Quests |
Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Ok I've been gathering quests ideas for a while now, I think we should put them together. So post your ideas for quests
Just one thing, lets us catogarise them in 3 groups, Misc. Quests(The
painter, Aylead Statues, Nirnroots), Divine Quests/Grand Quests(daedric
quests) and Faction Quests(for FG, MG, Ranger Guild, Empire Trading
etc.)
add quest like this: MQ - Misc. Quests. DG - Divine Quests and FQ - (faction name) Faction Quests
So lets go
MQ - Deep in the woods/jungle of Valenwood there's a tomb/dungeon/cave.
It's located between the roots of a huge tree. The surrounding area is
dangerous and evil. Everywhere there plants that attack the player.
Deep inside the dungeon there is a artefact of great power and an evil
vampire. The artefact keeps the vampire alive, but also let it evil
pollute the area. You can go inside and kill the vampire and get the
artefact.
MQ - A scary Khajiit woman approges you, her son has been abducted by a
group of young bosmer and she fears for his life. Track them down and
get the son back. Either persuade and bribe the bosmer or kill them.
DQ - Y'ffre needs your help, he transports you to his realm. There are
3 monsters who treathen the tree of life or sometihng simulair, the
heart of a forest, you name it
Stop the beasts, idea: Hircine sent them.
MQ - Group of Khajiit violated the Greenpact, they cut down trees on
Bosmer ground, kill them all. This quest can be granted by a village or
tribe.
FQ - (village name) Maybe something like Ravenrock, rebuild and defend
a bosmer town that was destroyed during the last war. Could also be
linked to the West Empire Company.
For the Rangers I think we need to mix quests about tracking down
dangerous animals, protecting the Greenpact and tracking people.
Mormacil
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17.10.2006 17:29 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Looks good Mormacil. The M quests are perfect for little distractions.
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17.10.2006 17:55 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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FQ - (rangers guild) As first quest they could send you out to kill a
wild Hyppogriph. That's almost an insult for the player
MQ - A giant tree next to a settlement is sick and dying, they ask you
to enter the tunnels/cave beneed it roots in the hope you find out
what's wrong with the tree. Deep inside you'll find a monster, a dark
one, drinking the treesap of the tree to grow stronger. You can kill it
or go back and tell the people what's wrong, then they go in with a few
bosmer warriors, I think the first solution would give the biggest
reward.
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18.10.2006 14:32 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by Mormacil
MQ - A giant tree next to a settlement is sick and dying, they ask you
to enter the tunnels/cave beneed it roots in the hope you find out
what's wrong with the tree. Deep inside you'll find a monster, a dark
one, drinking the treesap of the tree to grow stronger. You can kill it
or go back and tell the people what's wrong, then they go in with a few
bosmer warriors, I think the first solution would give the biggest
reward. |
What kind of monster we're talking about here? And is that what he's
drinking drinkable by regular people? So you could maybe kill him and
drain the juice yourself, then go back to the village and say that you
did kill him but it was too late for the tree. Perhaps some sort of
unholy alliance with the beast with you prospecting for new trees that
can be "drained" and he giving you [insert item] for serving him?
__________________ The Forgotten Ones have returned.
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18.10.2006 14:36 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Dunno what for monster, but I would say he drained the juice magically.
I thing the monster should be fat and ugly, filled with the lifefroce
of the tree.
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18.10.2006 14:46 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by Mormacil
Dunno what for monster, but I would say he drained the juice magically.
I thing the monster should be fat and ugly, filled with the lifefroce
of the tree. |
Hmmm... fat and ugly.... why? It's not taking anything physical, but it would be ok to show his nature this way. Dunno.
__________________ The Forgotten Ones have returned.
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18.10.2006 18:08 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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quote: |
Originally posted by Arbiter
quote: |
Originally posted by Mormacil
Dunno what for monster, but I would say he drained the juice magically.
I thing the monster should be fat and ugly, filled with the lifefroce
of the tree. |
Hmmm... fat and ugly.... why? It's not taking anything physical, but it would be ok to show his nature this way. Dunno.
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I think the reason is so that when you look at it, it's so sickly, that it just makes you WANT to kill it.
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18.10.2006 18:36 |
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walrus
First Knight
Registration Date: 06.03.2006
Posts: 191
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I'm not sure if it will ever get done but I'm currently trying to write
a fairly complicated quest generator that will write the plots and
design the characters for many quests. It wouldn't directly put stuff
in game because I don't know how to do that, but theoretically ut could
even make a basic outline of all the necessary dialogue options. Don't
get your hopes up though because it is still in very early stages but
if I ever finish it could be really useful as a source of minor quests.
