Brina Cross Mages Guild Questline [AaronS][Reviewed]

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Taniquetil
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Brina Cross Mages Guild Questline [AaronS][Reviewed]

Post by Taniquetil »

Quest designs by Blueshift

Q1: A Shocking Experience
[Questgiver] needs void salts for her research — you can get them anywhere, but are directed to Torio Tulanus, an apothecary in Anvil. He is willing to give it to you for free if you can Dispel a magical effect he accidentally gained by experimenting with some of his potions. [Questgiver] rewards you with a few potions and/or scrolls and tells you to come back in a day.

Q2: [Some kind of apropos pun here]
[Questgiver] has now made all the preparations for her experiment and wants you to observe it. She talks a little more about what it’s intended to do — to channel the power of multiple weaker souls into one strong enchantment. Upon casting some spell on the recipient object of the enchantment, though, she falls unconscious and can’t be woken up. Talking to some of the other MG members has them point you at the second-in-command, who suggests you destroy the item to free [Questgiver]’s trapped soul, but to do it outside town as it might be dangerous. Destroying the item (In a MessageBox choice when equipping it) makes [Questgiver] wake up, but also causes a small shock damage explosion and releases one or two angry spirits for the player to fight off. Returning to the guildhall, [Questgiver] is a bit shaken, but rewards %PCName with a different enchanted item and encourages them to continue helping with her research as soon as possible.

Q3: The Animating Principle
After her failed experiment in Q2, [Questgiver] believes that the caster’s own soul must be safeguarded during the process of combining souls. She doesn’t currently know how to do that, but does know that the Ayleids experimented with such things in creating their Redeemed Servants. She asks you to trap a Servant (Specifically Keeper)’s soul and points you at Beldaburo to find it. Once you give it to her, she repeats the experiment with some new protections. This time, nothing happens to her, but the soul channeling appears not to work at all and the item isn’t enchanted. While disappointed at this outcome, she resolves to keep working on her experiments and rewards the player with a modified version of some of the protections she used: a unique low cast cost Soul Trap spell.
A far green country, under a swift sunrise
she/her

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Blueshift
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Post by Blueshift »

Dropping this to work on higher-priority things for the time being. Will return to it if still unclaimed by the time I’m done. Also came up with an outline for a quest between current Q1 and Q2 to connect a little more to the guild’s actual clientele and not just have it be the questgiver’s personal research project. Can be kept, changed, or discarded as necessary.

Q2: The Spoiled Swordsman
[Questgiver] sends you to deal with an adventurer passing through town who’s taken to complaining about the Guild’s alchemist. Adventurers are some of the guildhall’s most frequent clients, so she warns you not to antagonize him. Upon talking to him in [The Crossing Inn?], you find out that he went on a trip out to some [cave? barrow? someplace else?] with a batch of potions purchased from the Brina Cross Guild. He claims that upon drinking them when he got into a tough fight, he instantly became much weaker and had to run away, leaving his prized [Weapon] behind. The Guild’s alchemist admits if asked that the potions were close to spoiling, but that they had warned him about this and he bought them anyway. With high Disposition, the adventurer can be convinced that this problem is not the Guild’s responsibility, and will walk away still pretty mad. [Questgiver] won’t be a huge fan but will give you a smaller reward. Otherwise, he’ll ask that you go back to the place where he lost his weapon and retrieve it for him. You can do that and he’ll go away moderately satisfied. [Questgiver] is happy, you get an extra reward.

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Post by AaronS »

I'm interested in claiming this!

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Post by Silvone »

Granted

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Post by AaronS »

WIP -- General Journal structure done
Q1 - Dialogue complete and playtested
Q2 - Dialogue halfway done - need to add "adventurer" NPC and finish his dialogue. Need to add sword to appropriate dungeon
Q3 - Just journals
Q4 - Just journals

It's REALLY rough right now but hoping to get this mostly knocked out tomorrow! Depends on work but will update with another WIP then.
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Post by AaronS »

WIP still
Q1 Complete
Q2 Complete
Q3 Outlined
Q4 Outlined
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Post by AaronS »

WIP still
Q1 Complete
Q2 Complete
Q3 Complete
Q4 Complete
To do:
Dialogue check
Polish
Additional Playtesting
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Post by AaronS »

Some fixes -- Still very much WIP, scripting and most of the heavy lifting done but definitely needs a lot of polish and dialogue cleanup. Still, hope to have this r4r in the next day or two.
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Post by AaronS »

Ok, would appreciate a quick read-through of my outline below and questions. I've also added documentation for all of the Journal entries as they HAVE been finalized (I hope -- ran through quillbot for spelling and grammar). Dialogue and playtesting are still a WIP so this is NOT R4R yet. It would be helpful though to have my questions answered as I go through the process so I can make any tweaks necessary at that time! This was super fun to put together, thanks!

Brina Cross Mage Guild Documentation

Outline:

Q1 - Sielle tasks the player with finding some void salts for her enchanting experiment. The player can provide any 5 void salts but Sielle recommends Torio Tulanus in Anvil. If the player does travel to Torio they find him paralyzed and silenced but can revive him by dispelling him. Once done he thanks the player and rewards them with the salts for free plus some useful potions.

Q1 Questions - Only question is about how clear it is what the player needs to do. I don't want to spoon feed the idea of dispelling the person but in the other TR quest that comes to mind with this same mechanic (Nivalas levitation one) the NPC can talk and directly tells the player to dispel them if I'm remembering correctly. In this case the NPC cannot talk but perhaps I could add some clues? A comment from Sielle about how Torio is always experimenting with his potions and one time X (something different than paralysis) happened and he had to be dispelled?

Q2 - Sielle tasks the player with stopping rumors that the BC MG sells spoiled potions. Explaining this could cause serious harm to their business. The player can talk with Latreus the guild alchemist. He can't remember anything but points the player to the Brina Cross Inn. Dialogue filters for the Inn and Greater Brina Cross area will add the topic to all NPCs with a random choice to provide helpful information or say they haven't heard of anything. I've also added a rumor to BC that isn't helpful but does provide flavor (this is active UNTIL this quest is completed). Once the player talks with Boldarus (the adventurer spreading the rumors) he is directed to Crow Hall Cave to recover a sword. He can also talk with Latreus optionally who will then remember that he DID in fact sell Boldarus old potions but had warned him. It is possible to short circuit the quest by raising Boldarus's disposition and selecting the choice that he should stop blaming the MG (note: the player has to actively choose this and the disposition check is pretty high - 90. I set it up this way so the player can still easily recover the sword even if they come in with a super high personality / disposition for some reason, however it does make the mechanic a bit less clear which IMO is OK). If the player recovers the sword from the cave Boldarus is overjoyed and gives the player a unique ring he found and says he will start praising the guild. Returning to Sielle nets a nice reward. If you return to Sielle after having just convinced Boldarus to stop and NOT given him the sword she gives you a worse reward and is slightly dissapointed. If the player chooses to murder Boldarus (I mean... why?) then they are expelled from the MG.

Some additional outcome from this quest -- if the player gives the sword back to Boldarus he can be found in the future in Anvil in the Hadrach manor. IF the player just convinces him to stop the rumors he can be found dead, in the Crow Hall Cave, having gone back to try to recover the sword in desperation.

