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Mage Guild quests

Submitted by SBB64 on
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Here are all of the Mage Guild quests. This package uses Mooncat's version of the advancement quest. I made some cosmetic changes to the code but nothing actually needed.

Open Issues:

Travel Together dialog is unfinished. Both escort quests will fail due to both NPCs selecting the wrong response to "Follow me" or "Wait here". Once those dialogs are either moved to their quest or the rest of the responses are assigned to their proper character, this dialog should then work.
Soul of an Ash Ghoul quest doesn't fully work since these creatures are finished. For now just console yourself the ashghoulsoulgem.
Disappearance of Dwarves quest relies on the MQ line being somewhat finished since you need those NPCs to help you. So I haven't test this quest yet.
Duel with Trebonius isn't going happen because I don't know how to move an actor from one location to another (moving him to the arena).
Arrange a meeting won't have the Wisewoman's apprentice appear in the guild hall for the same reason as the duel. It requires a script to move her to the hall.
Fake Soul Gem quest works but Galbedir doesn't leave her desk area. Need to script her movement.
Not a Necromancer doesn't start on its own. Since she doesn't have a normal dialog option of Necromancers, I'm not sure what TES3 dialog causes her to trigger this quest. Just use the console to do a setstage fbmwmgsharnnecro 10 and go open her locked chest for the book.

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Last edited by grumpycat on 14 Mar 2014 - 20:38.

It is great!)

>Duel with Trebonius isn't going happen because I don't know how to move an actor from one location to another (moving him to the arena).

Mb just create another trebonius in arena?

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Hey, great job! I Will test asap ;)

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Hmm, I started a new game and already found an issue. All of the advancement quests use the format of:

Stage 1 - join the club - eh... guild!

Stage 10 - beg for a promotion

Stage 11 - you are now a newb

Stage 20 - beg again, etc

The new advancement script uses that jump of 9 numbers in the calculations:

  ; Did skills and reputation both pass? If so, then congratulations! You're eligible to promote!
  if (QualifySkills == 1) && (QualifyReputation == 1)
    CurrentStage += 9
    SetSTage(CurrentStage)   ; The next stage in these quests is always 9 stages later. I hope.
  endif

So we have a problem with the first stage on all of guilds that will use this. Starting a new game triggers Stage 1 which normally says "Hey I joined a guild", but it does that when you are still on the boat. So to avoid this, I had created Stage 2 for the Cult and Temple. Once you actually join, Stage 2 says "Hey I joined a guild". But the code adds 9 which throws off the rest of the promotions.

I hadn't realized this when I implemented the generic promotion code because my player was already in the guild. To roll this promotion code out to the other guilds, we may need to add in another check so the increase is only 8 for first promotion and 9 for the rest. Unless someone else can think of another way to use the existing stages and still get the NPCs to talk to you about joining the guild prior to Stage 1.
 

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Hey SBB64,

Great job. I'm testing at the moment, so I can merge an updated version.

Here's my findings (and fixes). I will update this post as I test. Obviously, give feedback if you see something off

Join the Mages Guild/Advancement
  • I added a link to "yes" and "no" after hearing the Mages oath.
  • Modified Ajira made a bet with Galbedir that Ajira [...] so that it only appears after Ajira talked about the bet in "Duties"

BCShrooms - OK
  • playerAlias papyrus attached: fixed ShorterQName property to fbmwMGBCShrooms, otherwise the counters didn't work.

 

  • Fixed fbmwMGIngredientPlayerScript, otherwise when you give the ingredients you found, they get counted again and objectives get fired. I also updated the dialogue script to set stage = 100 before giving the ingredients.

Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer)

    if (! GetOwningQuest().isCompleted())
    
        if MGQuest.GetStageDone(1) == 1
            if (akBaseItem == QuestIngredient1) || (akBaseItem == QuestIngredient2) || (akBaseItem == QuestIngredient3) || (akBaseItem == QuestIngredient4)
                ShorterQname.IngredientCounted()
            endif
        endif
    endIf
endEvent

  • Added Mages Guild reputation gain on stage 100 (global fbmwPCRepMagesGuild)

Sabotage - OK
  • Added a new step #2  and used it in the Fake Gem dialogue in order to have a better flow: duties -> bet -> fake soul gem
  • Added a scene to get Galbedir go and talk to Marayn Dren

Flowers - OK
  • I just removed the fake soul gem from Galbedir at the beginning of this quest, as per Morrowind.

Bowl - OK
  • Fixed the dialogue condition because you could complete this quest even without giving a bowl.

Stolen Reports - OK
  • no issue

 

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The game engine definitely has some weird quirks. There are times when a finished quest leaves a dialog option and other times when I don't see them for past quests. All guild quests usually have one last dialog of "you already did that" and you would think this dialog topic would therefore stay forever. But it doesn't. And it isn't consistent on when it disappears.

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Another strange issue. The fbmwmgadvancement quest has a stage 100 (which would never be used) and it is flagged as a starting stage. I noticed because I couldn't figure out why I wasn't getting objectives to seek advancement. Then when I did a getstage command, I was at 100 already. I definitely don't remember creating this stage. Please remove it or at least clear the checkbox for starting quest. Now I have to start another player.

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ok will have a look.

For now, all Ajirra's quests are OK. Going to Ald-Ruhn in the next days!

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Good luck in Ald'Ruhn. I assume everyone knows something on the map causes the game to crash almost every time you fast travel or guild teleport to this city? The manor mapmaker is somewhat more stable but not by much.

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^

Yup, I've tried quite a few times to figure out the cause of that I think it has something to do with the LOD, since the crashes stopped when I fucked up my LOD and deleted it by mistake.

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Ald-Ruhn! (to be continued)

General
  • Fixed some greetings conditions on Edwinna, otherwise she was asking for progress about quests out of order.
  • Fixed Temple reaction to Mages guild to avoid being shot on sight

Chronicles of Nchuleft - OK No issue.

A Potion from Skink-in-Tree's-Shade - OK
  • Added conditions and scripts on Skink's Ancestral Tomb dialogue

Steal Chimarvamidium - OK
  • As all dialogue for Chimarvamidium was in the other quest (return book), I created a new branch and topic for this specific quest. Otherwise the flow of dialogue was not ok. To complete this, I have updated the duties dialogue to prevent from starting return book quest at the same time.
  • At this point, I increased Edwinna disposition towards the PC. Thought it made sense, since you did a couple missions and then you stole for her. You already did that in an earlier dialogue, removed.
  • The scrolls don't seem to unlock the chest and I had no lockpick so I had to use the console to open the chest.

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Ald-Ruhn day 2

Huleen's Hut - OK (mostly)
  • Slight update of the dialogue fragments for the apprentice
  • Fixed a conflict with a greeting for this quest
  • Added an alias on the scamp to give him the key
  • For some reason, Listien is wandering in the house but he should stay under lock until freed by the user. I removed his default package and added a new stack with conditions to reflect so.
  • Not tested: what if the PC kills and/or free Listien before being given this mission
  • Bug: If I just COC to Huleen's Hut from main menu the Mages Guild advancement quest and I am automatically added to the faction - not fixed yet. This is the same advancement issue you described sorry.

Return Chimarvamidium - OK
  • Fixed a condition in a Duty dialogue, otherwise after completing this quest, Edwinna was offering the same quest again
  • Updated fbmwMGBookQuestsScript -> MGReturnBook.SetStage(40) when placing the book back (objectives will be managed on the stage directly) ; otherwise you cannot complete the quest this way.
  • Bug (might be my save game corrupted): All NPC have the topic "Chimarvamidium" and tell me they haven't read it yet. Conditions are correct on CK - only Edwinna should say that.

Next Sadrith Mora !