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18.10.2006 20:25 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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quote: |
Originally posted by walrus
I'm not sure if it will ever get done but I'm currently trying to write
a fairly complicated quest generator that will write the plots and
design the characters for many quests. It wouldn't directly put stuff
in game because I don't know how to do that, but theoretically ut could
even make a basic outline of all the necessary dialogue options. Don't
get your hopes up though because it is still in very early stages but
if I ever finish it could be really useful as a source of minor quests. |
That sounds great Walrus! Best of luck in your endeveur
This will certainly be very usefull, after that all we need is
saomething to write the scripts for me and I will be spewing out the
quests like crazy fire
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18.10.2006 20:46 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Hmm other people are working on a random dungeon maker
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18.10.2006 23:25 |
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walrus
First Knight
Registration Date: 06.03.2006
Posts: 191
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I thought I'd give an update on my quest generator and an overview of
what it should do. I haven't had to much time to work on it lately so
it may take me a while/forever to complete it.
Let me begin by saying that this is still in its very early stages and
that I haven't had to much time to work on it lately so it may take me
a while/forever to complete it. I'm trying to create a script that
generates highly complex quests. If I'm successful in that endeavor I
want to try to figure out a way to implement the script so that it can
generate dialogue and quests dynamically while in game. While I feel
the advantages of such a script are obvious I'll state a few of them
here.
1.) If successful my script should generate many unique and non-repetitive quests for each character in the game.
2.) A side effect of the way my program works is that it would give
characters highly complex social schedules, desires, fears and friends
and enemies that the player character can use to further his/her
objective.
3.) The program will create truly dynamic gameplay that is as open ended or even more so than the game itself.
Concept:
The idea behind the program is that all quests are based on the desires
of at least one character or group. The players job is to help the
person(s) or group(s) achieve their respective goals in exchange for
some reward like money, power, fame, piece of mind etc.
So far:
Although still in the concept phase I have the pseudocode for the first
part of the program about half finsihed (possibly an overly generous
estimate) and will post it whenever I get the time to type it up.
Part I
The program works by using input parameters either user selected or
randomly generated to create highly complex, dynamic characters that
have interests, desires and personal relationships. Similarly groups
behave much like NPCs in that they have personalities and desires.
Part II
The program then (somehow) dynamically creates quests based on groups/characters with conflicting/similar desires.
Part III
The program then (somehow) dynamically generates dialouge options and activators that allow the player to perform each quest.
So let me know if you have any ideas and what you guys think.
What I could really use now is help making a list of all of the
factions, races, orginizations, and guilds and their associated beleifs
and moral alignment.
This post has been edited 2 time(s), it was last edited by walrus: 24.10.2006 20:55.
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24.10.2006 18:54 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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That sounds great so far walrus. If you will enable it to make the scripts aswell, you will be my all time hero
We can't really have a list of factions as new ones are made constantly.
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24.10.2006 21:11 |
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walrus
First Knight
Registration Date: 06.03.2006
Posts: 191
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Actually even just a list of all of the races and a description of each
race would be helpful. Especially if the description included
information about how they tend to feel towards the other races, what
religions they tend to believe in and how they feel towards the others,
interesting customs/rituals, superstitions, common social views, common
political views, class(upper, middle, lower), nobility, how
open/private they are, how outgoing/shy they are, and anything else
that is culturally relavent to race, also their sense of ratial
identity (how strongly they associate themselves with a specific race/
care about race) would be very helpful.
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24.10.2006 23:09 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Someone who is deeper in lore than me would be best to explain that to you.
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25.10.2006 09:06 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Raggidman where are you?
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25.10.2006 11:31 |
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walrus
First Knight
Registration Date: 06.03.2006
Posts: 191
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Raggidman eh. Well I'll just have to PM him with my questions.
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26.10.2006 05:20 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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Ok 3 new questideas
MQ - A female bosmer approaches you, basically she asks you to help
her, she's in love with in orc and it's up to you to let it happen
MQ - On a mainroad you suddenly get a conversations, a certain individuel asks you something
male char: He wats gold, how much is leveled (50-2000?) Or he attacks you
female char: He wants a kiss
Refuse and he also attacks.
He's a very very good archer hidden on one of the sides of the road,
after you refuse the conversation ends and he attacks. Grant his
request and you'll find him later in a nearby town. He hopes then that
you didn't take it personally. As a female chart he buys you a drink.
Perhaps he can offer speechcrafttraining?
MQ - In a tavern a woman approaches you, she flirts and buys you some
bosmer drinks. You get wasted, pass out and find yourself either robbed
of under hoarvor attack, don't know which yet.
Mormacil
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01.11.2006 20:10 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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Love the first quest, with Orc lover.
__________________ The Forgotten Ones have returned.
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01.11.2006 20:43 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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I also like the second one very much, it's inspirated on the guy you find on your way from Seyda Neen - Pelagiad
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01.11.2006 23:01 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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great quests. We need some misc quests for Arenthia, anyone got any ideas?