Q2 Questions - Mostly about the handling after the quest. I think it makes sense for Boldarus to go back home, what he implied he wanted to do as long as he has the sword. I just picked the Hadrach name for him because the manor seemed like it would work well to put him there (he is supposed to be a rich kid) but that is easy to move if that characterization doesn't fit (or I can just cut it and have him disable). I also like having him show up dead in Crow Hall Cave -- honestly unlikely the player will find him and if they do it's a nice bonus for paying close attention to the dialogue. He IS stocked with some decent gold (being a rich kid). Should I tone that down? I didn't think it was egregious but this IS supposed to be a fairly low level quest. Also this path lets you keep the sword. Let me know if the sword is too good. I wanted it to be pretty decent and have an interesting pro / con enchantment but this is basically my first quest so my handle on balance is iffy at best.

Q3 - Sielle is finally ready to start the experiment! She recalls to the basement (Note: I've handled so you can't activate her during her recall / experiment actions so prevent bugs). Once you meet her in the basement she gives you some void salts and asks you add them to an "enchanting chest". I've also added some activator clutter (soul gems) to make it look like she is about to do an enchanting experiment. Once you add the void salts (via a messagebox) Sielle starts the experiment and immediately collapses. The other guild member in the basement runs over and forcegreets you. Basically asking you get help. If you activate Sielle he will continue to forcegreet you and you won't be able to pickpocket her (either on purpose or accident). The player can click on the chest again to recover the enchanted item (a ring). Latreus will give the player some more information and ask them to destroy the ring but requests they do it outside of town. The player can do this by equiping the ring and then they will get a messagebox (after closing the menu) askign if they want to smash it. If they select yes the ring is destroyed and two faded wraiths spawn which the player can defeat. Regardless if the ring is destroyed Sielle is awake and the player can talk to her to complete the quest. She asks the player to wait a day and then come back for next steps.

Q3 Notes -- Planning on adding some dialogue to Latreus filtered for the player having / not having the ring on them. If they don't have it he will recommend that they retrieve it from the enchanting chest.

Q3 Questions -- On balance -- again this is supposed to be a low level quest. Are 2 faded wraiths a bit much? The description calls for "spirits" and that was the weakest spirit like creatures I could find since I can't use ancestor ghosts. But I definitely might have missed something that would be better. They aren't too hard and if the player ignores Latreus and does it in town the guards will help :) I also have mixed feelings on the onequip aspect of it. Not sure it's intuitive although I do believe vanilla does something similar a few times? Think I remember that. The other option would be to direct you to a 3rd party (maybe a smith) who would then tell you to go place the ring over there (maybe on an anvil - which would be an activator). Once you do that the ring smashes and bad stuff happens (I can also probably do a shockball in this method because I have an object to explodespell on). This method would be a bit more involved but maybe more intuitive for the player? Also I give the player a unique shirt with another pro / con constant effect enchantment on it. I think it's actually not that powerful but let me know if this is out of place ( it's feather I think 35 and weakness to shock 10 ). I don't think there are a lot of enchanted shirts so I liked the idea of adding one but again, easy to change if it's too far out of the normal.

Q4 -- After a day Sielle tells you she figures out what went wrong. She needs to protect her own soul during the enchantment. Unfortunately she has no clue how to do that and tasks the player with soul trapping a Redeemed Keeper as she believes the Ayleids may have known the secret and maybe she can decipher it from their handiwork. She gives the player directions to Salinen but I believe we are going to change this to a different ruin. For the purposes of the quest it really doesn't mater as any Redeemed Keeper soul will work. When the player returns Sielle asks them to come back in a day after she has studied the soul. Once they do she reruns the experiment, again asking the player to put void salts in the chest but this time nothing happens. She is unharmed but no dice on the experiment. She gives the player a nice reward in a unique soul trap spell (which I made quite good I think -- on target, long duration and cheap cost) and closes out the questline. For flavor she vows to continue her research but states she doesn't have anything else for the player.

Q4 questions - This one is pretty straightforward. I have her teleport back up to the top of the tower once it's complete and disable the enchanting props I added to the basement (on cellchange so they don't just dissappear). My main question is about the spell. Is it too strong? I wanted it to be very good and soul trap is utility enough I felt if it wasn't clearly the best soul trap spell it would feel like an underwhelming reward. Did it hit the mark? Let me know if I should tweak. Think the stats are target, 120 duration, 5 cost (normal cost for this would be 18 I think).


Journals:

**Q1**

A Shocking Experience
Sielle tasked me with acquiring some void salt for an enchanting experiment. She mentioned Torio Tulanus, an apothecary in Anvil, often has void salts in stock and may give the Mages Guild a good deal.
I dispelled the silence and paralysis Torio Tulanus was cursed with due to his failed alchemical experiments. He was grateful and gave me the void salts for free as well as some potions from his personal stash.
I delivered the void salts to Sielle for her experiment. She asked me to come back in a day to witness the experiment and help record her results. In the meantime, she mentioned that there was another problem I could help with.

**Q2**

The Spoiled Swordsman

Sielle asked me to stop the rumors that the Brina Cross Mages Guild sells spoiled portions. Latreus, the guild alchemist, may have more information. Sielle reminded me that she expects this request to be handled with discretion.
Latreus said he sells to so many adventurers he can't always keep them straight. He recommended I check out the Crossing Inn and ask around.
Boldarus, the adventurer, claims Latreus sold him spoiled potions. Worse, during his quest to prove he could live up to his family name, the potions sapped his strength and caused him to drop his father's sword in the panic. He promised to praise the guild if I recovered the sword for him in Crow Hall Cave.
Latreus admitted to selling potions to Boldarus that were close to spoiling. However, he insisted that he did explain the situation to Boldarus and warned him to use them quickly.
I convinced Boldarus that the situation was really not the fault of the Mages Guild, and he should have heeded Latereus's warning. He was still upset but promised to stop complaining about the guild.
I recovered the sword for Boldarus. Upon delivery, Boldarus thanked me profusely and rewarded me with a ring he found in the dirt as he was running away in panic. He promised that he would praise the Brina Cross Mages Guild in the future.
I murdered Boldarus.
I informed Sielle that I convinced Boldarus the spoiled potions were not the fault of the guild and that he agreed he would stop complaining. Sielle thanked me but wondered if I could have done more to help.
I informed Sielle that when I delivered his father's sword to Boldarus, he thanked me profusely and promised to start praising the Brina Cross guild. Sielle thanked me and stated I exceeded her expectations. She gave me a substantial gold reward and several potions from her personal stash.
I informed Sielle that I solved her problem by killing Boldarus. She expelled me from the guild and told me she never wanted to see me again.
**Q3**

