exanimis Posted September 27, 2008 Share Posted September 27, 2008 Vella den Keep I have completed building my mod (It can be viewed by clicking the link in my signature) but it isn't finished. It doesn't have any quests. Being new to modding and the construction set, I'm finding quest writing extremely difficult. I am officially asking for help from those who are more experienced at writing quests than I. My mod may be a vampire mod but it's not like any other mod and I want the quests to be different as well. This particular quest is part of a larger quest that leads the player to populate the Keep. The Keep will be a lonely place when the player first finds it. Return to Kvatch Inside Vella den's Sunken Garden there is a Kvatch refugee who is a merchant smith. She is an Ork named Beatal gra-Sharok, speaking to her will reveal a similar dialog to the one below. Subject:Kvatch Dialogue: I was visiting my sister when the Deadra attacked. Her and her husband were both killed in the attack. Subject: Family or Niece Dialogue: She has been missing every since those gates opened, could you please help find her? Options: Yes: this answer should trigger the placement of a ladder in the ruins of Kvatch and change Beatal's dialogue to Have you any news? This should also trigger the placement of creatures in Kvatch whether the Battle for Castle Kvatch quest has been finished or not. No: quest ends and is not offered again. Searching Kvatch the player finds the niece hiding with a Dark Elf named Orradene. Speaking with either triggers a follow the player command. Returning to the Sunken garden should trigger the placement of two bedrolls. Orradene: She will enter the castle and set up shop and her living quarters. (Orradene is a merchant fence)This will enable Orradene's shop in an empty room. Only if the main quest is finished. Think of the Where spirits have lease quest. If this quest is not done yet, Orradene will find a place in the Garden to sleep. (one of the bedrolls) The Niece: Lead her to where Beatal has set up house. She will stay close to her and sleep in the second bedroll. The next time you leave the keep and return, triggers the abandoned house to be disabled and replaced with Beatal's house. Only if the main quest is finished. Both character have moved in. Beatals niece will live there with her.Beatal will also set up shop in the basement which will be replaced with the blacksmith shop. Please Help As I have said, I am new to this and I don't even know where to start. I have been going through several tutorials on this site and others but haven't managed to get very far along in the quest writing. I am not asking anyone to write this quest for me, even though that would be appreciated. What I need is people who can point me in the right direction and read over my quests and let me know what is and isn't possible. More to comeI have written all of my quests in a spiral notebook. If you are interested in helping e-mail me and I will send you a copy of my notes detailing each phase of the quests and a copy of the Vella den Keep esp. with all the rooms,npc's and so forth. Thanks ahead of time for reading this post and responding. X Link to comment Share on other sites More sharing options...
Palpenious Posted September 28, 2008 Share Posted September 28, 2008 Are you asking someone to actually put the quest together for you, or do you just need help figuring how to get the topics and such working? If you just need help, definitely check the TESCS wiki, I was able to put together a similar topic after a day or two of study. You may have already checked here, if you are still confused, or just have other parts you need to work on, I could take a stab at it. I haven't released anything, but have a few personal mods/quests made to basically teach myself how to do it. I suggest you try to work it on your own, and just get help on things that stump you because the CS is actually pretty easy to navigate, it just takes getting used to. That being said, if you like, I would welcome the experience of working on the quest. PM me if you like, or post here, otherwise, good luck! Link to comment Share on other sites More sharing options...
