[PC_q2_AnvFG01-07_Journal] Anvil Fighters Guild Questline [WellTemperedClavier]

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Violet
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[PC_q2_AnvFG01-07_Journal] Anvil Fighters Guild Questline [WellTemperedClavier]

Post by Violet »

This is the quest claim for the Anvil Fighters Guild Questline. Questline synopsis:


PC_q2_AnvFG01_Journal: Wet Feet A basement has flooded in the sailor’s district, and some slaughterfish have gotten in. Exterminate them.

PC_q2_AnvFG02_Journal: Pellus' Debts A merchant named Pellus Kalanius has run up quite the debt at the Abecette casino. Go shake him out to return the debt. He'll be at one of the stalls outside (feel free to pick one that hasn't been taken yet).

PC_q2_AnvFG03_Journal: Repossess and Return Theophon Ivrol has ordered an expensive painting made by the Guild of Painters. However, he hasn't been making his payments on time. Find the painting in Ivrol Manor and repossess it. Return it to the Painters Guild member (of your choice) that made the painting.

PC_q2_AnvFG04_Journal: Lost in the Lowlands A rabid Highlands bear has come down from the mountains and terrorizes the trade road. Find its den somewhere out in the wilderness and kill it. You will need to make both the unique bear as well as its den (simply findind a nice corner-type of area and place some bones and/or a corpse near it is enough).

PC_q2_AnvFG05_Journal: Soap Surplus The guild steward tasks the player to find out why there’s a sudden surplus of Sload Soap. After a bit of detective work, primarily focused around the harbor and West Navy, the player learns that a local officer cadet of the West Navy, Connada Velgus (Imperial, Female, Sailor), has been selling information to a Sload at the remote island ruin of Vabriasel in exchange for sload soap, which she then sells to support her gambling addiction. She's staying in the West Navy Lodgings.

PC_q2_AnvFG06_Journal: Growing Up Palagrius, the Guild Guardian, has just initiated his son Rufrius into the guild, but the boy is still green. Take him delving in the Lindasael Ayleid Ruin and bring back a minor artifact (not an ACTUAL artifact, but some unique weapon or armor piece). Rufrius will be hesitant at first, you can either convince him to come with you or go get the artifact alone and pretend he helped.

PC_q2_AnvFG07_Journal: Perils of Thesigir A gang of bandits has been signaled in a cave called the Thesigir Chasm. Kill their leader. Also, this chasm is said to be home to a legendary animal, a massive troll or bristleback living in the deepest recesses of the place. If you kill it (cool weapon or armor), Palagrius will be very impressed.

They claimant will need to make the following NPCs:

-(Imperial, Male, whatever type of Trader the stall you've selected has) Pellus Kalanius
-(imperial, Female, Sailor, member of the Imperial Navy faction) Connada Velus
-The gang of bandits in Thesigir Chasm

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Taniquetil
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Post by Taniquetil »

Updated Q5 per discord conversation
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WellTemperedClavier
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Post by WellTemperedClavier »

I'm putting a claim on this.

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Post by Violet »

Granting. Happy modding!

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Post by WellTemperedClavier »

I'm going to go ahead and post what I've done so far. The first five quests are in the .esp. They all work, but have some rough edges. Still keeping the claim, and will hopefully have everything done in the next few weeks. No need to test these right away: mostly just posting it here as a backup.
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Post by WellTemperedClavier »

Here's the latest version of the Anvil FG questline, with all seven quests completed. I've play-tested it several times, and I haven't run into any conflicts between the quests.