An Unshielded Soul

Sielle said she is ready to "test my theories" and asked that I meet her in the basement of the mages guild.
Sielle asked me to witness her experiment now that she is ready. She explained her painstaking research has uncovered a method for channeling several weaker souls into one strong enchantment. Sielle believes a successful demonstration could change the enchanting field forever. The void salts that I delivered are the final component.
Upon completion of the experiment, Sielle immediately collapsed.
Latreus requested I destroy the ring. He believes once the focus of the enchantment is destroyed, Sielle will wake up. The force of the destruction is dangerous, and Latreus asked me to complete the act outside of the town.
I destroyed the enchanted ring.
I returned to Sielle and discovered her awake. Relieved, she thanked me and gave me a shirt she personally enchanted. Undaunted, Sielle asked me to return tomorrow to help with the next steps for the experiment.
**Q4**

The Animating Principle

Sielle explained that her experiment failed because she did not properly protect the caster's soul during the enchanting process. She asked me to soul trap a Redeemed Keeper and recommended I travel to Salinen. It is located directly west of Brina Cross atop a hill where the Gold Road bends to the south. Sielle hopes to decipher the secret to sheilding her own soul by examining the work of the long-gone Ayleids.
I returned with a soul gem containing a Redeemed Keeper. Sielle asked me to come back tomorrow to witness her next attempt.
A day has passed since I delivered the Redeemed Keeper soul gem.
Sielle has asked me to help with the experiment again.
Sielle attempted the experiment again without success. This time she was unharmed.
Sielle vowed to continue her research but had no further tasks for me. She thanked me for my help and rewarded me with a unique soul trap spell.
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AaronS
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Post by AaronS »

Ok - Dialogue has been reviewed closely and ran through quillbot. All grammar errors where fixed but I did leave a few "suggestions". Adding documentation of all dialogue below:

**Q1**

duties - Sielle
I need some assistance with an enchanting experiment.
enchanting experiment - Sielle
I believe that I am on the edge of a groundbreaking advancement in the field of enchanting. This experiment will be revolutionary, but I need void salts to put my theories into practice. Unfortunately, our guild alchemist, Latreus, is out of stock. As the leader of the chapter, I cannot leave. Will you acquire some for me? "Yes." "No."
NO - Fine, I'll just have to wait for Latreus to restock then.
YES - Excellent. If you do not want to tangle with daedra, I recommend visiting Torio Tulanus in Anvil. He always keeps a decent stock and owes me a favor. Mention my name, and he should give you a deal. Here is 200 gold to cover your costs. Journal 10
enchanting experiment - Journal 10
Sielle - Those void salts are *essential* to my research. Torio should have some. Or if you think you can handle it, go harvest them from some daedra and pocket the gold. It's all the same to me.
enchanting experiment - Journal 10+
HAVE salts - Sielle - I see you have some void salts. Hand them over so I can prepare for the experiment. "Yes, take them." "Not yet.
YES - This is perfect. Thank you, %PCRank. Take this as a reward. It will take me a day or two to setup the experiment but I want you to witness the results. In the meantime, I have some additional duties.
NO - What? Well, hurry up! This experiment will be revolutionary.
enchanting experiment - Journal 100 still on Q2
Yes, I am still setting up the experiment. Come back in a day or two.
enchanting experiment - Journal 10 - Torio
Ah, so Sielle needs some void salts for another experiment. Did she tell you what happened the last time? Don't worry, I'm sure this one will turn out much better. Here, take the void salts for free as thanks for dispelling that awful enchantment. I'll throw in a few potions from my private stash as well.
enchanting experiment - Journal 20+ - Torio
Thank you again. Do you need anything else?
Torio Greetings - 1 -
[Torio gives you an intense look, as if he is trying to tell you something but can't.]
Torio Greetings 2 -
[The veins on Torio's neck start to bulge as if he is trying to move with all his might but is unable.]
Torio Greetings 3 -
[Sweat begins to pour down Torio's face, mixed with tears of frustration.]
Torio Greetings cured -
Bless you, %PCClass. [Rubs jaw] You have no idea how annoying that was. Yes, you probably want an explanation. Well, I was experimenting with some of my more umm... delicate alchemical forumlas. When all of a sudden, well, you saw... I couldn't talk or move. Anyway, what can I help you with?
**Q2**

duties - Sielle -
We have a problem, %PCRank. I'm hearing reports that someone is spreading rumors that the Brina Cross Mages Guild sells spoiled potions. I need your assistance to stop the rumors.
latest rumors - BC filter until Q2 complete -
Have you heard about the Mages Guild alchemist? They say he has been trying to pass off spoiled potions as good. I'd be careful buying from him.
stop the rumors - Sielle -
I don't have to tell you how important our potion business is. In a town like this, selling reliable potions and enchantments to adventurers passing through is essential. If word gets out our potions are bad, then our business will dry up. That means meddling from Kvatch. [Sudders] Are you willing to help stop the rumors? "Yes." "No."
Yes -Thank you, %PCRank. First, we need to figure out who is spreading these rumors and why. Talk with Latreus, the guild alchemist, to see if he remembers selling potions to any adventurer's recently. Then track them down and get this cleared up. Remember, we do *not* want to antagonize our client base, so be sure to handle this with discretion. - Journal 10
No - We need your help. Please come back if you change your mind.
stop the rumors - Sielle - Journal 10-79 -
We need to figure out who is spreading these rumors and why. Talk with Latreus, the guild alchemist, to see if he remembers selling potions to any adventurer's recently. Then track them down and get this cleared up. Remember, we do *not* want to antagonize our client base, so be sure to handle this with discretion.
stop the rumors - Sielle - Journal 80 -
I wish you could have done more for Boldarus, but at least you did convince him to stop the rumors and move on. Thank you, and please take your reward. I have more duties for you when you are ready.
stop the rumors - Sielle - Journal 90 -
I'm relieved, %PCName. I don't know how you did it, but you stopped the rumors and somehow improved our reputation. Here, take this. You've earned it. I have more duties for you when you are ready.
stop the rumors - Sielle - Journal 98 -
What! You thought killing Boldarus would solve our problem? That's awful and a direct violation of Mage Guild regulations. I'm afraid I'm going to have to expel you. I don't want to ever see you again.
stop the rumors - Latreus - Journal 10 -
Why would someone spread rumors that I sell spoiled potions? I promise that I make sure to only use the finest ingredients. %PCRank, we have to stop these rumors. I don't think I can be of much help, though. I sell to so many adventurers I don't know who could be upset. Maybe ask around at the Crossing Inn? People passing through town rent their rooms. I'm sure that you can find someone who knows more there.
stop the rumors - Latreus - Journal 30 -
Ah, yes, I remember now. Boldarus was desperate for some potions, and I told him I was completely out of stock. He claimed he just needed a bit to prove... something. I can't remember what, and he said he would take anything. I told him I did have a few old potions that I was about to throw out because they were close to spoiling. I warned him to use them quickly and to not complain if they spoiled. I only charged him a pittance.
Boldarus Greeting -
Hello there. Have you heard about the Brina Cross Mages Guild alchemist? He's been selling spoiled potions and one of them almost got me killed. I'd recommend staying away.
stop the rumors - Boldarus -
Yes, that's right. The Brina Cross Mages Guild is selling spoiled potions. Everyone needs to know. They ruined everything.
stop the rumors - Boldarus - Journal 80 -
I already told you I stopped.
stop the rumors - Boldarus - Journal 90 -
Thank you so much! You saved my life.
stop the rumors - Boldarus Inn Directions -
Yes, Boldarus told me he was ripped off by the Brina Cross Mages Guild recently. He's upstairs.
stop the rumors - Inn unhelpful -
Someone is spreading rumors about the Mages Guild alchemist? Not that I've heard.
stop the rumors - BC helpful -
Yes, Boldarus told me he was ripped off by the Brina Cross Mages Guild recently. I think he is staying at the Crossing Inn.
stop the rumors - BC unhelpful -
Someone is spreading rumors about the Mages Guild alchemist? Not that I've heard.
ruined everything - Boldarus -
Look, I'm just trying to live up to my family name. My father is always going on and on about his adventures, so I took his sword and set out. I decided to explore the Crow Hall cave right outside of town. I crawled through the entrance, but there were so many bats. That's when I drank the potion. Instead of getting stronger, I could feel myself getting weaker! I admit, I panicked and dropped my father's sword as I fled. I can't go back home without it, but I can't get it back myself. Will you help? "Yes." "No, and you need to stop spreading these rumors about the Mages Guild alchemist."
No - I'll only stop if you bring back my sword. After all, if it wasn't for those potions, this never would have happened.
No - Disp 90 - All right. I admit, Latreus did warn me that the potions were about to spoil. I can't go home without my father's sword though. I guess that's not your problem.
Yes - Thank you! Thank you! If you can bring back that sword, I'll not only stop spreading rumors, but I'll start praising the guild to anyone who will listen. Just please bring it back.
ruined everything - Boldarus - Journal 30+ -
Do you have my father's sword?
IF player has item
"Yes. [Give Boldarus sword]"
IF player does NOT have item "Not yet." -
Please hurry. I don't know what I will do if you can't recover that sword.
Always option
"No, and you need to stop spreading these rumors about the Mages Guild alchemist.
- see above