oko121 Posted September 28, 2008 Share Posted September 28, 2008 Vella den Keep I have completed building my mod (It can be viewed by clicking the link in my signature) but it isn't finished. It doesn't have any quests. Being new to modding and the construction set, I'm finding quest writing extremely difficult. I am officially asking for help from those who are more experienced at writing quests than I. My mod may be a vampire mod but it's not like any other mod and I want the quests to be different as well. This particular quest is part of a larger quest that leads the player to populate the Keep. The Keep will be a lonely place when the player first finds it. Return to Kvatch Inside Vella den's Sunken Garden there is a Kvatch refugee who is a merchant smith. She is an Ork named Beatal gra-Sharok, speaking to her will reveal a similar dialog to the one below. Subject:Kvatch Dialogue: I was visiting my sister when the Deadra attacked. Her and her husband were both killed in the attack. Subject: Family or Niece Dialogue: She has been missing every since those gates opened, could you please help find her? Options: Yes: this answer should trigger the placement of a ladder in the ruins of Kvatch and change Beatal's dialogue to Have you any news? This should also trigger the placement of creatures in Kvatch whether the Battle for Castle Kvatch quest has been finished or not. No: quest ends and is not offered again. Searching Kvatch the player finds the niece hiding with a Dark Elf named Orradene. Speaking with either triggers a follow the player command. Returning to the Sunken garden should trigger the placement of two bedrolls. Orradene: She will enter the castle and set up shop and her living quarters. (Orradene is a merchant fence)This will enable Orradene's shop in an empty room. Only if the main quest is finished. Think of the Where spirits have lease quest. If this quest is not done yet, Orradene will find a place in the Garden to sleep. (one of the bedrolls) The Niece: Lead her to where Beatal has set up house. She will stay close to her and sleep in the second bedroll. The next time you leave the keep and return, triggers the abandoned house to be disabled and replaced with Beatal's house. Only if the main quest is finished. Both character have moved in. Beatals niece will live there with her.Beatal will also set up shop in the basement which will be replaced with the blacksmith shop. Please Help As I have said, I am new to this and I don't even know where to start. I have been going through several tutorials on this site and others but haven't managed to get very far along in the quest writing. I am not asking anyone to write this quest for me, even though that would be appreciated. What I need is people who can point me in the right direction and read over my quests and let me know what is and isn't possible. More to comeI have written all of my quests in a spiral notebook. If you are interested in helping e-mail me and I will send you a copy of my notes detailing each phase of the quests and a copy of the Vella den Keep esp. with all the rooms,npc's and so forth. Thanks ahead of time for reading this post and responding. X hey bud i can help you if you want... i beat all the scripting tutorials, ai tutorials, textureing, building and editing, modeling all i got lazy and skipped the last quest guide.... Link to comment Share on other sites More sharing options...
Vagrant0 Posted September 28, 2008 Share Posted September 28, 2008 Your mod requires quite a bit of enabling and disabling of things based on stages. You might want to considder looking at some of the scripts and references in house quests to see how this is handled on such a large scale. Most often, items in a room are parented to something else. As for the dialogues, I would leave that toward the end. Instead, setup everything in the CS according to how you want it to be at a certain stage, and just test by changing those stages in console. This will ensure that everything is looking right for your quest before you try doing any dialogues. The "niece" issue might be a problem since children aren't normally possible in game, and may require a bit of special work to make happen. When you finally get to the dialogues, you'll have everything you need, from conditions to result scripts to make the quest work. Essentially you would just have those dialogues trigger those states that you had setup earlier within the result script. This is why I say to do this part first, it'll let you know how many state changes you will need, and give you time to think about when you want those changes to happen. You will of course need a quest script which works off quest stages to initiate those changes, but that isn't anything too difficult. For the fence, you just need to make him a merchant, and set his responsibility below 15. Setting up a full, cluttered shop probably isn't the best idea since the player can just walk in and take what they want due to him having responsibility so low. There is nothing particularly difficult about this, and you should be able to handle it without needing to do much more than ask the occasional question about how something works. Nobody is going to take the time and do your whole mod for you, and until you have everything else setup, nobody would be able to even help you get the dialogues working right. Link to comment Share on other sites More sharing options...
exanimis Posted September 28, 2008 Author Share Posted September 28, 2008 I'm not asking anyone to write it for me but I really don't know what can and can't be done. I've been working with the wiki tutorials and have managed to do a little. What I really need is someone who will open my mod in the CS and check my quest notes and offer any assistance they could. I can send a 7zip file of my mod to any who are interested. The file that is available online doesn't have all the rooms. I can also past a copy of my quest notes here or e-mail it. Link to comment Share on other sites More sharing options...
exanimis Posted September 28, 2008 Author Share Posted September 28, 2008 If I place the niece in Kvatch will she need to be a copy? I don't quite understand how this works. The niece in Kvatch will have a different set of AI's than the one who lives in the Keep. I know that to have a room change from haunted to normal I will need two copies of that room and each will have to be enabled or disabled at certain points. Do NPC's work the same way? The Niece isn't really a child just a short Ork :) I'm really trying to learn and could use lots of advice Link to comment Share on other sites More sharing options...
