KW Mages Guild [Charger24]

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Charger24
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KW Mages Guild [Charger24]

Post by Charger24 » Sun May 31, 2020 9:09 am

Posting this WIP here because people asked on discord; it's not done.

This is a new Mages Guild for Karthwasten, since it didn't have one.

The Guildhall sits on the current location of Selenya's Mage shop, which has been moved to DSE. Relevant local dialogue has been updated, though per conversation on discord I may add a couple of lines to further flesh out the Davanna situation. Vern provided a very nice building shell to work from, which I was very grateful for while doing the int. The finished (and reviewed by Vern) int is included in the attached file. File also includes the new NPCs, the aforementioned dialogue updates in the city, and a new teleport pad + Guild Guide NPC at the DSW MG hall, which strangely did not have one. There's some ext work done around the Guildhall and Selenya's new location, but that will probably need to be properly handled at merge - assuming this all gets OK'd for inclusion.

Characters
Ji'Tavarad - Ohmes-Raht Mage (Wizard)
  • Guildmaster. A talented mage, but somewhat lacking in political skill. Likes the high life of being an Important Person in Karthwasten, and wants the Guild to be a more prominent institution in the region, despite having few real local connections.
Nistamal - Redguard Battlemage (Magician)
  • A bastion of competence in the Guild, and a good friend of the late former guildmaster. Often teaches classes for Guild members and other interested locals.
Rulat gra-Khagim - Orc Alchemist (Conjurer)
  • Resident Guild alchemist, and a friendly ear.
Ravos Terandas - Dunmer Enchanter (Evoker)
  • Ravos has been assigned to Karthgad as part of a quixotic mission to build rapport with the locals and boost the status of the Guild. Ravos routinely writes fabricated tales of his overwhelming success to Ji'Tavarad, but is actually living in squalor in Nauk gra-Olad's attic.
Irgas - Redguard Guild Guide (Evoker) and Havild Mild-Heart - Nord Healer (Apprentice)
  • Up-and-coming Guild members (think Ajira and Galbedir, without the rivalry)
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The Karthwasten Mages Guild has not suffered the slow decline of its cousin in Dragonstar, and in fact has been able to prosper somewhat since the Concordat thanks to the efforts of its former Guildmaster, whose effectiveness as a politician and mage alike won the chapter much local respect in the city itself, among all its resident demographics. Unfortunately, this exceedingly competent former guildmaster died in Jona's siege of the city, leaving the chapter in the hands of the much less practical Ji'Tavarad. Though a skilled mage, Ji'Tavarad is as sheltered as his predecessor was seasoned, and rarely leaves the guildhall. It is up to the PC to determine to what extent his well-intentioned but haphazard efforts to build up the MG in the Reach will be realized.