If player gives sword -
Thank you so much! You've saved my life. I'll be sure to sing the praises of the Brina Cross Mages Guild to anyone who will listen. Here, take this ring I stumbled across when I was fleeing Crow Hall Cave. Maybe it can be of use to you.
ruined everything - Boldarus - Journal 80 -
I already told you I stopped.
ruined everything - Boldarus - Journal 90 -
Thank you so much! You saved my life.

**Q3**


duties - Sielle -
I'm ready, %PCRank. It is time to test my theories.
test my theories - Sielle -
Can you feel it, %PCRank? Discovery is in the air. Are you ready to make history? "Of course." "I'm not ready yet."
Of course. - Great! I've prepared everything for the experiment in the basement of the guild. Meet me down there, and we can start. I'll recall there now.
I'm not ready yet. - Let me know when you are ready, %PCRank.
test my theories - Sielle - Journal 10 -
We are on the brink of history! My theories will prove that it is possible to channel more than a single soul into an enchantment. Can you imagine? I believe that with the power of the animus of multiple souls, we can create items capable of incredible power. I could enchant a ring that raises your strength 10-fold. Unbelievable. But first, we must show that it works. I will enchant a simple ring with these soulgems and give it a powerful light. Here, put these void salts in the chest, and we can begin.
test my theories - Sielle - Journal 20 -
Put the void salts in the enchanting chest and we can begin.
test my theories - Sielle - Journal 50 -
Thank you, %PCName. That was most unpleasant.
test my theories - Latreus - Journal 30 - if PC has ring -
What! This is worse than her last experiment. Ok, let me think... %PCRank, I think you will have to destroy the ring. But *not* in town. I fear there may be consequences, and we cannot endanger anyone else with this foolishness.
test my theories - Latreus - Journal 30 - if PC does NOT have ring -
What! This is worse than her last experiment. Ok, let me think... %PCRank. I need to examine the enchanted item. It should still be in the enchanting chest Sielle used for the experiment. Bring it to me, and we will figure out what to do.
test my theories - Latreus - Journal 40 -
Please destroy the ring outside of town.
Jarvun force greeting after collapse -
What happened? It looks like she is still breathing, but please find help soon. Check with Latreus. He may know what to do.
Sielle greeting after waking up -
Thank you, %PCName. That was most unpleasant. I don't understand what went wrong. I must figure this out. Here, take this as a reward. Please come back tomorrow to help continue my research. I'm sure I will discover the reason for this disaster by then.
**Q4**

Duties - Sielle - before day has passed -
Thank you again, %PCName. I'm still not sure what happened. Check back tomorrow.
Duities - Sielle - day has passed -
I think I understand what happened. When casting the enchantment, I inadvertently caught up the animus of my own soul in the enchantment, causing me to fall unconscious. Thank you again for reviving me. To salvage the experiment, we must figure out how to protect the caster's soul.
protect the caster's soul -
Yes, %PCRank. We can still salvage the experiment if I can just figure out how to protect the caster's soul during the enchantment. Unfortunately, the knowledge is currently beyond me, but I will not give up. I do know the Ayleids of long ago practiced complex enchantments when creating their Redeemed Servants. Perhaps if I can examine the soul of a Redeemed Keeper, I can decipher the process. Will you help?
"Yes." - Excellent, I knew I could count on you, %PCName. Here, take these soul gems and travel to the closest Ayleid ruin, Salinen. It is located directly to the west. Just follow the Gold Road. When it turns to the south, you will see the ruin on top of the nearby hill.
"No." - I understand this task is dangerous. Please let me know if you change your mind.
protect the caster's soul - Sielle - Journal 20 -
Where you able to soul trap a Redeemed Keeper?
IF they have a soulgem
"Yes. [Hand over soulgem] - This is perfect. Thank you, %PCName. Please come back
tomorrow after I've had a chance to study this soulgem.
OR
"Not yet." - Please hurry to Salinen and soul trap a Redeemed Keeper.
protect the caster's soul - Sielle - Before tomorrow -
I haven't had any luck deciphering the Ayleid soul protection method yet. Come back tomorrow, and I'm sure I will have news.
protect the caster's soul - Sielle - Journal 40 -
Yes, I think I have it! Finally, we can proceed. Here, take these void salts and add them to the chest.
protect the caster's soul - Sielle - void salts -
Put the void salts in the enchanting chest, and we can begin.
protect the caster's soul - Sielle - Journal 90 -
I don't understand. Everything was setup perfectly. It *should* have worked. At least my soul was protected for the attempt, but I shall have to continue my research. %PCName, thank you for everything. Here, let me show you something I've learned examining the Ayleid servant souls.
protect the caster's soul - Sielle - Journal 100 -
Thank you for your help %PCName. I am determined to continue my research but for now I have no leads.
**OTHER**

duties - Sielle - post quests -
I have no further duties for you, %PCRank.
duties - Sielle - if you murder Boldarus -
I have no more duties for you, murderer.
Attachments
PC_q2_BC_MagesGuildQuestline_cleaned.ESP
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AaronS
PT Modder
Posts: 23
Joined: Fri Oct 04, 2024 8:10 pm

Post by AaronS »

Ok, think this is almost R4R. Will do a bit more playtesting but I think most issues resolved.