LoginToDownload Posted September 28, 2008 Share Posted September 28, 2008 I imagine you wouldn't enable or disable cells, but would enable or disable the doors (right on top of one-another) to the cells as appropriate. Enabling and disabling NPCs seems like the right way to go, though. Link to comment Share on other sites More sharing options...
exanimis Posted September 28, 2008 Author Share Posted September 28, 2008 I imagine you wouldn't enable or disable cells, but would enable or disable the doors (right on top of one-another) to the cells as appropriate. Enabling and disabling NPCs seems like the right way to go, though. I didn't know about the doors. I have been studying the quest "Where spirits have lease" since my castle will be much like this.There is so much I need to know and I am the type to ask questions. Link to comment Share on other sites More sharing options...
exanimis Posted September 28, 2008 Author Share Posted September 28, 2008 Here are my quest notes. I just need people who will look them over and say "You should enable this door here and disable this one" or "This part will need a script and this part is in the quest menu." I just need hints. QUEST NAME: The search for Vella den Keep On start up of the game the player receives a journal entry similar to the message below.. ENTRYIn a recent copy of the Black Horse Courier there was an article about a missing husband. The wife is offering quite a substantial reward. I should speak to Hasiri at the papersoffice the next time I'm in the Imperial city. Speaking with Hasiri Option: Missing Husband Comment: Yes! Her name is Lena Farstead from Cheydenhal. She was back in here just a few days ago. Option: Where is she now? Comment: She said something about Wawnet Inn. you should travel to Weye and ask around. Speaking with Narussa at the Wawnet Inn Option: Lena Farstead Comment: She was the woman looking for her husband right? She came through a couple of weeks behind him. I remember him because he looked ill. Option: Is she still here? Comment: No, the last time I saw her she was heading west out of town. This conversation should trigger the placement of the vampires skeleton and unlock the door to Vella den cave. After finding the skeleton a journal entry says... ENTRYI have discovered the burnt and broken remains of Drailies Farstead. His diary refers to the lake behind Fort Nikel. I should check that area out. The next journal entry should come only "IF" the player finds the body of Lena Farstead ENTRYI have found the body of Lena Farstead. It appears that she drowned while searching for her husband. As the player exits the lake in Vella den Sunken Garden the journal entry reads.. ENTRYI have discovered an underground town, it appears abandoned. I should check around to see if anyone lives here. Speaking with the priest Treysivius Option:What is this place? Comment:This is Vella den Keep. I'm afraid that its not the town it used to be. Option:Is there an Inn? Comment:We don't normally get travelers through here. Not in many years. If you chose to stay, there is an abandoned house on the north side of the garden. You are welcomed to it. Option:What about the castle? Comment: It has been empty for many years. It is a very dangerous place. I will give you a copy of the key but I must advise against going in there. ENTRYI have received the Vella den Master Key. This conversation triggers the key to be added to the players inventory and the player tobe named "Traveler" in the Vella den Faction. This quest can end here and trigger the next or it can continue QUEST NAME: Battle for Castle Vella den After the player enters the castle he is attacked by creatures, when they are dead the journal reads... ENTRYI was attacked by Wraiths. It appears the castle is haunted after all. I should continuewith caution. The player finds a key in the top floor storage room ENTRYI have found an old key, it may be of some use somewhere. The player unlocks the basement. Vella den is a huge skeleton. He sits in a chair and only moves after the player interacts with him. ENTRYWho dares enter the realm of Vella den? The player fights Vella den ENTRYVella den rose from the dead, I had no choice but to destroy him. The player checks the body and finds the shield of Vella den ENTRYI have found the shield of Vella den, I should take it to the priest Treysivius Talking to Treysivius promotes the player to Lord or Lady Vella den but only if the population of the keep is complete. If the other quest is not finished the player is promoted to Master of the Keep. QUEST NAME:Return to Kvatch Inside Vella den's Sunken Garden there is a Kvatch refugee who is a merchant smith. She is an Ork named Beatal gra-Sharok, speaking to her will reveal a similar dialog to the one below. Subject:Kvatch Dialogue: I was visiting my sister when the Deadra attacked. Her and her husband were both killed in the attack. Subject: Family or Niece Dialogue: She has been missing every since those gates opened, could you please help find her? Options: Yes: this answer should trigger the placement of a ladder in the ruins of Kvatch and change Beatal's dialogue to Have you any news? This should also trigger the placement of creatures in Kvatch wether the Battle for Castle Kvatch quest has been finished or not. No: quest ends and is not offered again. Searching Kvatch the player finds the niece hiding with a Dark Elf named Orradene. Speakingwith either triggers a follow the player command. Returning to the Sunken garden should trigger the placement of two bedrolls. Orradene: She