Ebb11 - Relneth's Repairs (Claimed, Finished)
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10-28-2007, 06:22 AM,
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So, while working on Okan-Shei's apparatus quest, I've come to an awkward stumbling block.
When the player turns in an apparatus, I have in the result script the following: Set STIJEbb11OkanQuest02.AlemQ To 1 That should, as far as I can tell, set my quality tracking variable to 1. For some reason, it won't compile, telling me the variable doesn't exist. It does, though, I assure you. Any idea what's up, anyone? Any other info I could give to help in your assessment? After fighting with it for the past little bit, I'm going to take a break... So... Let me know what you think! =D |
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10-28-2007, 07:27 AM,
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Quote:Originally posted by ImaJunryouIf you want me to, I could check it. Please attach the esp.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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10-28-2007, 07:25 PM,
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Heh, thanks Actually, though, the problem seems to have resolved itself o_O
Turned on the construction set this morning, and added the line, and everything compiled just fine. So, yeah. That's what I get for modding so late, I suppose :yes: Anyway, I'm almost done with Okan-Shei's apparatus quest, and I think I'm kinda close to a finish line with Relneth's. So, yeah. Hurray! edit: So, I'm running checks for whether or not the player has a particular apparatus on their person, so they can give it to Okan-Shei... Should I be running that check from Novice->Master, under the assumption that the player will want to keep the better stuff, or run in the other way under the assumption that the player will want to get the best reward? Right now, I'm leaning towards the first one, but I'd be happy for some input ^_^ |
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10-29-2007, 06:51 AM,
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I think I'm almost done! Yay! I'm adding in dialog for the Big Rewards right now. Those rewards, for the curious are:
Reward 1 - A new sword and axe. They're a slight bit lighter, a slight bit more damaging, a slight bit more durable. Relneth's Blade and Relneth's Edge. Took him almost a month's worth of overtime to make. Both weapons are based on the Fine Steel variants. Reward 2 - new pair of silver daggers. He's never worked with silver before, so I don't know if these will fall in line with that alright or not... He got the silver with the extra money brought in by the player's hard work. One dagger is very slightly faster at swinging, and less durable, while the other is slightly more damaging. Reward 3 - 1500 gold, and (quest stage permitting) random potions from Okan-Shei. The gold is in lieu of some armor that Relneth's been meaning to make, but hasn't been able to due to a hard influx of work (which he's overjoyed about). Reward 4 - 3000 gold, and the name of an enchanter who'll have a disposition boost. The gold is for the same reason as Reward 3, an abnormal boost to business. I figure it would be alright to give the player 3 thousand gold by this point, as that's four months of dedicated work (if not more) hauling scrap around. As far as the enchanter goes, I was hoping to give the name of one in Steadhelm, as it looks to be the closest city/town to Ebbedin. I'm about to hop in-game and nose around the place, looking for one. Any suggestions? Basically, there's just going to be a line in the reward result script ModDisposition Enchanter +50. I was also considering adding a one-time line in said NPC's greetings acknowledging Relneth. Reward 5 - a new shield and (quest stage permitting) random potions. Haven't made the shield yet, still working on finding an enchanter. It will offer added defense, in exchange for some added weight. Might be more durable too. Made of steel. Reward 6 - A simple note to the enchanter. Relneth will have sent off some armor to said enchanter, and the note is the player's ticket to pick it up. There will be a light and a heavy variant of just the cuirass. Also, a middle class shirt (the best Relneth's got!). The player can pick one of them, the other two are the enchanter's 'payment'. They'll be sold and the profit is all for the enchanter, Relneth doesn't get anything for supplying the armor/shirt. As for their enchantments, the shirt will boost speed and luck +5pts. The light cuirass will boost light armor and agility +5pts. The heavy cuirass will boost heavy armor and strength +5pts. Reward 7 - Depending on what the player chose for 6, Relneth will have the rest of the armor complete. Not enchanted, mind you, but it will have slightly increased defense and durability. For the shirt option, it will be 2500 gold instead of armor. Reward 8 - A new bow, some custom arrows, and (quest stage permitting) some poisons and potions to be used with them. The bow will have slightly faster fire rate, but some lowered durability. The arrows will have increased damage in exchange for some added weight. All steel. Reward 9 - a bundle