Changelog

- Added dialogue to Latreus if you do NOT have the ring and handled it so that if you talk to him twice it makes sense
- Added short dialogue entry to Latreus AFTER detroying the ring
- Fixed a bug in Q4 where Sielle didn't do her casting animation for the 2nd experiment
- Added a forcegreet to Sielle after the experiment fails (I feel like this is more natural but it IS completely unneccessary, quest work fine without the forcegreet)
- Changed dialogue to end Q4 to be more natural. Added the failure language to a greeting and then the player uses the topic to close the quest with a reward.
- Changed Boldarus's name to Onskild and now disable him following the "good" path. Note: when Kvatch comes out would be nice to move him ot the Onskild ranch
- Fixed local variables in the stop the rumors topic

Validator run and only notes 2 NPC's not being used (they are)
Attachments
PC_q2_BC_MagesGuildQuestline_cleaned.ESP
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AaronS
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Posts: 23
Joined: Fri Oct 04, 2024 8:10 pm

Post by AaronS »

Few other small tweaks.

- Slightly changed dialogue for Boldarus for the disposition route to flow better
- moved Boldarus's body a bit in Crow Hall Cave in the disposition path so he falls a bit nicer
- Added dialogue for the stop the rumors topic after closing the quest. 1 edge case (if you murder Boldarus)
- Added additional condition on stop the rumor topic for Latreus so he doesn't go on about it after the quest...
- Added condition in the script for the ring in Q3 so you can't smash it BEFORE talking with Latreus
- Added handling for attempting to smash the ring inside in Q3
ADDITIONAL NOTES ON THIS: from testing it appear that placeatpc does NOT work in interior cells. Which I think could create confusion on the part of the player if they attempt to destroy the ring IN the mages guild right after talking with Latreus. To fix that I altered the script so that the player still gets the messagebox on equip (another option is to REMOVE the messagebox inside, but I think that may be more confusing) The message box simply states "Something tells you it's not a good idea to smash the ring indoors. I originally tried to make it so that the same smash messagebox would come up but when you clicked yes it would say you should do this outside, but it doesn't appear you can play a messagebox AFTER a mesagebox choice - at least not in my testing in OpenMW - but if I'm missing something that could be a better solution a well.
Attachments
PC_q2_BC_MagesGuildQuestline_cleaned.ESP
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AaronS
PT Modder
Posts: 23
Joined: Fri Oct 04, 2024 8:10 pm

Post by AaronS »

Ok, I think this is ready for review with a few notes. First, I haven't done a lot of quests so I don't really know if these rewards fit so I figured I would type them out here so it's easy to see them all:

**Q1**

Reward for curing Torio - 2 quality restore health potions
Quest Reward - 2 quality restore magicka potions and 1 summon storm atronach scroll

**Q2**

Onskild sword - based on Imperial Templar Longsword stats - constant effect plus 10 strength minus 10 speed
Delivering sword to Boldarus - Ring - constant effect 10 nighteye
Reward for good outcome - 4 quality restore magicka potions and 200 gold
Reward for "bad" outcome - 2 quality restore magicka BUT player can potentially find and loot Boldarus for his sword, 600 gold, the nighteye ring, some OK armor, clothes and 2 drinks - this path definitely nets the most loot but you have to find him in the cave after closing the quest.

**Q3**

Reward - Unique shirt - constant effect 35 feather and 10 weakness to shock

**Q4**

Reward unique soul trap spell titled "Ayleid Soul Trap" - Range - area of affect 40 -- Duration 60

I'm also not sure how to note that the player has received a new spell. What is the best practice for that? Currently I use player->addspell in the dialogue results but that gives no feedback to the player. I could just call out more clearly what is happening to the player.

All testing to this point done in OpenMW - Will setup and test in Vanilla engine a well but I do think this is R4R now.
Attachments
PC_q2_BC_MagesGuildQuestline_cleaned.ESP
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AaronS
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Posts: 23
Joined: Fri Oct 04, 2024 8:10 pm

Post by AaronS »

Ok -- this is frustrating and I may need some help. I just ran through and tested with the Vanilla engine and something is broken. I immediately triple checked that I was running the correct file, stripped down my mods to only the required (cry_main / TD data -- I did leave TR Mainland and TR narsis but I ALSO have those active in my openMW build). Still 2 problems and they may be the same problem, not sure.

Ok, for some reason when Sielle teleports down to the basement she is in a DIFFERENT location in the vanilla engine, not sure why that would be as I'm using positioncell and her wander package is set to 0 (by default AND by script). This works fine in OpenMW. Also after finishing Q3 it appears that the global script does SOMETHING to break the activate sequence for Sielle. Again I'm not sure why and I can talk to her BEFORE the 24 hours pass just not after. Which leads me to believe something is off with the global script but I directly copied this one from the suggested scripts and the variable setting from a vanilla script. I'll paste it here.

On the positioning - I KNOW I have the correct coordinates because I positioncelled myself in the vanilla engine with the below numbers and I ended up in the correct location. Ack!

Global Script:
begin PC_q2_bc_mg_sielle3_G2

short DayTarget
float HourTarget

if ( DayTarget > DaysPassed )
return
elseif ( DayTarget == DaysPassed )
if ( GameHour <= HourTarget )
return
endif
endif

if ( DayTarget == 0 )
set DayTarget to ( DaysPassed + 1 )
set HourTarget to ( GameHour )
return
endif

;24 hours have passed
Set "PC_i2-BC_Sielle".check to 1


StopScript PC_q2_bc_mg_sielle3_G2

End
Variable "check" is set correctly in her script and again it works fine in OpenMW - Dialogue also has the correct local check and a bug there shouldn't prevent activation. Here is her local script.
begin PC_q2_BC_MG_Sielleall_SC

short PC_County
short PC_Control
short PC_ControlQ
short PC_Control1
short PC_Control2
short PC_Control3
short PC_ControlA
short check
short state
short NoLore
short T_Local_NPC
short PC_ControlA
float timer

if ( menumode == 1 )
return
endif

if ( getjournalindex pc_q2_bc_mg_sielle3 == 10 )
if ( state == 0 )
cast dispel pc_i2-bc_sielle
set state to 1
endif
if ( state == 1 )
set timer to ( timer + getsecondspassed )
if ( timer > 2 )
positioncell 3720 3690 3745 16200 "brina cross, guild of mages"
aiwander 0 0 0 0 0 0
set timer to 0
set state to 2
endif
endif
endif

if ( getjournalindex pc_q2_bc_mg_sielle3 == 30 )
if ( state == 2 )
cast dispel pc_i2-bc_sielle
set state to 3
endif
if ( state == 3 )
set timer to ( timer + getsecondspassed )
if ( timer > 2 )
setfatigue 0
set state to 4
set timer to 0
"PC_i2-BC_Jarvun"->Forcerun
"PC_i2-BC_Jarvun"->aitravel 3861 3728 3745
endif
endif
endif

if ( state == 4 )
setfatigue 0
if ( PC_ControlQ == 0 )
set timer to ( timer + getsecondspassed )
if ( timer > 2 )
set PC_ControlQ to 1
"PC_i2-BC_Jarvun"->Forcegreeting
endif
else
set timer to 0
endif
endif