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Quest I: Optimistic Outreach - Finished!
  • Ji'Tavarad asks the PC to deliver some scrolls to Ravos Terandas in Karthgad, and to return with Ravos' latest progress report. The PC quickly realizes via local dialogue that Ravos is not popular around town, with opinions ranging from mild irritation from Thane Gorvda to outright hostility from the Bear Clan. The only person who seems to tolerate him is Nauk gra-Olad, who is letting Ravos live in her attic. The PC can deliver the scrolls, or tell Ravos what you think of him and just keep them. After getting Ravos' report from him, the PC can bring it to Ji'Tavarad without comment or alert him that things are not quite as described within. If the PC chooses the latter, Ji'Tavarad will thank the PC for their diligence but apparently brush off the issue. The PC is rewarded with some potions, plus the scrolls if you kept them.
Quest II: Out for a Spell - Finished!
  • Having acquired a book on Reachmen from a passing Evermore trader, Ji'Tavarad has come across a description of a fantastical Reachman spell called "Marrelaeth". The book is dubious, but the spell's Restoration effects seem interesting, so the guildmaster asks the PC to track down information on the spell, beginning by asking Reachmen around town. Asking around gets the PC to Cravvoka, who speculates that it could be Braign-magic. Cravvoka urges the PC to ask Caotir, a Braignan witch at Criaglorc. Caotir, of course, has never heard of this spell, and speculates that it's likely an invention of the book's Breton author. The PC can return here to a disappointed Ji'Tavarad, who will give some gold for your trouble. Alternatively, the player can ask Caotir to provide an alternate spell to bring back to the Guild. Caotir is hesitant, but agrees to teach the player a Braign spell if the PC does a service for the Braign matriarch, Muirach. Muirach asks the PC to recover a magic gemstone called the Penumbra from Hrakja Cavern beneath Saern on Briag Cnoss. Upon recovery, the PC learns a new spell that approximates the book description. The PC can bring this new spell to Ji'Tavarad as "Marrelaeth", or honestly explain the situation (with a lesser reward for the latter option).
Quest III: A Case for Concern - Finished!
  • The Mages Guild has been contracted to lend its expertise in a dispute between two merchants over a large case of fine rare silk at the Karthwasten Bazaar. Somehow, at some point in the goods' transit, the case acquired several times as much cloth. The PC is asked to speak with Francio Azarius, a member of the Barristers Guild who is litigating this case on behalf of Thane Fomir. The offending package's recipient, a Breton merchant named Pelbelle, claims to be entitled to the full contents of the case, having paid for "a case of wrapped silk". Since the seller, Rissoc, hasn't lost anything, she doesn't feel like he's been cheated. Rissoc contests this, claiming ownership over the valuable extra silk mysteriously added in transit, and claiming to be the victim of a foiled attempt at fraud. The PC must hear both sides of the story, and offer an explanation to Azarius. Depending on the PC's description, the case will be decided by Thane Formir in favor of one party or the other. Alternatively, the PC can acknowledge that there is little real evidence in either party's favor, and convey no recommendation (which disappoints Ji'Tavarad).
Quest IV: A Crisis of Character - Finished!
  • Ji'Tavarad again asks the PC to visit Karthgad, this time to defuse the increasingly tense situation there. Ravos, it seems, tried to win over the hostile local Nords by selling potions for the Bear Clan. Unfortunately, Ravos is no alchemist, and the Bear Clan thinks he's cheated them by selling worthless potions. The PC has a number of options. Thane Gorvda considers Ravos a political liability and wants him gone, but will negotiate with the player to maintain a non-permanent Guild presence at Karthgad, represented by Havild Mild-Heart (who will move to her meadhall). Alternatively, the PC can just agree to force Ravos out without a replacement. Either way, Ravos is reluctant to leave, despite his living conditions, and to force his departure the PC must either blackmail Ravos with threats of revealing his duplicity to Ji'Tavarad or convince him his life is at risk. Ji'Tavarad will be disappointed in the PC if Havild does not replace Ravos, and will give less of a reward.
Quest V: Turbulent Teleporting - Finished!
  • Ever since the war, the Dragonstar Guild of Mages has been cut off from the Guild Guide network that once connected it to Karthwasten and the rest of the Northern Tomba. Karthwasten's Guild moved to the Skyrim network upon the signing of the Concordat and its annexation into Skyrim proper, and Ji'Tavarad hopes to persuade both the DSW MG and the Imperials manning the border that Dragonstar should again be connected to its sister city via Guild Guide. Obviously, this is no straightforward proposition. Eranthos is loath to ignite a political conflict that could further damage her ailing chapter, and the Empire fears that opening up MG traffic across a contested border will destabilize the situation. The PC must negotiate with Prince Alak'tol, Thane Fomir, and Gorelius (the C&E officer at the wall), though will pointedly be told *not* to consult Jona. Eventually, the PC can reach an arrangement wherein an Guild member named Marcurio Ampis enforces the travel papers restriction on incoming travelers, and the Guild itself agrees to permit only independent travelers not affiliated with either faction. May require significant bribes to the very corrupt Gorelius.

    Activators will clean up the dusty and cobweb-ridden DSW teleport pad when it becomes active. Also, if the player succeeds, Ji'Tavarad is assassinated by Jarla Jona, and Nistamal becomes the new guildmaster.
Quest VI: The Penumbra - WIP ~30%
Full disclosure: this quest is ambitious, and I'm not sure I have the mwscript chops for it. We'll see.
  • The Guild has been contracted again, this time by Thane Fomir himself. The small village of Ruari southeast of Karthwasten was burnt to the ground during the war, and the Thane wants to boost his case for promotion to Jarl by resettling the place and restoring it to prosperity. Unfortunately, Ruari is full of hostile ghostly apparitions. The Thane wants them driven out or destroyed. When the PC investigates, however, a secret is revealed: Ruari was never destroyed. The village still exists, but has been plucked out of Mundus into a tiny gemstone ("the Penumbra", a nod to the Shadow of Conflict) to safely sit out the war, and replaced by a burnt-out facsimile. The "ghosts" simply don't realize the war is over. The PC won't actually visit the disappeared village inside the gem, but one of the "ghosts" - actually the physical manifestation of a very-much-alive villager - explains the situation. The villager asks the PC to destroy the magical gem holding the town by taking it back to Rulat and immersing it in a mix of various ingredients. Activators then restore the village to existence, villagers and all. Ji'Tavarad rewards the PC with a handsome reward from a thrilled Thane Formir.
I hope this is all decent. Criticism and feedback welcome.
Attachments
Karthwasten_guild_of_mages_quests.ESP
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Karthwasten_guild_of_mages.ESP
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Last edited by Charger24 on Tue Jul 07, 2020 10:09 am, edited 11 times in total.

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Post by Charger24 » Thu Jun 11, 2020 7:32 am

Uploaded the latest versions of both files. The quests file is cleaned of everything but the first two (finished) quests, so as not to clutter up my quest showcase. I tested all the quest paths, and it should be completely playable using both files and Sky_Main.

