to the beach closest to the heart coral
reef, and casts a constant effect spell of water breathing on the
player. She orders them to:
“Swim out as far as you can then dive. The rituals have been completed.
The heart coral lies deep on the sea bed – you will recognise it easily
for it glows. Now hurry!”
The player does as instructed and finds the Heart Coral item (it's at
the bottom of the reef, with a source of light behind it so that it
appears to glow). Once the player picks it up, the water breathing
disables and several sharks spawn behind the player and attack! The
player must either swim away or kill them (they carry the item “shark's
teeth” - use daedroth teeth as a base item). Then get back to the
shaman, who seems shocked:
“You... survived. This was.... unexpected. By spilling your own blood
and that of the heart coral, the Pact is restored. You and your friends
may roam freely across the Isles – but remember not to harm plants of
any kind.”
Quest Four: There Are Others
The player heads back to the village, picks up Sammanul, then heads
back to the other survivors (by this stage, they have established a
small camp a fire, which could be scripted to enable once the third
quest is finished).
On the way back, a new character, Volus, spawns behind the player and engages them in conversation:
“People! Real, civilised people! I can't believe my eyes. Thank the Nine I got to you before those Bosmer did.”
“Who are you?”
“I am Volus Mesperides, Captain of the good ship Prosperity. Or I was,
before I was wrecked on this island's reefs by a sudden storm. Exactly
as you were.”
How did you know that?
“It's no surprise. They lure the ships here, and they wreck them. How
else do you think their homes are made of wood, when they refuse to cut
down trees? Strip the ships down for timber, eat the crew. That's their
way.”
But how can they do that?
Now is not the place. If others survived from your ship you must warn
them. It may not be long before the Bosmer start feeling like a snack.
Meet me at [insert location name here], and hurry.”
The player goes back to Boldur:
“You look like you've had a rough time. What news?”
Player: [You fill Boldur in on the recent events]
Boldur: “They have a boat, and the bastards won't let us use it! I
think this Volus may be right, they have something sick in store for
us. We must find out more. Go to meet him, but be careful.”
The player goes to meet Volus:
Volus: “I realise my story may seem a little far-fetched. So I will show you proof. Come with me.”
He takes the player to the Clearing of Bones then says:
Volus: “This is all that's left of most of my crew. Half of us survived
the wreck, and the Bosmer seemed friendly enough at first. But they
were just putting us off guard. Those who couldn't hide fast enough
were eaten within a week. Now do you believe me?”
“How did you escape?”
“We have a secret place. The Bosmer think it's sacred or some nonsense
like that, so there's no chance of finding us there. I will show you.”
Volus leads the player to Volus' Cave, where you meet his surviving
crew – all very heavily armed and not very friendly. Amazingly, the
Captain is also there, having been found on the beach by Volus' men.
Volus: Now that you're here we can talk safely. I don't want to run the
risk of the Bosmer realising that I've figured out their little scheme.”
“Go on.”
Volus: “Since ancient times, these islands have had unnatural weather.
Ships going missing, even whole fleets. Storms and walls of water
appearing out of nowhere. And after spying on the village for months I
think I know what's causing it.”
“What could possibly...”
Volus: “They call it the Wrecking-Stone. It manipulates the weather,
crushing any ship that gets too close to these islands. Even the Altmer
Dominion was never able to conquer the place. It's the perfect defence.”
“So this was what wrecked our ships?”
Volus: “And more. The Bosmer may have forgotten its real name, but its
fame has spread even to Cyrodiil. That stone is nothing less than a
fully working Falaithrun Laidrul.”
“A what?”
Volus: “An old sailor's legend. Or we thought it was. The ancient
Aldmer made them, placed them on islands all over the world,
controlling the weather so their ships would always have safe passage.
Only two were known to survive, and are kept by the Altmer.”
“So a third stone is somewhere on this island?”
Volus: “Yes, and it gets worse. Even if we were to steal the Bosmer
boat and escape, they could summon up a storm and kill us anyway. We
cannot escape from the islands unless we can destroy the
Wrecking-Stone.”
“How can we find it?”
Volus: “I already have. It's in a cave on the largest island, but it is
guarded. With the survivors from your ship, we finally have the
manpower to storm the village and escape this prison. Are you with me?”
Player: “Let me discuss this with the others.”
This post has been edited 1 time(s), it was last edited by Deeza: 30.01.2009 02:03.
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30.01.2009 02:02 |
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drmccoy
Seigneur
Registration Date: 31.12.2007
Posts: 211
Location: Germany
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Hahaha! Love the part "I am the king of the turnips, fear me!"
Other than that, it's a really neat quest!
About the ship: Should I really include the screaming NPCs? It could
cause a few problems, the ship as become pretty stuffed, plus: I don't
have any "we're all gonna die" soundfiles
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30.01.2009 09:48 |
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Deeza
Editor
Registration Date: 03.06.2008
Posts: 941
Location: Procrastination
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OK, I hadn't thought of crowding issues. Perhaps we can have a dialogue
line that suggests everyone else has already abandoned the ship, and
Sammanul just came back to look for survivors (after all, he's being
paid to keep the passengers alive)?
As for soundfiles, once the quest is completed we have a very
experienced resident voice actor, Ibsen's Ghost, who I'm sure would be
very interested in adding voice acting to the quest. |
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30.01.2009 10:43 |
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