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Fighters Guild quest line finished

Submitted by Machine on

This pack will include the esp with all 31 quests and the 258 papyrus script files needed for them (whew).

http://www.mediafire.com/?9o5zd88kta09hn7

 

Issues that will need to be revisited:

All references to the skywind master aren't included, that means gold, items, race, playerRef, and playerFaction aren't defined yet.

There were other quests that haven't been worked on that were referenced in a couple of the quests.

None of the lore topics have been linked yet.

There are no map markers yet, (at least I couldnt find any) so they aren't referenced yet.

Any references that dealt with minor changes to disposition haven't been included yet. Since we are using relationshipRank and it uses 9 levels compared to morrowind/oblivions 100 levels, its gonna be a bit tricky to do right now. It will require testing.

I had to change some dialogue because of the new greeting system, you can't fit it all in there. In some cases I shortened the text down, and in others I linked a new topic. It depended on the situation.

 

None of this have been tested yet, once we get further along, I will get it 100% completed.

Now I'm moving on to the Mages Guild. :D

 

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Last edited by grumpycat on 9 Dec 2013 - 00:23.

Machine, this is frickin AWESOME BRO! Thank you so much!

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Its my pleasure. I want to see this project come to life as much as anybody. :)

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Machine,

Thanks! for helping digital with the quests.

Can the fighters guild file be merged yet,?,Let me know when you want it merged.

Digital is using FBMW as the filter for the quest scripts,has he informed you of the method he is using.?

 

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Yes its ready to be merged, I used gecko to clean it first so it should be good to go.

Digital and I have been working close on making sure we follow some kind of basic guildlines in naming and structuring. I also used the "FBMW" prefix. Let me know if you have any issues regarding the merging.

It might to best to wait for Digitals ok on it before we start the merge though, as hes the lead on quests, so I want to make sure my esp is ok with him first.

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Ok have downloaded the file and will wait before merging it,thanks again.:)

 

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@Machine : well done !

@IronMan : I was planning on doing the merge myself, next week. Is that ok with you ? Please tell me if there are other things to merge (or you can do yourself the merges not related to quests if you prefer)

I'm basically done with the main quests storyline too, with the same issues for now as Machine. I'm currently just trying to cram in as much lore-related dialogue as I can before releasing (I'm talking about morroDefaultQuest).

My plan is to merge my stuff and machine's stuff sometimes next week. I will not be able to work on this until monday, since I will be visiting family over the next few days.

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Yes,I like the plan as you are obviously better at using the VC than I am.

I only started using it in the first place,because at that time I was the only one who managed to get it working.

As I have stated in other posts,I am not very good with merging,and it would be great if you could merge it all,quest based or not.

But do you still want me to package each updated ESM,?,if so all of the scripts and sources already done would have to be in the file I download from a link given by you.

To sum up,I quess that would only leave me with the packaging and installer job,but that is fine with me.:)

 

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That's incredible!

Well done Machine!!

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I should be done with Mages Guild sometime early next week. I'm just about done with everything besides scripting.

I'm also moving around the CK alot faster now, I'm learning shortcuts and remembering how to do things. I was a little rusty as I haven't touched an editor since new vegas. (I couldn't even remember how to move topic responses and conditions up and down, lol)

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@Machine Hey stop going too quickly, do you realize what it makes me look like ? :P

And yes, I realized about the lef-right arrow moving conditions and topics only this week. I was soooooooo pissed at myself for not finding before :)

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@Iron Man : I don't mind doing more merge work, we can both head this if you want. However, I have no idea about the installer so you can keep that your responsability ! :D

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That`s great digital!,Thanks!.

But I still have a file size limit for the installer [300MB] I think,so we can`t merge everything I quess.

A separate Extras file like was used for morroblivion could solve that though.

 

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@digital : Just giving you a heads up. There was a fighterguild topic dialogue in morrodefaultquest that I had left in this esp. You can remove it in gecko if you already added it in your morrodefaultquest esp.

Also, I forgot about including the SetObjective functions even after we talked about it.(Slaps head) No biggie though, I'll just update it later.

Btw, I noticed there is no longer a GetVampire condition in the CK. Whats the replacement? HasMagicEffect or something?

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@machine

There's this thread http://forums.bethsoft.com/topic/1413679-checking-to-see-if-the-player-is-a-vampire/page__p__21594420__hl__vampire__fromsearch__1#entry21594420

Although I suppose we'll have to implement Morrowind's vampirism, separate form Skyrim's vampirism ?

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Yes I agree, the morrowind vampirism should indeed be seperate and only curable in the main quest, otherwise it would break morrowinds story.

About checking for vampirism on player, I was thinking a simple HasMagicEffect->Vampirism would do the trick? It's probably more complex than that.

I will just leave the GetVampire's blank for now. Thanks for the link!

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Gotta remember to have 3 different vampire diseases for the different clans

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Nevermind, I was thinking of corprus disease. Its been awhile since I played morrowind, my memory is a bit foggy. :)

Trickmaster is correct though, theres 3 clan variants that have different bonuses. Its still too early to know how we should handle vampirism though, the clan bonuses are a must, but seperating the disease itself might cause problems the more I think about it. Guess we'll cross that bridge when we get there.

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http://forums.nexusmods.com/index.php?/topic/583754-how-can-i-create-a-new-disease/
Well I found this thread.
http://skyrim.nexusmods.com/mods/8255
Also this mod.

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The Berne got bonuses to rogue-like abilities, Aundae got bonuses to magicka, and Quarra got bonuses to warrior-ish abilities. IMO whoever is in charge of it should just make the 3 diseases with the physical changes to the character the same as default skyrim vampires (at least for the time being) with some generic vampire bonuses that all MW vampires will have in addition to clan specific bonuses.

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@Trickmaster: We will do our best. In the past with elder scroll games, trying to modify or add vampire abilities/diseases caused issues. I haven't done enough modding in skyrim to know what is or isn't possible yet. But I can assure you that when we are finished with it, technically it will be no different than the way it was in morrowind. As far as physical appearances, I'm assuming we are using skyrims vampires.

@Mehh: Very useful, thank you!

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