of repair hammers, a personal repair lesson from Relneth and (quest stage permitting) an alchemy skill book from Okan-Shei Reward 10 - 1000 gold, 8 repair hammers, and (quest stage permitting) some potions and poisons from Okan-Shei 10 is repeatable after that. So, any recommendations for the enchanter? Any thoughts on the rewards? If I can get the enchanter worked out, I should have this ready for review very very soon! Also, if the enchanter idea isn't any good, due to having to change and add stuff to an NPC outside of my claim, let me know. It would be easy (easier, even) to simply have the player get the items from Relneth. Just less interesting I would have to come up with something else for the disposition reward though... Thoughts? edit: After wandering all around Steadhelm (and following the road north, hoping to find Ebbedin ), I've come to the conclusion that there's no enchanters in town... Is anyone in the Guild of Mages going to handle that in the future? Should I be aiming for a different town/city? Would it be more convenient for everyone if I just cut out that chunk of my reward setup? Inquiring minds must know! I'll likely not have a chance to work on this for a day or two, and only sparsely then. Come the weekend I won't be in town either. So, despite the relative little amount I have left to do, I don't think Ebbedin11 will be up for review until at least the next week comes by. |
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10-29-2007, 05:14 PM,
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Quote:Originally posted by ImaJunryouNot yet. You could add a NPC who lives in the Steadhelm Mages Guild. Change the AI, Dials, Skills etc. to your liking.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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10-29-2007, 07:44 PM,
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Great, thanks Sandor. Will do. One thing that I'm still not clear on, though... How do you get to/from Ebbedin? o.O To date, I've only managed the trip via coc in the console. Following the road north of Steadhelm took me to a coastline, but no Ebbedin to be seen. Are they in different exteriors? Any of those nifty portals anywhere? Or is coc the only way to get there for now?
It isn't a big deal, not yet, at least. If/when I set up that whole supply-chain deal in a future claim, I was hoping to have Relneth close shop for a few days out of the month and make a trip to said supplier, unless the player helps out and does so instead. That's all off in the future, though. I'm just curious on how Ebbedin connects to everything else =) |
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10-29-2007, 07:58 PM,
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Quote:Originally posted by ImaJunryouThere are no portals and Ebbedin is in the same worldspace. Current status: You have to walk and swim. Walk to the North until you reach the coordinate "64,57" and swim to the West until you'll see Ebbedin (52,57). Related discussion.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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11-01-2007, 06:39 AM,
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I ran into some free time this evening (yay!), and have gotten most everything done. I'm in the middle of making the 6th Big Reward at the moment, and everything's downhill from there. So! Some small updates:
There's an enchanter in the Steadhelm Mages Guild named Culumaira, a female Altmer. She's... Snooty ^_^ Stand-offish, and outright rude, really. She responds well to talk of Relneth, though, and after the fourth Big Reward, her attitude changes dramatically. She offers recharging services, and also sells Magic Items, though I'm not sure what those are... Enchanted scrolls, I imagine. I still need to add some of those to her inventory... If that's not what Magic Items refers to, then I'll need to change that Anyhow, I've also changed the enchantment values on Big Reward 6. It is 15 points of Agility/Speed/Endurance and 10 points of Luck/Light Armor/Heavy Armor, for the shirt/light armor/heavy armor choices, respectively. I thought 5 points for those was a bit low, and thought 15 points of strength was a bit much when compared to the agility and speed bonuses (hence changing them to Endurance instead). Does that fit in line with things balance-wise? I'm used to playing with Oscuro's and that's distorted my view on things like enchantment values... I also took the time to make the walk from Ebbedin to Steadhelm. I am amazed at the size of things! I didn't realize just how much larger Silgrad Tower is now, compared to Morrowind's version. It is great! And daunting... But very much great! edit: In regards to the Steadhelm Mage's guild, do they specialize in anything? Any particular school of magic they lean towards? I ask so I know what sort of scrolls to limit Culumaira to, if any. |
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11-01-2007, 02:59 PM,
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Quote:Originally posted by ImaJunryouI would lower the values perhaps 10 and 5. Quote:Originally posted by ImaJunryouNot yet, pick a school and that will be their specialization.