will enter the castle and set up shop and her living quarters. (Orradene is a merchant fence)This will enable Orradene's shop in an empty room. Only if the main quest is finished. Think of the Where spirits have lease quest. If this quest is not done yet, Orradene will find a place in the Garden to sleep. (one of the bedrolls) The Niece: Lead her to where Beatal has set up house. She will stay close to her and sleep in the second bedroll. The next time you leave the keep and return, triggers the abandoned house to be disabled and replaced with Beatal's house. Both charecters have moved in. Beatals neice will live there with her.Beatal will also set up shop in the basement which will be replaced with the blacksmith shop. QUEST NAME: The Lonely Guard Speaking to the Vella den Guard the player learns of his loss Subject: Vella den Keep Dialogue: I came here after my wife and I were attacked by a vampire. We were both infected with Porphyric Hemophilia. Subject:Where is your Wife now? Dialogue:When the people of the next town found out about us they raided our farm. I was taken hostage and held for two years. After I escaped I searched for her, but found nothing. I ended up finding others like myself here and so I stayed. Subject:Have you given up? Dialogue:Never but my duties here require much of my time, Perhaps you could help me in my search. Options: No I'm too busy: End quest I don't mind helping out: Places a map marker at the guards former farm.This should enable the Hackdirt Add on cave with the guards wife and son.If the player also rescues the two Khajiit sisters they to will follow him/her back to the Keep. The player goes to Hackdirt and rescues the captives triggering the follow me command.The rescued NPC's could leave at this point and find their own way back to the Keep. Returning to the Keep triggers the wife to move into the guards house and the Khajiit sisters to move into the castle and set up shop.The second floors cleaner version is enabledThe storage room becomes S'Krianna's West Wing (store)"IF" the castle quest has been completed If not the sisters will disappear and reappear after it is done. QUEST NAME: Family and friends-Goblin Island This quest is not found in the keep, neither is it mentioned. Speaking to the second guard reveals only that hewill not talk about his past. Speaking to Dar Jen Rra only hints that the guard is from somewhere southwest of the IC. At any time during the game if the player crosses over to the island between Old Bridge and Vindasel (Where you find Umbra)the player will find a camp on their compass.The camp has a fence around it and is gaurded by goblins. In the camp is the second guards brother, wife, son and a few other refugees. Simply finding them willtrigger their move to the Keep. The brother is the third guard, the one inside the castle. The refugees will set up tents in the Garden and in a few days the burnt down house will be replaced with a new home. Maybe? QUEST NAME:??? Sivil and Renik appear at the time that the castle is cleared The Keep is now populatedPlayer earns the last promotion and is Lord or Lady Vella den END QUESTS Link to comment Share on other sites More sharing options...
exanimis Posted September 29, 2008 Author Share Posted September 29, 2008 A PM from Khet This is exactly the kind of information I am looking for. I thank you and I'm sure that others who are trying to learn will find this useful. Hey there, I know it might seem kind of odd that I'm sending you a PM about this but for some reason whenever I click on reply to topic my browser crashes. Anyway, everything you outlined can be done. It will take a LOT of enable/disable scripting. The easiest way to do this is place everything you want to be enabled for the first stage of the quest that will enable something, then set EVERYTHING to one parent and give that parent a ref such as QuestNameStageNumberRef so here's an example of the line that would be used: enable.MC01LibrarySt12Ref So if I wanted to enable items when someone hit the 13th stage and those items were say, a chair, table, bed and rug I would set the reference ID to MC01LibrarySt12Ref to the BED, then make the chair, table and rug children of the bed. Hope that's clear to you. For the NPC you'll actually need two different NPCs. Say NPC1 and NPC2, each one has the same exact name, look, clothes(?), voice actor, all that. For the look and clothes all you have to do is create the first npc, give it items, and then just use EDIT function on that version of the npc and then have the first one enabled (that's the one in Kvatch) and after you do the escort thing, the first NPC is disabled, and the second is enabled (again using the disable/enable script command such as) Enable.NPC2Disable.NPC1 Like I said before, everything you have outlined in your... summary... is possible it will just take some time to set everything up. What I personally would recommend doing, since you're going to be working with a LOT of enable/disable is just set all the items up to be enabled/disabled or however you want, write the script for the stage that will enable/disable them, do everything EXCEPT for dialogue. Then to test it all use the console ingame to make sure you have everything you want. This can be accomplished by: SetStage MC01Library ## (Where ## is replace with your stage. Where MC01Library is, replace with the quest string. The quest string is NOT the name of the quest, instead it is the ID) Link to comment Share on other sites More sharing options...
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