A few notes:
  • In Quest 1, it can be difficult to get out of the cistern's water unless your character has high agility/acrobatics.
  • In Quest 2, the Pellus NPC is supposed to be inside the new market building that Tani recently added. Since the interior is not done, I've placed him just outside the market's northern entrance. However, the quest text refers to him as being inside, since that's where he'll eventually be.
  • In Quest 5, I don't think there's any way to access the Vabriasel interior unless you have high acrobatics or levitation. A staircase should be added.
So far, the rewards have been money or potions. Let me know if I should add some weapons or gear.
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Post by WellTemperedClavier »

Re-uploading the file. Gameplay-wise it's identical to the earlier one, but I did improve the scripting by adding doOnce functions to reduce potential slowdown. Everything still works.
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Post by WellTemperedClavier »

Re-upload that fixes the "references persist" problem with one of the activators.
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Post by Denis418 »

Here's my notes on the first three quests:

First quest -- works well. My first opportunity to explore the sewers. The body was easy to find thanks to the slaughterfish making bubbles.

Second quest -- works good. I like the stance of the guild master against the debt shaking quests. Wasabi root reward is also a neat little detail.

Third quest -- had some troubles with this one: it's really hard to locate the bear. I killed 3 colovian bears before I found this one with your help. Here are my proposal of the directions the guild master could give: "A witness reports that this bear attacks travelers along the northern road from the city. Go by this road until the first bridge. It leads to Lindasael. Turn left from this bridge without crossing it and go along the Petty Strid as it flows towards the sea. The bear, according to reports, has made himself home under a big tree on a hill between the river and a pond. He rarely goes as far as the Brinemoth Fort or the Ayleid site." Also, there is no reward for this quest despite the dialogue.

General:
- These quests also have no journal names.
- There is no Advancement topic in the guildmaster's dialogue. I'm not sure, who should implement it though.

I really enjoy dialogues in your quests. The description the guild master gives to the bear is very colorful. I wish more quests would involve such artistic additions to the things you see in game. It livens the gameplay up as much as the books do. I will play the rest of the questline later this week.
There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment.
The one who fears is not made perfect in love. 1 John 4:18

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Post by Denis418 »

Ok, I played the rest of the questline. It's a solid adventure, good work!

The 4th quest -- a nice opportunity to visit and explore the Ivrols with their nice estate.
- directions to the Estate are not saved in the journal. It is best to put the reposses the painting phrase in the journal text. This way the game will allow the player to revisit the dialogue relevant to it, which contains directions.
- The name Teophan in the journal should be changed to Teophon, according to the NPCs name.
- It is probably better to add disposition drop to Teophon when you pester him about the painting excessively. Maybe -20 points.
- We need a dedicated asset for the packaged painting. Other quests would also benefit from it. I suggest meanwhile replacing the current mesh with a scroll case item T_imp_scrollcase_02 (implying that the painting is rolled inside and wasn't unpacked yet).

The 5th quest -- a very neat investigation. And the Ayleid ruins exterior looks very impressive. It was cool to fight a sload for the first time in the game.
- I feel like Harbormaster's office and the Navy officers lodgings should have more directions in dialogue. The city is very big and it's hard to find these places.
- The crew of the Serpent's Wake is named the fishermen in the journal entry. I think they should be named sailors instead.
- The sload soap in Anvil topic shows an outdated entry when clicked at the latter stages of the quest.
- Connada should have a Goodbye when she attacks you, so the player won't be able to continue the dialogue.

The 6th quest -- an escort adventure, but it doesn't feel tiring. The player has to be powerful enough though. The ruins full of daedra is almost an endgame content. But this is fitting for the final quest, imho.
- There is an extra Ayleid goblet in the first room of the dungeon (where the first enemy is). Consider removing it to make the goblet-hunt more meaningful.
- When Rufrius said at the bottom of the dungeon that he'll get back to the guild on his own, I pressed 'travel together' again (to check whether he'll decline) and then pressed 'wait here'. Then teleported to the guild and waited more than 24 hours, and he didn't return. I think it would be better to elaborate in dialogue with Rufrius that you should make a choice: whether to let him come back alone or with you. And if you choose the first option, the travel together topic should be disabled.
- It's better to disable the Rufrius topic in the same NPC's dialogue after he suggests that he will go back on his own. Because the topic entry says that he is ready to travel together.
- When you ask Rufrius to stay in place, he wanders around too far. It is better to give him AIWander 0 0 0 0 0, so he'll stay in place.
- The way of accepting Rufrius' coward plan to lie to his father doesn't work. He still follows you. And his father awaits for you to finish the quest.
- There is no way to finish the quest: whether you wait for Rufrius for a day after he suggests so (he doesn't teleport), or escort him back to the guild, Palargius does not recognize you finishing the job.