if ( getjournalindex pc_q2_bc_mg_sielle3 == 50 )
set state to 5
if ( PC_Control1 == 0 )
setfatigue 100
set PC_Control1 to 1
endif
endif

if ( getjournalindex pc_q2_bc_mg_sielle3 == 100 )
if ( PC_Control2 == 0 )
"PC_i2-BC_Jarvun"->ClearForcerun
"PC_i2-BC_Jarvun"->aitravel 4178 3792 3745
set PC_Control2 to 1
endif
endif

if ( getjournalindex pc_q2_bc_mg_sielle4 == 90 )
if ( PC_ControlA == 0 )
cast dispel pc_i2-bc_sielle
set PC_ControlA to 1
endif
if ( PC_ControlA == 1 )
set timer to ( timer + getsecondspassed )
if ( timer > 3 )
forcegreeting
set PC_ControlA to 2
set timer to 0
endif
endif
endif


if ( getjournalindex pc_q2_bc_mg_sielle4 == 100 )
if ( PC_Control3 == 0 )
cast dispel pc_i2-bc_sielle
set PC_Control3 to 1
endif
if ( PC_Control3 == 1 )
set timer to ( timer + getsecondspassed )
if ( timer > 2 )
positioncell 3949 3984 4787 16200 "brina cross, guild of mages"
aiwander 0 0 0 0 0 0
set timer to 0
set PC_Control3 to 2
set state to 10
endif
endif
endif

if ( OnActivate )
if ( PC_Control3 == 1 )
return
elseif ( PC_ControlA == 1 )
return
elseif ( state == 1 )
return
elseif ( state == 3 )
return
elseif ( state == 4 )
"PC_i2-BC_Jarvun"->Forcegreeting
return
else
Activate
endif
endif

End

AaronS
PT Modder
Posts: 23
Joined: Fri Oct 04, 2024 8:10 pm

Post by AaronS »

Ok -- both issues fixed. I also did a separate enchanting setup. Honestly not sure which one is better. Will include both here.
Attachments
PC_q2_BC_MagesGuildQuestline_SeparateEnchantingSpace.ESP
(62.6 KiB) Downloaded 37 times
PC_q2_BC_MagesGuildQuestline_existingtableenchantingspace.ESP
(62.14 KiB) Downloaded 39 times

AaronS
PT Modder
Posts: 23
Joined: Fri Oct 04, 2024 8:10 pm

Post by AaronS »

Ok -- This was bugging me a bit, specifically Q3 and Q4. I didn't like how the enchanting "experiment" visual looked. So I redid it and I think it looks a lot better now. Also added a "face" command to Sielle's script so that she falls the same in both OpenMW AND Vanilla -- She still won't "cast" in the same direction but it looks much better now.

I may still fiddle with it some more but I think it's in pretty good shape now.
Attachments
PC_q2_BC_MagesGuildQuestline_cleaned.ESP
(64.69 KiB) Downloaded 32 times

KnobelKnight
PT Modder
Posts: 71
Joined: Wed Jan 03, 2024 2:08 pm

Post by KnobelKnight »

Reviewing.

AaronS
PT Modder
Posts: 23
Joined: Fri Oct 04, 2024 8:10 pm

Post by AaronS »

Editing this thread so I don't keep bloating this claim. Continuing to fix issues identified. I think Q1 / Q2 are good to go now. Extensive changes for Q2, mostly centered around dialogue. I think it flows much better now and make sense for all characters. Next steps fixing Q3 and Q4 - I think this will be faster and I'm hoping to have this back in R4R state in a few days. Just need to get a solid block of time to work on it.

Changelog:

General

Changed quest local script IDs to include actor they are playing on and follow convention more closely.

Q1

Changed dialogue to remove yes / no choice on initial duties topic for Sielle
Changed dialogue to remove mention of waiting a day or two for the experiment to be ready
Added dialogue to provide directions to Torio Tulanus filtered for Sielle (specific language) and general language filtered for BC Mages guild, Anvil Marina, Anvil Port Quarter, Anvil Garden Quarter and Anvil Little Arenthia.
Increased gold to 300 (from 200) from Sielle for purchasing void salts. Note that this is still much less than what it would cost to buy void salts wholesale but Sielle is a little clueless and assumes Torio will give the player a good deal. Idea is to reward player for following the quest prompts to go to Torio.
Added dialogue so Sielle has a custom greeting mid-quest for Q1
Added 5 facrep for completion of Q1
Removed summon storm antronach scroll from Q1 reward (felt like a lot)
Changed dialogue so it does not appear that Sielle magically knows if you have the void salts or not (the dialogue is still unique if you DO have them but the choice is now nuetral and no longer has a negative disposition affect)
Edited Torio script to properly account for edge case of player visiting torio but NOT curing him and then turning in the quest.
Edited Torio script to prevent idle greetings from playing.
Edited Torio script to remove silence and make the script run more efficiently.
Fixed Torio dialogue so he doesn't thank the player after q1 is complete
Changed first Q1 Journal entry to be more concise and accurate.
Changed last Q1 Journal entry to remove the mention of the next task (was unnecessary and wouldn't make sense in the edge case Boldarus is dead and Q2 is skipped)
Added filtered Khajiit line for the Torio topic
Filtered out Torio topic for the NPC outside of Anvil's walls in the graveyard

Q2

Removed Boldarus script
Add AnvilNolore script to Boldarus
Edited Boldarus to change class to commoner and removed most of his gold (left him 82)
Added ondeath handling for Boldarus to Q2 dialogue
Added ondeath handling for Boldarus PRIOR to Q2 start to dialogue (skips q2)
Edited dialogue results to disable Boldarus on "good" path upon completion of quest.
Edited general stop the rumors line to be more descriptive
Deleted excess stop the rumors line.
Added dialogue so Sielle has a custom greeting mid-quest for Q2
Removed script for Onskild Family Sword (this means it will be able to be found and recovered before the quest)
Extensive edits to dialogue for Boldarus
Includes new topic "family sword" that only unlocks after dialogue sequence with Christophe
Includes new topic "Crow Hall Cave" giving directions to the cave with unique flavor for Boldarus and a generic line filtered to Brina Cross (also Khajiit version)
Added dialogue sequence to Christophe to explain Boldarus's problem which includes new topic "Boldarus"
Added unique bribe success dialogue to Christophe after his prompt to "make it worth his time".
Added dialogue to Inn patrons to direct player to Christophe (the publican) for more information about Boldarus
Added filtered Khajiit line for the general "stop the rumors" topic (affects I believe 2 NPCs)
Added 5 FacRep for completing Q2 (Same for either path)

Q3

Moved Greetings for Q3 from Greeting1 to Greeting5
Changed dialogue in Q3 to remove the quest finish dialogue from a greeting.
Added dialogue so Sielle has a custom greeting mid-quest for Q3
Attachments
PC_q2_BC_MagesGuildQuestline_cleaned.ESP
(76.82 KiB) Downloaded 27 times

AaronS
PT Modder
Posts: 23
Joined: Fri Oct 04, 2024 8:10 pm

Post by AaronS »

Almost to final R4R version (not quite yet). Just in playtesting stage now and I just did 1 complete playtest through the questline (without trying to break anything).

