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Fighters Guild Quest Line (Block Release) UPDATED 06/05/2013 BLOCK 3 released!!!

Submitted by dtom on

I have continued the development of the Fighters Guild faction quest line and I am pleased to release the third block of quests

 

Block 3:Lorbumol Gro-Aglakh Low Rank Quests plus join the Guild

This block features 4 quests, guild advancement and promotion, and the initial joining of the guild. The quest run concurrently with block 1and 2 and you can play both blocks at the same time, play through one then the other etc.

These are the final unrestricted quest.

The next block will require advancement within the guild.

As before do not advance to Guardian level before block 5

Note these only work if you go to Vivic, Foreign Quarter Plaza.

Some of the game dynamics like taunting and affecting NPC/PC relationships have not been developed and work-around(s) have been used in these quest

Status: Completed and Available for Testing

Quests available:http://www.mediafire.com/?in8ihcanadd1r1j

Caution: This is an ALPHA release and you should save prior to start and save often when in use.

Package includes

fbmwFightersGuild01DT.esp
plus scripts
(this includes the first 11 FG quests)

Join the Fighters Guild

  • Exterminators 
  • Egg Poachers
  • Telvanni Agents
  • Codebook
  • Desele's Debt
  • Orc Bounty
  • Battle at Nchurdamz
  • The Dissapla Mine
  • Berwen's Stalker
  • Tenim's Bounty
  • Sujamma to Dunirai
  • Juicedaw Ring(New)
  • Silence Tongue-Toad(New)
  • Dro'Shakar's Bounty(new)
  • Lirielle's Debt(new)

ReadMe (essential)
FGQuestline Known issues (excel) Check before repoprting
Screenshots to support above
FG Action Log.

Block 1:  Eydis Fire-Eyes Low Rank Quests plus join the guild

Status : Completed and available for testing

Block 2: Hrundi's  Low Rank Quests plus join the Guild

Status :Completed and available for testing

Block 4:Percies Mercius LRQ

Under development 

Block 5:Eydis Fire-Eyes High Rank Quests

Block 6:Percies Mercius hRQ

Block 7:Lorbumol gro-Aglakh hRQ

Block 8:Hrundi' HRQ

Block 9:Sjorjing Hard-Hearts Side Quest (May need to work with Theives Guild quests for this)

Please pass on any comments etc. If you are planning to report a bug/error please check the known issue log first, but it would be helpful if you could confirm/refute any CTD issues.

Please pass on any comments, thoughts or ideas.

I have tested using the 'expected' play path. Ask for orders. Use relevant added topic to respond and progress to end. I have not set out to fail quests.

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Last edited by grumpycat on 9 Dec 2013 - 00:13.

Just a quick remark regarding packaging (which is mostly awesome due to all the info you provide :P)

  • You package a few TIF_XXX.psc files that have no compiled version. (Maybe they're not necessary any longer ?)
  • You package QF_MQ101_0003372B.pex. This one is normally packaged in skywind.bsa so no need for it there, unless you updated it.

http://i.imgur.com/QzNGeeQ.png

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Oh, generic script names make me mega uneasy. Would you mind going to your preferences in the CK, going to the Scripting tab, and setting it to use "FBMW" as a prefix in all your scripts?

Other than that...FANTASTIC WORK! Yay, progress! :D

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My screenshot, is incomplete, the other TIF have the prefix :)

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Tifs ;- Think these are left overs from the renamed files. I'll leave them in til block 2. I'll then remove them and test

Mq101:- I used a 'date' based sweep to collect the scripts and accidentally swept this one up. Will remove for block 2.

I've also updated block list as Block 2 will focus on Hrundi's quests as these have more challenging NPC behaviour issues which need to be resolved.

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http://forums.bethsoft.com/topic/1450501-relz-tes5edit/page__view__findpost__p__22448759

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@Zilav  veeeeeeeeeeeeeeeeeeeeeeeeeeerrrrrrry useful. thanks a lot. (I think the next public master will have 1K+ script files).