The 7th quest -- haven't played yet. Can't finish the 6th.

General feedback: all of the quests lack journal names. Otherwise, this is a great questline that give you opportunity to explore Anvil, the countryside and Ayleid ruins. The dialogue work is top quality and is pleasing to the eye. The overall feel of the not-corrupt Fighters Guild chapter is really refreshing. I hope other factions will come along soon as well.
There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment.
The one who fears is not made perfect in love. 1 John 4:18

WellTemperedClavier
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Post by WellTemperedClavier »

Here's an updated version:

All Quest Names have been added.

Quest 3: I added your directions to the dialogue. A reward (200 gold) has also been added. The directions can be accessed from the journal.

Quest 4: The directions can now be accessed from the journal. Theophan has been changed to Theophon. His disposition goes down if you keep pestering him. I'm holding off on replacing the item until Worsas can finish adding it to TR_Data, as per the conversation on Discord.

Quest 5: Directions to the Harbormaster's Office and to the Navy Officer Lodging have been added. The crew of the Serpent's Wake are now referred to as sailors. The outdated entry has been fixed. Connada's attack dialogue has a "Goodbye", so you can't talk with her any further.

Quest 6: I deleted the extra Ayleid goblet in the early room, but this is (I believe) part of the Cyrodiil Main ESP, so I can't actually remove it. Instead, I removed the other goblet in the final room and replaced it with an Ayleid knife, which is now the bonus quest object. The dialogue has also been updated to reflect this change.

Travel together is now disabled after agreeing to lie, or after completing the quest. Rufrius will go back on his own after changing cells and waiting 24 hours, in both OpenMW and Vanilla; this allows the quest to finish, assuming you either agreed to lie or did it properly. The dialogue under "Rufrius" has also been fixed. Rufrius's AIWander has been set to 0, so he won't roam.
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Post by Denis418 »

Thank you! The ending works great now. I replayed the Rufrius quest and finished the questline:

Quest 6:
- Rufrius has an old greeting when you talk to him in the guild after his return, but before you submit the quest to the questgiver.
- The journal states that Pelargius has rewarded me with 450 gold, while in reality he gave me 850 gold (honest path + brought him the knife).

Quest 7:
- Works great. The journal lacks directions to the chasm but I had no trouble finding it by the directions from the dialogue (never been there before). The dungeon delve is good. The paper note about a bandit perishing in the trolls den is atmospheric enough. The fight with the bandits was tough, but it is how it should be at this point of the questline.

Overall, I like Pelargius' dialogue very much. It unites all the seemingly disconnected jobs in one narrative stitched together by his character. I'd love to replay this questline sometime later when the city will be more complete (with bazaar and all), and test the early updated quests as well.
There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment.
The one who fears is not made perfect in love. 1 John 4:18

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Post by Denis418 »

One more note: The Perils of Thesigir remains in the journal after the end of the quest.
There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment.
The one who fears is not made perfect in love. 1 John 4:18

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Post by WellTemperedClavier »

Here's the updated versions with corrections.

As I mentioned on the Discord server, I ran into some weird problems with FG6. Namely, the activator outside of the ruins wouldn't activate. It worked for me before I last submitted.

I was able to get it working on Vanilla MW (as opposed to OpenMW). Rakanishu tested, and said it worked fine for them on both OpenMW and Vanilla. Hopefully it was just some weird issue I was having, but it may be worth someone else taking another look, just in case.
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Post by Snailsting »

Playtested this one a bit on OpenMW
I definitely think Denis was right on the money with his earlier comment about pelargius' dialogue tying it all together, nice work!