Changelog during playtesting

CHANGED:

Directions to Torio leave out the option to just use the guild guide (Added this in!)
Initial stop the rumors dialogue for Boldarus not quite emotive enough - added a bit more umph to it
Edited Javrun's line when checking on Sielle to be more realistic and set PC_Control to 1 so it only runs once
Added a second greeting to Javrun on Q3 when Sielle collapses that makes sense if he has already talked with the PC
Added emote [Examines ring] to Latreus dialogue for flow and accuracy (the previous dialogue implied it but I think it makes more sense to add the emote).
Edited Q2 journal's to make more sense with the changed dialogue from Boldarus
Small edits to Sielle's dialogue at the end of Q3 / start of Q4
Added [Examines ring] emote to Sielle at the end of Q4 for consistency and to make more sense with the dialogue

KNOWN ISSUE:

Dispel doesn't seem to work 100% of the time, even when the spell doesn't fail? Is this an engine limitation?
Need to remove weapons from wraiths in Q3



Changelog prior to playtesting

General

Changed quest local script IDs to include actor they are playing on and follow convention more closely.

Q1

Changed dialogue to remove yes / no choice on initial duties topic for Sielle
Changed dialogue to remove mention of waiting a day or two for the experiment to be ready
Added dialogue to provide directions to Torio Tulanus filtered for Sielle (specific language) and general language filtered for BC Mages guild, Anvil Marina, Anvil Port Quarter, Anvil Garden Quarter and Anvil Little Arenthia.
Increased gold to 300 (from 200) from Sielle for purchasing void salts. Note that this is still much less than what it would cost to buy void salts wholesale but Sielle is a little clueless and assumes Torio will give the player a good deal. Idea is to reward player for following the quest prompts to go to Torio.
Added dialogue so Sielle has a custom greeting mid-quest for Q1
Added 5 facrep for completion of Q1
Removed summon storm antronach scroll from Q1 reward (felt like a lot)
Changed dialogue so it does not appear that Sielle magically knows if you have the void salts or not (the dialogue is still unique if you DO have them but the choice is now nuetral and no longer has a negative disposition affect)
Edited Torio script to properly account for edge case of player visiting torio but NOT curing him and then turning in the quest.
Edited Torio script to prevent idle greetings from playing.
Edited Torio script to remove silence and make the script run more efficiently.
Fixed Torio dialogue so he doesn't thank the player after q1 is complete
Changed first Q1 Journal entry to be more concise and accurate.
Changed last Q1 Journal entry to remove the mention of the next task (was unnecessary and wouldn't make sense in the edge case Boldarus is dead and Q2 is skipped)
Added filtered Khajiit line for the Torio topic
Filtered out Torio topic for the NPC outside of Anvil's walls in the graveyard
Edited Torio script to remove menumode return
Edited Torio script to change elseif to just else for efficiency
Edited first journal entry to include number of void salts needed
Expanded Sielle's Journal 10 line to also include Journal 20 (if no void salts)
Removed Extra Torio lines and instead added 2 line, one filtered for Anvil and one for Anvil, little Arenthia. Removed personal pronouns as well so no Khajiit line needed.
Added additional line of dialogue to account for edge case of Boldaru being dead for Q2
Added handling for player casting cure paraylsis on Torio (Will also cure him)

Q2

Removed Boldarus script
Add AnvilNolore script to Boldarus
Edited Boldarus to change class to commoner and removed most of his gold (left him 82)
Added ondeath handling for Boldarus to Q2 dialogue
Added ondeath handling for Boldarus PRIOR to Q2 start to dialogue (skips q2)
Edited dialogue results to disable Boldarus on "good" path upon completion of quest.
Edited general stop the rumors line to be more descriptive
Deleted excess stop the rumors line.
Added dialogue so Sielle has a custom greeting mid-quest for Q2
Removed script for Onskild Family Sword (this means it will be able to be found and recovered before the quest)
Extensive edits to dialogue for Boldarus
Includes new topic "family sword" that only unlocks after dialogue sequence with Christophe
Includes new topic "Crow Hall Cave" giving directions to the cave with unique flavor for Boldarus and a generic line filtered to Brina Cross (also Khajiit version)
Added dialogue sequence to Christophe to explain Boldarus's problem which includes new topic "Boldarus"
Added unique bribe success dialogue to Christophe after his prompt to "make it worth his time".
Added dialogue to Inn patrons to direct player to Christophe (the publican) for more information about Boldarus
Added filtered Khajiit line for the general "stop the rumors" topic (affects I believe 2 NPCs)
Added 5 FacRep for completing Q2 (Same for either path)
Added 30 disp filter to latest rumor line
Fixed filtering on duplicate stop the rumors line to point a different NPC
Deleted extra Crow Hall Cave lines
Removed unnecessary journal calls from "Boldarus" dialogue
Edited Christophe Marane to reduce mercantile from 54 to 25 and reduce personality from 73 to 40. Raised speechcraft to 65 from 54 to compensate for lowering personality. This is to make the bribe 10 gold more likely to be successful. Otherwise this is a pretty hard check.
Moved the "Boldarus Onskild" dialogue topic to "Stop the rumors" to improve flow, made a few small edits to make the topic make more sense


Q3

Made extensie dialogue edits to MOVE dialogue topic from "test my theory" to the main "enchanting experiment" topic to improve flow
Moved Greetings for Q3 from Greeting1 to Greeting5
Changed dialogue in Q3 to remove the quest finish dialogue from a greeting.
Added dialogue so Sielle has a custom greeting mid-quest for Q3
Added specific soulgem script to explodespell -> disable soulgems for effect during experiment
Added global script to disable activator ring (the focus) with the enchanted ring during the experiment
Edited Sielle script
Edited ring script to prevent equiping ring when attempting to smash it
Edited experiment sequence to remove void salt interaction since it didn't make sense
Edited Enchanting table setup to remove chest and add a more sensible plate
Added additional greetings for Latreus and Javrun to make their dialogue flow better

Q4

Made extensie dialogue edits to MOVE dialogue topic from "protect the caster's soul" to the main "enchanting experiment" topic to improve flow
Moved Greetings for Q4 from Greeting 1 to Greeting 5
Removed the choice dialogue to accept quest
Edited exepriment sequence to match the sequence in Q3
Edited journals to improve accuracy and flow
Edited dialogue to provide better directions to Gulaida
Attachments
PC_q2_BC_MagesGuildQuestline.ESP
(85.3 KiB) Downloaded 17 times

AaronS
PT Modder
Posts: 23
Joined: Fri Oct 04, 2024 8:10 pm

Post by AaronS »

Almost there! Need some feedback on dialogue and additional playtesting.