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wasn't there a couple persuasion options in skyrim? could a simple version of those be used to taunt somebody into attacking? or you could have a conversation piece where you have to find the lines of dialouge that lead to attacking.

I have no clue what you have for a work around, so if my ideas are stupidly obvious, or your already doing them, then just ignore me. lol

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While few and far between, there are persuasion options in Skyrim. Specifically, you can persuade, bribe, or intimidate. Any dialog option using one of the three has which it is in parentheses at the end of the dialog's displayed text (e.g. "I have news from Helgen about the dragon attack. (Persuade)").

I don't think that using a persuade/intimidate option would cause an attack. They're meant for non-combat resolutions using the speechcraft skill. Unless it's a dialog option asking for a fight to the death or something, it should probably be kept to where speechcraft is the peaceful option.

There will need to be dialogs that prompt an attack (Yes Skyrim does have these. I can't remember where, but I know I've ran into them and I know Morroblivion has at least one, so they have to be an option). Too many Morrowind quests rely on murdering someone, and while Skyrim's system of witnesses may make it easier, there is at least one follower in Skyrim that reports your crimes.

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Morroblivion solved this problem by adding a "Taunt" dialogue option to every NPC in the game. Since this is a conversion of that (and not straight Morrowind), we still have all those topics if we want to hook up the proper code and conditions for them.

As far as I recall, none of Skyrim's "Attack" dialogue options required any sort of Speech check, so we probably shouldn't model our taunting after this system. That said, it'd be neat if we could find a way to work Skyrim's other Speech systems (persuade, bribe, intimidate) into Skywind. What if we gave every character a "Disposition" topic that led to all the speech options - persuade, bribe, intimidate, and taunt? We could work out the finer points of balance from there to prevent it from being cheesy.

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Not sure what the final answer will be. Skyrim uses mainly speechcraft to persuade, and directed conversations to provike fights with selected 'enemy' actors.  The taunt system is far more reaching. In all likelyhood we will need to write additional dialogue to cover these. The Skyrim persuade/intimidate options are same mechanic, and have a blocking reply as well as a positive one. Some of the Morrowind dialogue fits, some does not.

The Taunt system is a separate path to provoke fights.

I suppose it comes down to the idea of how close do you want to match the Morrowind experience. No essential characters, the chance to fight everyone, quests that actual fail without warning, and can never be completed.

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Addressing your last point first: In this instance, I'm for sticking closer to the original Morrowind experience. For the quests I've done, I have full Skywind-style quest markers (since those are easy to turn off if you don't want them; heck, I don't use them, but I still think they should be available for those who do). Other than that, you can still fail, kill the wrong person, etc. A side effect to this is that the quest design often assumes you have access to Morrowind-style persuasion options, and implementing those on a quest-by-quest basis is both limiting (why can I only befriend NPCs if a quest tells me to?) and a hindrance (we'll be sure to miss certain NPCs who require persuasion options). Not to mention it'll be more work for us in the long run.

As I recall, Morroblivion (and thus Skywind) already has dialogue for the taunt system. If we add persuade/intimidate options through dialogue, I imagine we'd just use the dialogue for success/failure that appears in Morrowind. That part isn't too hard.

The trick is figuring out how to balance it. In Skyrim, Speech is only meant to be used very rarely. If the player suddenly gains the ability to schmooze with every NPC he encounters, leveling up Speech could become a bit too easy.

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A discussion (and some work) needs to happen for taunting and persuasion.

Regarding the objectives marker, I have an action item to go over them and be able to disable them through a SkyUI-MCM menu, so please create them :)

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Do we have a global set up for that yet? If so, I can hook my objectives up now and save you some work.

Otherwise, I will carry on as I have been. =P

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I haven't created it yet :(

I'll certainly put that (at least the global) in the next version, as it's a very simple task :D

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Hi,

I am officially sick to the  back teeth of Skyrim/Papyrus scripting.