Dum loquor, hora fugit - While I speak the time flies
Ovid 43 BC - 17 AD |
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11-03-2007, 04:36 AM,
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I'm sorry about the delay in replying. RL has not been working in my favour recently.
Thank you both sandor and SACarrow for answering questions. Quote:Originally posted by ImaJunryou Cool. I’d like to hear the rest of your ideas when you’re ready. :yes: Quote:Originally posted by ImaJunryou I haven’t thought too much about how general Ebbedin dialogue is going to be handled. Right now, I think we’re still working out the technical details. What I would suggest (for now) is making a topic with the title “Okan-Shei” and making an entry so that each Ebbedin character is able to talk about it (should be achievable using GetInCellParam). Do you have any particular text in mind? Quote:Originally posted by ImaJunryou I suppose that’s true, so… Your idea would totally work! :goodjob: You would have to mod the enchanter in yourself, but other than that, go for it. Quote:Originally posted by ImaJunryou I’ll cross my fingers for you. (just for clarification though, if there are only six possible brackets, how do you end up with 36 dialogue possibilities? I’m sorry if the answer is somewhere above, in which case I probably just missed it hrug: ) Quote:Originally posted by ImaJunryou Quest stages can update the player’s journal so the player knows what he/she needs to do next. Like I said above, I think the first run-through should use proper journal entries, then the repeatable quest can use variables or repeatable stages (I also said I’m not too familiar with repeatable quest stages or how they work ). Quote:Originally posted by ImaJunryou I just looked into Bonemold, I found some info on the official ES site (LINK): [blockquote] Bonemold Also known as 'Great House' armor in Morrowind, bonemold is a medium weight armor affordable only by Dunmer nobles. Each piece is assembled from many pieces of softened shell, molded into shape, then bonded and reinforced with resin glues.[/blockquote] It could have some uses. Quote:Originally posted by ImaJunryou Nothing you said changed my opinion, but could you elaborate on what you meant? Quote:Originally posted by ImaJunryou No, I was referring to actually retrieving item properties like weight and value via scripting (not manually inputting them). What you did sounds just fine. Quote:Originally posted by ImaJunryou Remember that the ultimate judge as to whether or not something will work is an in-game test. I can’t say definitively that what you are suggesting will work. Repeating stages in a quest makes me a little uncomfortable, I don’t know much about repeatable stages and not much information seems to be available on them either. I, in my own personal opinion, would recommend avoiding those if at all possible and just sticking to plain old scripts and retrieving variables. I’d still be interested in hearing you elaborate a little more on how you’d use the stages (would you use GetStage, journal entries, result scripts…?) before you decide on that. Quote:Originally posted by ImaJunryou You’re right, there is a lot to take into account. I’ll give it a little more thought. What is it like right now? Could you attach your file? (Actually, a small edit here, look below at a proposed solution for the alchemy quest. Might be able to do something similar here) Quote:Originally posted by ImaJunryou You can add them in a [ quote ] tag with a matching [ /quote ] tag (note I put spaces in those ones so they wouldn’t turn into quotes themselves ). Alternatively, you can also click on the “Quote” button next to the “Reply” button underneath posts (they essentially do the same thing, only “quote” adds the quote block for you). Quote:Originally posted by ImaJunryouedit: I agree with SACarrow: Quote:Originally posted by SACarrow That would be the ideal situation. We should focus on getting one quest done at a time, making sure it’s working and stable before moving on to another one. We’ll discuss what to do then. Quote:Originally posted by ImaJunryou I suggest something