Playtesting Bugs:

CHANGED:
Added line for Torio under topic "Torio Tulanus"
Changed dialogue filter for Christophe "family sword" line to only trigger on Journal 50 to prevent it showing up if he didn't talk to you about it first
Added additional hint in Latreus dialogue for Q2
Added small dialogue line to Latreus account for the player NOT having the ring and talking with him multiple times in Q3
Directions to Torio leave out the option to just use the guild guide (Added this in!)
Initial stop the rumors dialogue for Boldarus not quite emotive enough - added a bit more umph to it
Edited Javrun's line when checking on Sielle to be more realistic and set PC_Control to 1 so it only runs once
Added a second greeting to Javrun on Q3 when Sielle collapses that makes sense if he has already talked with the PC
Added emote [Examines ring] to Latreus dialogue for flow and accuracy (the previous dialogue implied it but I think it makes more sense to add the emote).
Edited Q2 journal's to make more sense with the changed dialogue from Boldarus
Small edits to Sielle's dialogue at the end of Q3 / start of Q4
Added [Examines ring] emote to Sielle at the end of Q4 for consistency and to make more sense with the dialogue
Changed ring destroy sequence as follows:\
Ring can now be destroyed in interiors with no issue
Added unique wraiths that don't have weapons
These are mostly carbon copies of the "faded wraith" but with nerfed health and slightly buffed attack
Dropped a ring that explodespell's shock damage then disables
Added entire sequence to send player back to Anvil after experiment fails in Q3


KNOWN ISSUE:

Dispel doesn't seem to work 100% of the time, even when the spell doesn't fail? Is this an engine limitation?
Attachments
PC_q2_BC_MagesGuildQuestline.ESP
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AaronS
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Posts: 23
Joined: Fri Oct 04, 2024 8:10 pm

Post by AaronS »

Validated - Cleaned (why the file size shrunk) - Squashed some more bugs - Ran through the questline with OpenMW and tried to exploit some edge cases. So far so good but will do a bit more testing before R4R.
Attachments
PC_q2_BC_MagesGuildQuestline.ESP
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AaronS
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Joined: Fri Oct 04, 2024 8:10 pm

Post by AaronS »

Ok - think we are back in R4R here! Big thanks to KnobelKnight for having patience with my endless questions!
Attachments
PC_q2_BC_MagesGuildQuestline.ESP
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KnobelKnight
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Post by KnobelKnight »

Ready for merge.

Review notes:
Spoiler
- Added coverup lines for each of Sielle's quest topics which trigger if you've been expelled from the MG
- Moves lines in the "enchanting experiment" topic so that all lines from a specific NPC are grouped together
- Simplified some journal checks
- Added goodbye calls to Sielle's lines just before her experiments begin
- Several enable/disable calls across scripts should have had a GetDisabled check for a minor performance boost- fixed
- Simplified many of the scripts. A lot of them had mutually exclusive if conditions (if variable == 0... if variable >= 1) that could have been more simply handled with an else or elseif
- Removed unused locals from a few scripts
- Dramatically reduced the area of the spells associated with Sielle's experiments and the ring explosion
- Reduced the damage of the ring explosion on the player
- Changed the name of the Sielle's experiment spell and the ring explosion spell (which can be visible to the player due to the fact that they can damage)
- Added moddisposition calls throughout the questline where they made sense
- AIWander calls on Sielle set idle anims to 60 30 10 when they are 60 20 10 originally- fixed
- Renamed the "Note on Enchanting" book to "Notes on Enchanting" and fixed a typo in it
- Moved the "duties" lines below the TD Cyr MG expulsion/not in the guild lines
-----------------------------
Q1
- Added showmap "Anvil" to Sielle's first "enchanting experiment" line
- Added showmap "Fort Telodrach" to one of the generic "Torio Tulanus" lines
- Added nofight and nothief locals to Torio which become active when he's paralyzed
- Removed the generic "Torio Tulanus" lines when the quest completes
- Removed the journal filter from Torio's "Torio Tulanus" line
- Added the ability to get advice on Torio's condition from Sielle
- Placed the new void salts in Torio's store on paper
-----------------------------
Q2
- You could skip to Q3 if you killed Boldarus in the middle of the quest and asked Sielle about "enchanting experiment"- fixed
- The ending for killing Boldarus did not function due to a typo in the moddisposition call- fixed
- Moved the "you killed Boldarus" line in "stop the rumors" below the quest completion lines
- Toggled corpses persist on Boldarus so it's more likely the pc will find him dead in the cave after the bad ending
- Added the gold reward to the bad ending as well
- Added a disp boost on quest completion (more if you get the good ending)
- You could start the quest early, even if you weren't in the Mages Guild, if you had the "stop the rumors" topic- fixed
- You now only get a choice option to return Boldarus' sword if you actually have the sword
- Moved the "latest rumors" line below the NPC-specific BC latest rumors
- Boldarus' quest greeting now only fires when Q2 has started
- Boldarus was in a pretty awkward spot- gave him a room in the Crossing Inn
- When Boldarus died in the cave, he could look pretty weird depending on which death animation he got- fixed by giving him a specific death animation
- Added a mark for the location that Boldarus can move to in Crow Hall Cave
-----------------------------
Q3
- Removed some "enchanting experiment" lines which were leftover from a previous iteration and could no longer fire
- When Sielle wakes up, her max fatigue was set to 100 instead of 261, which it is before she collapses. Note that "setfatigue" sets max fatigue, not current fatigue
- Replaced Jarvun's forcegreet upon interacting with Sielle's unconscious body with a messagebox
- Fixed a typo in the Enchanting Focus' name
- You could no longer equip the ring once Latreus told you to destroy it- fixed
- Removed some unused locals from the ring
- The dummy line for "shield her soul" was unnecessary- removed
- Added an additional "Curallo Callidus" line for the Marina specifically
- Removed the generic "Curallo Callidus" lines when the quest completes
- Removed the journal filter from Curallo's "Curallo Callidus" line
- Moved Sielle's greeting after she wakes up to G1
- Added an additional greeting to Jarvun so he doesn't say Sielle's "in the basement"
- Moved the ending bit, where you go talk with Curallo Callidus, to Q4 because I thought it flowed a little better
- Toned down the stats on the wraiths a bit
- Added a death check on Jarvun's forcegreet- corpses forcegreeting can have very odd results
- Set Sielle's alarm to 0 while she's unconscious
- Breaking the ring in the Mages Guild caused some inconsistent behavior with the ghosts. I assume the same goes for other cramped ints, so I reenabled the exterior-only check
- Sielle casting on Jarvun had a few side effects- he got particle effects around him from the spell, and Sielle's body tracked him if he moved around the room. I changed it so that she casts the spell on herself instead, like when she recalls
- Enabling and disabling the table caused potential issues with recall. The table is now always there instead
- Sielle's shirt had no model associated with it- fixed
- Reduced the value of Sielle's shirt and slightly increased the effect of its downside
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Q4
- Simplified PC_q2_BC_MG_Sielle_2SoulGems and made it only use one short
- Moved the quest-ending greeting to G1
- Added some additional "duties" lines for during and after Sielle's study of the Redeemed Keeper soul
- Added a fail state for when Curallo dies without talking to him
- Added a death check to Sielle's "Curallo Callidus" line, since it's kind of weird that she talked about him like he was alive after you tell her he's dead
- Added a messagebox update when Sielle takes the Redeemed Keeper soul gem
Dialogue changes: https://docs.google.com/spreadsheets/d/ ... sp=sharing
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Revane
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Post by Revane »

Merged into Cyr_Main

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