Q1: Wet Feet

- All good but it might be a good idea to give the player some basic directions to a sewer grate that leads to the Harbor sewers
Especially since some of the players might not be familiar with Anvil's layout yet at this point


Q3: Lost in the Lowlands

- If you follow the given directions you will end up on the wrong side of the Petty Strid
Palagrius currently tells you to take the northern road out of the city and to then go left before crossing the first bridge, but it should be the second bridge, apart from that the directions check out though


Q4: Repossess and Return

- After retrieving the painting but before turning it in Palagrius will respond the the topic "Orders" with the response to start the sload soap quest
This doesn't actually start the quest yet but it's not the appropriate response at this stage


Q5: Soap Surplus

Palagrius' directions to the Harbormaster's Office are outdated as the office has been moved since writing them, this also means that Ermar's directions to the Navy officer Lodgings are outdated
The Harbormaster's Office is now on the west side of the city, right next to the bridge that connects the Canal district to Fort Telodrach, while the Navy Lodgings are now right behind the Harbormaster's Office


Q6: Perils of Thesigir

- The line where Palagrius says he is reassured by the player being in the Legion shows up for me even through im not a member of the Imperial Legion

- The bandits should probably have a bit less exotic equipment
the redguard stuff fits in fairly well, but stuff like ashlander clothes and the Direnni sword stand out quite badly here, IMO

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Post by WellTemperedClavier »

Sorry for how late this is. I actually don't check the forums very often, so I didn't see this until recently. I've gone ahead and fixed the problems. They all work in OpenMW. Haven't tested them in Vanilla yet, but Francis said he'd take care of it.

Q1: Added directions.

Q3: Adjusted directions as per your suggestion.

Q4: Fixed.

Q5: Directions have been adjusted.

Q7: Palagrius's dialogue has been fixed. I removed the Ashlander clothes and Direnni sword from the bandits.
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Post by Taniquetil »

This questline will need several changes to account for the Anvil rework. I am also suggesting that quest 5 be relocated into the Strident Shore questline, because it seems a bit out of the FG's purview.
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Post by WellTemperedClavier »

Taniquetil wrote: Sat Jul 29, 2023 7:46 am This questline will need several changes to account for the Anvil rework. I am also suggesting that quest 5 be relocated into the Strident Shore questline, because it seems a bit out of the FG's purview.
Okay. So far as I can tell, the Strident Shore questline hasn't been started by anyone, but they can repurpose FG5 for it if need be. I'm proud of the dialogue I wrote for this quest, so I'd like as much of that to be kept as possible, but I understand it may need to be changed to reflect the Strident Shore.

Is there any way I can get a quick rundown on what the Anvil rework entails? If need be, I can create a temporary Discord account to catch up. I understand that it's probably not feasible for me to avoid Discord and continue working on this project long-term, but I do want to finish what I started.

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Post by Taniquetil »

It's not really confirmed yet what the Strident Shore questline will be. I was suggesting the idea of grabbing this quest for it, is all.
The Anvil rework isn't anything new, it's the ongoing efforts since 2022 to make Anvil properly releasable. I just mean that NPCs have moved around and a few things might need updating after NPCing is complete.
These quests really shouldn't have been opened before Anvil was NPCd. Because they were, we now will need to make some adjustments as NPCing proceeds.
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Post by WellTemperedClavier »

Taniquetil wrote: Sun Jul 30, 2023 7:51 am It's not really confirmed yet what the Strident Shore questline will be. I was suggesting the idea of grabbing this quest for it, is all.
The Anvil rework isn't anything new, it's the ongoing efforts since 2022 to make Anvil properly releasable. I just mean that NPCs have moved around and a few things might need updating after NPCing is complete.
These quests really shouldn't have been opened before Anvil was NPCd. Because they were, we now will need to make some adjustments as NPCing proceeds.
Ohh, okay. Thanks. I'll keep an eye out on the forums for any sign that the NPC stuff has been fully updated, and then update the questline accordingly.

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