like this so the player can choose while saving some dialogue efficiency (no, I don’t know if it works. if it did, it would be really nice), start by having two questions: If you have something that works, post saying so and don’t do anything just yet without backing up your file! The type: “What type of equipment do you have?” Choice 1: Alembic – (Set [QUEST].StIjAppVar to 1) “Ah yes, I needed a new Alembic for…” – Choice 5 “Continue” (Also have a set of conditions to search for any alembic in the player’s inventory, and make sure Okan Shei doesn’t already have an alembic) Choice 2: Calcinator – (Set [QUEST].StIjAppVar to 2) “Ah yes, I needed a new Calcinator for…” – Choice 5 “Continue” (Also have a set of conditions to search for any calcinator in the player’s inventory, and make sure Okan Shei doesn’t already have a calcinator) Choice 3: Mortar & Pestle – (Set [QUEST].StIjAppVar to 3) “Ah yes, I needed a new Mortar and Pestle for…” – Choice 5 “Continue” (Also have a set of conditions to search for any mortar and pestle in player’s inventory, and make sure Okan Shei doesn’t already have a mortar and pestle) Choice 4: Retort – (Set [QUEST].StIjAppVar to 4) “Ah yes, I needed a new Retort for…” – Choice 5 “Continue” (Also have a set of conditions to search for any retort in the player’s inventory, and make sure Okan Shei doesn’t already have a retort) Choice 0: Nevermind – (Return to the main dialogue options) “If you say so…” (no conditions) Now when you reach choice 5 “What quality is it?” Choice 6 “Novice” – (Set [QUEST].StIjQulVar to 1, check for item) “Really? Ah well, better than nothing…” – Choice 11 “Continue” Choice 7 “Apprentice” – (Set [QUEST].StIjQulVar to 2, check for item) “Okay, that should do.” – Choice 11 “Continue” Choice 8 “Journeyman” – (Set [QUEST].StIjQulVar to 3, check for item) “Good.” – Choice 11 “Continue” Choice 9 “Expert” – (Set [QUEST].StIjQulVar to 4, check for item) “Excellent!” – Choice 11 “Continue” Choice 10 “Master” – (Set [QUEST].StIjQulVar to 5, check for item) “Unbelievable!” – Choice 11 “Continue” Choice 0: Nevermind – (Return to the main dialogue options) “If you say so…” To check for the item (you might have to put this in a separate script)… There might be a more efficient way of doing this, but this is to give you the general idea. (start the script, StIjHasApp should be set to 0 when this is started. You might also want to add lines for quality and apparatus to the result code areas) Code: [QUEST].StIjAppVar == 0 (stop the script) Now that the game knows if the player has the item (we just went through all of the possible items), Choice 11 can result in either a confirmation that he has the item (and the player’s done or just a few more to go), or a “where is it?” line. Choice 11: (If [QUEST].StIjHasApp is set to 1 and there are still pieces needed) “Thank you. Remember to come back here if you find any other pieces of equipment” (If [QUEST].StIjHasApp is set to 1 and all pieces are found) “Thank you. I can now make potions for…” (If [QUEST].StIjHasApp is set to 0) “Wait a second, where is it?” (no result here) Hmm… Now this could be an interesting solution for the armour Relneth takes too, but it would need a lot more code. :dunce: Quote:Originally posted by ImaJunryou That sounds great. I’m looking forward to meeting Culumaira. [quote]Originally posted by ImaJunryou Anyhow, I've also changed the enchantment values on Big Reward 6. It is 15 points of Agility/Speed/Endurance and 10 points of Luck/Light Armor/Heavy Armor, for the shirt/light armor/heavy armor choices, respectively. I thought 5 points for those was a bit low, and thought 15 points of strength was a bit much when compared to the agility and speed bonuses (hence changing them to Endurance instead). Does that fit in line with things balance-wise? I'm used to playing with Oscuro's and that's distorted my view on things like enchantment values...[ /quote] I agree with sandor. [quote]Originally posted by sandor I would lower the values perhaps 10 and 5. [ /quote] Try not to overpower items, because that can be quite bad for gameplay. |
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