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Quest Essentials
09-02-2009, 09:25 PM,
#1
Quest Essentials
This thread is reserved for essential information when setting up quests. Please also take a quick scan through 'Quest FAQ' for anyone new to this section of the forum.

Originally, all Faction-based quests were to be developed on a claims basis, either as an individual quest modder or as an overall Faction-quests developer (a 'quest-leader') where everyone could contribute ideas to be then reviewed and given the go-ahead by the core or that particular Faction's quest-leader.

Now, however, rather than have 'quest-leaders', it is considered better to have 'quest-monitors'. The difference being that quest monitors are still the more experienced, senior members but they are no longer restricted to Factions. Instead, they take responsibility for the development of bigger quests that involve various stages and serve to develop some major aspect of the lore or game-world.

Becoming a 'quest monitor' depends on seniority in terms of the BM team, proven ability with the CS and strong, clear, structured ideas on the questline in question.

Xaeaix summarises our own approach to quest modding here: Writing Direction .

However, it should be noted that final decisions on what quests will definitely appear will be entered as 'quest claims' in this thread: http://www.silgrad.com/wbb2/board.php?boardid=478 .

The rest of this post will be edited with further essential information as the mod progresses.

Point 01 - The Imperial trade embargo. See this post: Black Marsh Scripts .

Quest Rewards

We currently have lots of Phitt's artifacts in the archives. The original mod by Phitt is here: http://www.tesnexus.com/downloads/file.php?id=29931 . If you download the attachment, it will tell you what effects can be applied to these items if you wish. Currently, the items have no scripts attached so they animate but do not do anything. This is because some of them will be used in their 'dormant' form in the Stormhold museum. Please let me know if you'd like to use any of these items as quest rewards with the scripts attached. You should find them under 'activators', 'lights' and 'miscitems'.

Settlement Quests

Here are some themes that may help to develop miscellaneous quests around the beta settlements:
  • Chasepoint - being on the border of Darkmoor makes this a potential threat with spider caves. The docklands are now redundant and only used for fishing, leisure and accommodation since too many ships run aground. Likewise, the lighthouse is now superfluous to the town's needs.
  • Rock Grove - this is more like a Darkmoor town. It's an old target for Argonian raiders and at least one of the houses is abandoned by foreigners coming and leaving due to the troubles from the swamps in the East. It's nevertheless relatively rich and is trying to become the main trading point between Gideon and Soulrest which was always the intention.
  • Stonewastes - Argonian fishing village. Lots of fishing rivalries here, not super-friendly to outsiders as it was once well-known for harbouring enemies of the Empire, hence the Imperial watchtowers. Very much a sea shanty town and could be full of stories.
  • Rock Guard - One of the smallest but most productive farming communities in the Black Marsh and official supplier of lots of goods to Gideon.
  • Sloughpoint - As of now, a community of ex-slaves from Morrowind.
  • Gideon - a history of violence, civil unrest and tense relations makes this a dangerous place. It doesn't help that the Shadowscales regard this as their base. It also serves as a political centre and, with the Castle adjoining Castle Giovesse which was once a place of accommodation but later turned into a prison before becoming abandoned, you've got a source of intrigue. There has long been a discussion on a 'threat from the sewers' where something lurks beneath the city and increases the citizens' paranoia. Finally, a circus / fayre will be in town including the likes of Anaster Marrowmir, a recruitable Redguard voodoo pirate (but I have the claim on that one).
  • Glenbridge - A sunken settlement with only one building left standing and being used. The latest ideas involved questions over how it collapsed. Popular theory claims marsh-floods but there are suggestions that parts may have been burned before that event, whether through purging disease or raids or both. Something darker may lurk.
  • Go-Ja Morgoa - Once used as a bastion between stations during conflicts to purge Argonia of outsiders, Kangumabog's little brother is now less hostile than most Everglades settlements but, being close to Xarphyrial, the marsh elf capital, it's shamanic presence is strong and the Imperial Mages Guild are likely to be fascinated with it.
  • Hixinoag - A key town for Argonian industry, it has a nearby mine, sugar cane fields, plentiful resources and a small fishing port. It's quite a close-knit community with some unusual characters such as She-Hides-A-Knife (see the interior claims).
  • Tenmar Wall - The secretive residence of the Trillium Magnata Faction, ex-slavemasters. Unknown to many in the outside village at the top of the cliff, there is a mine beneath containing the forces of the Trillium Magnata and a much larger community. The place is disguised as a crumbling old mine and guarded.
  • Glok-Chuba - The only Paatru settlement in the beta region is accessible via a hollow trunk (and a secret underwater tunnel). The Paatru prefer isolation from the outside world but despise Dunmer and will persecute them cruelly given half the chance. For this reason, the nearby Frograt Barrow was created to 'deal' with them. You will have to ingratiate yourself with them in order to gain acceptance.
  • Pholmolo - Like Glok-Chuba above, Pholmolo does not welcome outsiders. It breeds the most violent and aggressive jungle fighters but, since they respect their shaman, this is probably the best route to their hearts, having been touched by the example of the Imperial missionary, Lucius Constantine of Stormhold. Nevertheless, they abhor the Trillium Magnata whom they will attack on sight.
  • Stormhold - Disease-ridden, crumbling and steeped in history, Stormhold has passed through many different rulers and is held together as a community partly through the mercer's and merchant trades and partly through the Constantinian Order. Travellers bring money to the city and it is used as an economic and diplomatic centre. The underground cistern now offers a bazaar where trade is more chaotic than ever before.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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02-28-2010, 12:15 PM,
#2
 
This thread has been updated 28/02/10.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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02-28-2010, 07:47 PM,
#3
 
Correct me if I'm wrong, but isn't there a second Paatru village (Kulu-Hees) within our beta region?

Also, according to lore, the Paatru attack any non-Argonians they see on sight, not just Dunmer.
Core Member of Black Marsh (Lore and Modding)

Retired Editor of Silgrad Tower

77 interiors completed and counting!
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04-18-2010, 11:47 AM,
#4
 
I updated the OP with information on quest rewards.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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02-10-2011, 06:17 PM,
#5
 
I updated the OP with information on the new Quest thread.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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