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Sadrith Mora

Escort Tenyeminwe - OK Fixed Tenyeminwe following player.
  • Added a trigger box around the docks to set the correct quest stage upon  Tenyeminwe entering it

Vampires of Vvardenfell, Vol II - OK no issue

Meeting with a Wise Woman - OK
  • Moved Minabibi to the Mages Guild after being sent by wise woman
  • Changed the quest script to stop the quest at stage 110, otherwise it was not possible to receive the ancestor ring from Minabibi since the dialogue was not present anymore.

Kill Necromancer Telura Ulver - OK
  • only fixed Telura voicetype

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Ok for the advancement script, indeed we have this issue.

So I structure I adopted here is similar to what you propose

stage 1 = empty (startup stage)

stage 2 = join the faction (need to update the join mages guild dialogue)

the rest stays the same

For the advancement script, if just added a if clause to deal with that stage initial stage

  ; Did skills and reputation both pass? If so, then congratulations! You're eligible to promote!
  if (QualifySkills == 1) && (QualifyReputation == 1)
    if CurrentStage == 2
        CurrentStage += 8
    Else
        CurrentStage += 9
    EndIf
        SetSTage(CurrentStage)            ; The next stage in these quests is always 8 stages later (except first)
  endif

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Once you upload a functioning version I'll begin testing and I'll try to purposely break it (within reason). I'm good at that, have lots of experience doing it too.

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once everything is polished, this will get merged, so you can enjoy and break it:)

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>Duel with Trebonius isn't going happen because I don't know how to move an actor from one location to another (moving him to the arena).

Can't you create a travel package on Trebonius so once you ask him for a duel, he starts walking to the arena (and set it to an XMarkerHeading in the arena)? I experimented only a little bit with the CK.

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I guess once this pack is merged in, I can go back and update the IC and TT advancements to utilize this formlist and scripting. That way they are all standardized.

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Sunday testing !

Dwemer Tube from Arkngthunch-Sturdumz - OK
  • Added a Dwemer factions for such creatures so that they don't kill each other (this happens in Arkngthunch-Sturdumz)
  • Enabled the dwemer tube in Arkngthunch-Sturdumz upon missing assignment.
  • Added a new dummy stage 50, so that you have objectives flow correctly (50 obtain a tube, 100 return the tube to Edwinna

Nchuleftingth Expedition - OK (mostly)
  • Scripted the cranks in Nchuleftingth so that they are either trapped or open the secret door
  • Need a sound for the secret door
  • correctly placed some objects

Scarab Plans in Mzuleft - OK
  • Added all the bandit orcs in a faction so they stop killing each others and ally against PC
  • Changed then bandits AI data, from Frenzied to Very Aggressive

A Wizard's Staff - OK no issue

Bethamez - OK (mostly)
  • No dialogue option to get the key from Vatollia Apo except if playing the imperial legion story line. Door can be lockpicked.

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Factions seem to be a lacking problem everywhere. The vampires need to stop attacking each other as well as all the actors in each daedra temple. When I go back to update the TT questline for the new advancement script, I'll follow what you have here so those areas become a challenge instead of just a simple walk through since everyone is usually dead by the time you enter the shrines.

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Sounds good :)

Testing continued:

Soul of an Ash Ghoul - OK (but read)

This is is a simple quest except for the part where we need to get a specific soul gem when killing a ghoul rather than a simple soul gem.

To implement it, I created a formList of all the ash ghouls in the game.

On the morrowind soul trap magic effects (what you use to build spells), I added a script that indicates when you have casted this spell on a ghoul (based on the formlist).

On each ghoul, I have added a script that detect their death and replace the newly filled soul gem by a Ghoul soulgem.

And voila, the quest can be completed without cheating.

Limitation: this will only work on Skywind soul trap spells, scrolls or weapons. Vanilla or modded soul trap spells will not have the necessary scripts.

Galur Rithari's Papers - OK no issue

Staff of Magnus - OK
  • just changed the AI data to the mages in Assu from Frenzied to Very Aggressive and added all inhabitants to a faction.

