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The Road to Silgrad (revisited) - Printable Version +- Silgrad Tower from the Ashes (https://www.silgradmodding.net/forum) +-- Forum: Archived (closed boards) Silgrad TES IV & TES III & General discussions (https://www.silgradmodding.net/forum/Forum-Archived-closed-boards-Silgrad-TES-IV-TES-III-General-discussions) +--- Forum: Silgrad Tower for TES III (https://www.silgradmodding.net/forum/Forum-Silgrad-Tower-for-TES-III) +---- Forum: TES3 Faq Board (https://www.silgradmodding.net/forum/Forum-TES3-Faq-Board) +---- Thread: The Road to Silgrad (revisited) (/Thread-The-Road-to-Silgrad-revisited) |
- agram - 06-22-2007 Quote:Originally posted by Razorwing One more reason to leave it (or RW could ban us all ). No realy i would just change it a little. It is a good quest, and right now we are mising those. - bob196045 - 06-22-2007 Quote:Originally posted by agram You think he would :yes: :eek: thats alot of hours So if we change it a "little" bit, we can make sure to give RW the credit for giving us the inspiration Exethalion: So more boat less mage, thats fine I would agree with that, pretty much every port town within reason should have transport to the mainland SO as it is now we could have Khuul, Ald Velothi, Gnisis, Gnaar Mok, Hla Oad, Seyda Neen and Ebonheart which could serve as transport to the western mainland and we could add the mages transport (as you described) to places like Sadrith Mora, Ald-ruhn, and Balmora Of course we don't have to use all of the places I mentioned, it is just what is available ************************ So then onto what we do with the current "Road to Silgrad" I have had issues in the following areas, some of you may or may not have the same issues #1 When attempting to get the Helm of Oreyn Bearclaw I get the bounty #2 After the last guard is killed and I approach the gent's who are suppose to take me to the mainland they will not talk with me #3 random CTD (this usually happens 1 out of 3 trys when I enter the area) #4 1 out of 3 times, the battle to the south between the Death Dealer and the Imperial guard, doesn't happen, they just stand their thats bout it Enjoy Bob - agram - 06-22-2007 Quote:Originally posted by bob196045 I'll try it in game, but #1 is strange. I played MW about 20 times (dont say anything, i know), and never got bounty. Does ST even have something with that quest? You could ask Rw, maybe he knows something about it. - bob196045 - 06-22-2007 I believe this happens because its in the same cells Why it happens randomly I do not know (this is the problem I think) The bounty should not occur until the player kills the first guard, but "randomly" you get the bounty just by entering the cell And I just remembered the other time it happens is when you enter that area to kill the Netches, sometimes one of the Netches is hovering over the water in cell -8,3 Enjoy Bob - agram - 06-22-2007 This is one more reason to move it in a new clean cell, with no other NPC/guards/quests. - bob196045 - 06-22-2007 Quote:Originally posted by agram Agreed Here is my suggested location, their is absolutly nothing going on in this area and just 1 cell north is a smugglers cave - agram - 06-22-2007 Yes we could use this cells. - Exethalion - 06-23-2007 Right, so the basic transport is set up, and the location of the start of the quest, so what for the actual quest? I like Bob's first idea at the top of the thread. - bob196045 - 06-23-2007 Thanks That suggestion would take lots of work, it involves the Legio Argonis and their would be several smaller quests involved with the Legio in order to gain their trust and favor before the battle with the pirates could take place Also I thought this: Once the player has completed the quest the player receives the Maria Daria as a reward. Complete with crew. please see this thread for more info Legio Argonis Enjoy Bob - Exethalion - 06-26-2007 In regard to yout first post in the thread, what if a PC gets to Silgrad before intitializing the quest, either through swimming, magic or through one of the fast-travel methods we described? I think that we shoukd not prevent or discourage this, because as agram said, it would take away Morrowind's freedom factor. Perhaps we should make a second opening to the quest, starting with the Legio Argonis rather than the pirates, so that the quest can start at Silgrad as well as Gnaar Mok. Or even if one route puts you on the side of the pirates and the other on the Legion. :bananarock: |