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02.11.2006 09:04 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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I had an idea a while ago when doing the Menelri interior but have since forgotten and remembered it again
Perhaps a travelling alchemist (on a table to himself) creates potions
and whatnot all day including special brews which Menelri sells. He
could be a mages guild associate or something to show there is a
presence in Valenwood even if there isn't a chapter in Arenthia. If you
attempt to talk to him without a special brew in your inven he will
shoo you away saying he is busy but will take interest once you have a
drink praising you on your choice etc. This will lead to him mumbling
about what ingredients he needs for his newest creation perhaps
allowing us to introduce new flora to the player, the reward of
gathering all his bits and bobs is a vial of the concoction.
Perhaps he could give something a bit different I dont know the collect
ingredients thing has been done to death a little I think.
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02.11.2006 10:59 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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This is a very good introductory quest, it will help the player explore, good idea Durdain.
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02.11.2006 11:13 |
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kingevil
Inactive ST modder
Registration Date: 20.07.2006
Posts: 794
Location: belgium
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Great quest idea's ! I think they really fit in with valenwood . Also ,
these random stuff genarating programs dont sound to promesing to me .
A computer cant think lika a human and wil surely make wierd things
when random genarating . Like dialogue . I dont think you can randomely
genarate dialogue . Computers lac the intelegeance and emotions to make
interesting dialogue .
__________________ ''ceci n'est pas une fiction''-RTBF
''On a scale of importance from one to ten I think it's fair to say
that breathing rates about a 9.7 or 9.8. Maybe even a little higher.
It's up there with "having a beating heart" and "not being on fire.''-SA
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02.11.2006 12:30 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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I downloaded the Arenthia alpha and was walking around (those redwood
houses look great by the way) and noticed the Imperial church.
If that is to stay then how about a quest involving the digging up and
eating of corpses in the graveyeard by a traditionalist wood elf? When
the chapel minister approaches you about this perhaps he throws the
player off assuming that there are a band of necromancers about and
suggesting the player go look for such nasty types. All the while the
real culprit is just your average night stalking local resident Bosmer.
If the player decides to hold a stake out he could spy the fellow
digging perhaps? (using the 'farm' animation thing)
Maybe thats a bit to gross for TES?
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02.11.2006 19:41 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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Detective quests are always cool, especially if you can determine the
outcome. Which in return can have deeper consequences.
__________________ The Forgotten Ones have returned.
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02.11.2006 20:58 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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CSI:Valenwood!!
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02.11.2006 21:05 |
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Danmako
First Knight
Registration Date: 25.10.2006
Posts: 89
Location: Australia...MATE
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Yur! Wah hoooooooo
Sorry, bit carried away there.
Another One
MQ\DQ A thousand years ago a hero slew a rampaging daedra and to
commemorate the victory had the deadras metal body melted into a series
of coins, which he gave to members of his family and friends. One by
one they met gruesome ends, the coins disappearing.
Now a collector has decided to gather all the coins together and will
pay the player good money to find them.....think a shadowbanish wine
type quest
- the ghost of the hero has been cursed to wander until all the coins are found and destroyed
-the collector is the daedras worshipper, who seeks the coins to rebuild the body of its master
-the coins themself are cursed (maybe a nasty burden or stat penalty)
-so either the daedra will return and the player has to smash em up or
the ghost is laid to rest: the ghost of course holding the key to his
tomb where his equipment lies untouched after a millenia
__________________ Danmako....The man with no name
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02.11.2006 21:14 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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All 3 quests are good
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02.11.2006 23:18 |
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Danmako
First Knight
Registration Date: 25.10.2006
Posts: 89
Location: Australia...MATE
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Excellent
Lets keep em coming, hopefully a few will be used
__________________ Danmako....The man with no name
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03.11.2006 06:51 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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03.11.2006 11:07 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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MQ - Big quest idea. A group of Imperials under the protection of the
legion will attemp to create a new settlement in VW. I want this quest
to be simulair to RAvenrock on Solstheim. But I think this should be
more an accomplisment. You can either be a real imperial. You build the
settlement with walls and towers, guards and stone houses. You can also
try to get a more bosmeri approach. Be more symbiotic with your
enviroment. More bosmerstyle houses. Trees as base for your towers.
When the settlement is finished you'll get a villa/palace (nothing to
big though
) And maybe a monument, a monolith or something in the center of the settlement.
MQ - Go to an old Altmer tower. It's supricingly clean and in one piece
though. Your assigment is killing the mad Atlmer wizard inside. Just
your regular "kill the mage in the tower battle" with a reward
Mormacil
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11.11.2006 16:53 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,317
Location: where my heart is
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14.11.2006 00:08 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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No, it's part of a trading company, first you need to acquire the right
rank. You also get 2 helpers, one for the supplies/logistics and one
legion captain.
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14.11.2006 00:18 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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The trading comapany is my own small project in VW, these type of quests are exactly what I am talking about.
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14.11.2006 10:17 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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I can help with this quest
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14.11.2006 12:25 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,823
Location: Ireland
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Scripting would be of great help here. But we need to have the places made first
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14.11.2006 12:32 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,250
Location: Netherlands
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I know a scripter that likes the quest
Altough currently he's working on a new Glass Helmet(removed the "horn")
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14.11.2006 12:36 |
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