Here's the deal.

in the FGadvancement quest under the Order topic, you start each FG Quest

You get a brief info like

A local egg mine has problems with egg poachers. And you're going to solve those problems.

then the fragment script needs to launch the relevant quest

I use this script to do this

ThisQuest.Start()
ThisQuest.SetStage(1)
NewTopic1.Add()

I then define the quest I want to launch in properties and likewise the topic I want to add. This topic is the kick off for the quest proper.

This works fine.

It launches Exterminator, Egg Poachers, Telvanni Agents, Codebook,and Desele's Debt with no issues at all.

Then when I try to launch Orc Bounty, it won't work. I try to change the name

ie

AnotherQuest.Start()

but it doesn't work. It compiles fine. I get to add properties but it has no effect in game at all.

If I use a debug.messagebox, then the message appears. The script is running but it does not seem to recognise the property.

So I try using a function. No joy.

If I create a new quest. Eg fbmwxxxtestquest.

Then use

ThisQuest.Start()
ThisQuest.SetStage(1)
NewTopic1.Add(
)

It runs fine. It appeared it was an issue with the Orc Bounty quest.

So I created a duplicate version,

and the quest started and operated fine

Now I've hit the same issues with the next quest Battle at Nchurdamz.

ThisQuest.Start()
ThisQuest.SetStage(1)
NewTopic.Add(
)

Set the properties. Run it. Nothing. Test using debug. The fragements run but the property is being rejected.

So I figure this must be a savegame issue. Some legacy item is creating an issue.  I back track to a clean save prior to adding Morrowind.

No joy. The property is not being recognised.

I get drastic. I delete the skyrim file and reload Skyrim.

I Start a new game. No Mods. No DLCs. Just Skyrim and Update.

I create a Save just outside Helgen. You couldn't get any cleaner.

then I Load Skywind + FG Plugin

No Joy.

Script still will not register fbmwFGNchurdamz as the property of any quest property

Quest Property AnyNameYouLike Auto

I'm at a loss.

Very Very frustrating weekend.

I've worked for 28 hours and achieved nothing.

Block 2 is mapped, but if the basic housekeeping scripts don't work I'm not sure what to do.

Do I rebuild from the beginning?

Do I create duplicate quests to progress (my instincts say NO!!!!!)

Do I create a nursemaid quest and set up the launches via that.

(Again I don't want to do that until I figure out why

ThisQuest.Start()
ThisQuest.SetStage(1)
NewTopic1.Add()


Quest Property ThisQuest  Auto  

Topic Property NewTopic1  Auto  
 

works for the 5 quests but not for the latest 2)

Any pearls of wisdom?

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Hi dtom,

can you send me your work in PM, if you want me to have a look at it ?

 

 

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Ask on official Bethesda forum in CK thread, there are a lot of helpful modders. Just don't mention it is Skywind :)

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I'll upload esp + scripts tonight and send a link.

 

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Yeah. I'm making a quest that is a bit like the old Morrowind Fighters Guild ....

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Pm'ing you the fix for OrcBounty. If you can try for the other ones.

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Fix work a treat.

I've set the Aliases which are only being used to set objective markers to Optional and things are back on track.

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Block2 Released adding 5 additional quests.

Next up Block 3, including 4 quests from Lorbumo in Vivec.

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keep up the good work !

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^^^^^ I second that!
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Uploaded the next set of quests. That's 15/31.

 Enjoy

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I always have Verona House Bloodlines in my Oblivion, but never had a chance even to start it. Guess it is a good moment to play it soon while you are still here :)

Thanks for everything!

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Hi Guys,

Just to let you know, I haven't abandoned you. Been super busy at work. Plan to pick up the next block at the weekend.

Dtom

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yes!

I was wondering the other day if you want me to begin merging your stuff or if you'd rather wait and merge everything at once ?

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