Warlock's Ring - OK
  • No issue, just fixed a interior door in Ashirbadon that was using a LOAD version (therefore not opening enough)

Manwe's Dues - OK no issue

Recruit or Kill Llarar Bereloth - OK
  • updated the people in Suripund's AI data

Unsanctioned Training - OK
  • Completing the quest with a training from Only-he-stands-there was broken.

Escort Itermerel - OK (needs navmeshing at least in Pelagiad) 
  • fixed travel dialogue and follower
  • add a trigger box in halfway tavern
  • Bug: escorting from Balmora to Pelagiad is difficult (general navmeshing) [Workaround: fast travel]
  • Bug: Itermerel won't enter in the tavern. Maybe due to this: http://forums.bethsoft.com/topic/1356304-help-my-follower-doesnt-enter-or-exits/?hl=%2Bfollower+%2Binside

Only 6 quests left to test!

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Hm, what was the bugged door called in the Warlock ring quest? I might need to sort them, if the door is used anywhere else in the game.

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I don't remember off hand. Check in Ashirbadon, there are a couple of interior doors, one of them is xxxLOAD for some reason. I changed it to the xxx version.

Also, there's an issue in Dwemer ruins, stools are always malpositionned. I fixed for the ruins visited in this storyline but not for the other ruins.

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It was 0doorUcavernUdoors10Load that I replaced by a 0doorUcavernUdoors10.

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Kill Necromancer Tashpi Ashibael - OK
  • fixed dialogue conditions (for example, getInCell doesn't work the same way as in oblivion, so it's better to use getInCurrentLocation. getInCell works correctly for interior cells only).

Arch-Mage - OK
  • peaceful way: OK
  • Bug: the letter from Ocato is not complete, need to include the name of the PC. Removed the alias for now, otherwise the text is cut short.
  • Duel : OK. I scripted that as soon as you leave the vivec guild of mages, trebonius teleports to the arena pit and becomes aggressive (attack on sight). I could have added a package or a scene to have him move to the arena but it's too long for him to walk and risky considering the current navmeshing. He's supposed to be a kick-ass mage anyway, so he can teleport :)

Catch a Spy - OK
  • Added several steps to better control the dialogue flow (uesp is even stating this quest is bugged/unfinished)

Mystery of the Dwarves - OK
  • Fixed dialogue issues
  • I faced a slight bug and had to setstage 100 in the console, but since there is no reason for this, it's probably my savegame messed up a bit.

Kill the Telvanni Councilors - OK
  • Fixed some dialogue issues
  • added a dummy stage (50) for objectives management
  • scripted councilor deaths to progress the quest

I'm NOT a Necromancer! - OK
  • Quest is now set as start game enabled. To balance this, the topic will only be available if the PC is in the mages guild.
  • Added an objective (otherwise the journal entries will not show)

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I have now tested a performed a bug hunt for all this storyline. This will be merged in the next dev release :) So you can go and break it, and report bugs :)

Only point not tested: getting expelled and making amends to be re-integrated.

good work SBB64

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This storyline is now merged. Will be available in 0.8.2 and later versions!

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I have encountered a bug: I have done all guild quests and wanted to become an Archi-Mage but also wanted to get the Necromancer Amulet, so I didn't show the letter to Trebonius but I have challenged him to duel in Arena. No matter what I had been doing during the duel (even only defending and healing - Marara's Ring grants me partial Reflection), I ended up being proclaimed Archimage, but also expelled from the Guild. And Skink directed me to Trebonius...

Is there any console command to fix this?

 

S.

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You can do a setstage fbmwmgadvancement = 91. But that won't remove the expelled status. You would need to remove the expelled flag from the faction first. I'm not sure what that command is. I only know the one for adding you to a faction. In your case, you are already in the faction with a rank of 8. Anyone else remember what the command is to clear an expelled status?

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Oops! It seems I have chosen a wrong subforum (found that topic via Google) - I haven't noticed this is Skywind and not Morroblivion. Sorry!

S.

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