Some notes:
  • The Hidden Chest in Hrakja Cavern is supposed to replace the ordinary chest in its position in Sky_Main, so you might have to disable the one that's there to get to the new one if using the .esp.
  • The Penumbra will eventually have a magic effect for quest #6, but for now it's an ordinary misc item.
  • Doors don't work yet into the MG building, so coc to "Karthwasten, Guild of Mages" to start the quests and to return there.
  • The main file with the int stuff changes the DSW MG, but you don't need to load the DS sectionfile to test because it won't need it until quest #5.

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Post by Charger24 » Sat Jun 13, 2020 3:37 am

Updated again, quest file now includes quest #3 as well.

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Post by Charger24 » Tue Jun 16, 2020 9:49 am

Another update. Now finished through quest 4.

One of the endings to quest 4 is not working right (the one where you let Ravos die), but I'm going to fix it later or get rid of that quest path.

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Texafornian
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Post by Texafornian » Wed Jun 17, 2020 2:24 am

Review as of 6/16/20 upload:

Focusing only on some surface-level stuff.
SpoilerShow
General:
- The T_ prefix for IDs is reserved solely for base T_D assets and needs to be replaced. After fixing the IDs, I recommend using MWEdit or the search function in the CS to replace all dialogue results references to the incorrect IDs.

Journal:
- The IDs should be Sky_qRe_KW_MG0x_..., but this isn't a major issue. Changing it would be nice, but would require manually going back through dialogue results and scripts. Changing journal, NPC, container, item, etc. IDs will automatically update any associated dialogue filters so that saves a lot of work.

Items:
- Potion T_Nor_Potion_Useless needs to be renamed to Sky_qRe_KW_MG04_Potion or Sky_qRe_KW_MG04_UselessPotion.
- Container T_SkyCom_Var_Cr2BadPotn needs to be renamed to Sky_qRe_KW_MG04_PotionCrate.
- Book T_Bk_LostAndFoundInTheReach needs to be renamed to Sky_qRe_MG02_Book or something similar.
- Book T_Note_RavosReport needs to be renamed to Sky_qRe_KW_MG01_Report.
- Container T_SkyNor_Furn_UNI_Penum needs to be renamed to Sky_qRe_KW_MG02_Penum.

Spells:
- T_Rea_Res_Marrelaeth needs to be renamed to Sky_qRe_KW_MG02_Spell or something similar.

NPCs/Creatures:
- ID Sky_iRe_KG_Ravos -> Sky_qRe_KW_MG04_Ravos

Scripting/Dialogue Results:
- Script IDs should be identical to the object they're attached to, but with a _sc suffix.
- ID Sky_qRe_KWMG_02_PenumbraChest -> Sky_qRe_KW_MG02_Penum_sc
- ID Sky_qRe_KWMG_04_BadPotionsCrate -> Sky_qRe_KW_MG04_PotionCrate_sc
- ID T_ScBook_Sky_RavosReportScript -> Sky_qRe_KW_MG01_Report_sc
- ID T_ScNPC_Sky_MoveHavild -> Sky_qRe_KW_MG04_Havild_sc
* This is a local script so the four SHOTN NPC variables (and Sky_NoLore?) are missing here.
* This is a local script so StopScript doesn't do anything and should be removed. Instead, add a "doOnce" check to stop the script from positioncell'ing more than once.
- ID T_ScNPC_Sky_MoveRavos -> Sky_qRe_KW_MG04_Ravos_sc
* This is a local script so the four SHOTN NPC variables (and Sky_NoLore?) are missing here.
* This is a local script so StopScript doesn't do anything and should be removed. Instead, add a "doOnce" check to stop the script from positioncell'ing more than once.

Dialogue:
- Four dirty entries in Greeting 6: 270378682313312956, 13027136725825953, 21745550035610, 273172275634898302
- Two dirty entries in "duties": 16599210672526718431, 4919278962589523241
- The ID-specific entries in Greeting 6 need to be moved to between the Karthwasten placeholders in Greeting 5.
- Thoughts as to having unique dialogue inside the KW MG interior for member and non-member? This would be a departure from vanilla, but extra dialogue doesn't necessarily hurt. For example, three entries could be added below the last "Karthwasten" entry in Greeting 9 that are Random100 < 73, Random100 < 86, and no Random100 filter. This would give the player a 40% chance of hearing a MG int-specific greeting and the same 60% chance of hearing a KW-specific greeting.

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Charger24
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Post by Charger24 » Sat Jul 04, 2020 5:49 am

Updated both files to address points above, plus some general streamlining. Also the quest #4 option to let Ravos die works now.

Still only requires Sky_Main and the base guildhall file.

I am waiting to add guildmember dialogue until after all six quests are done, so that events can be referenced by the characters.
Attachments
Karthwasten_guild_of_mages_quests.ESP
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Karthwasten_guild_of_mages.ESP
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Last edited by Charger24 on Sun Jul 05, 2020 7:16 am, edited 1 time in total.

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Post by Charger24 » Sun Jul 05, 2020 7:15 am

Updated the quest IDs + changed the results fields/scripts. Hopefully I didn't break things.

No changes to guildhall/NPCs file; use the one from my last post.
Attachments
Karthwasten_guild_of_mages_quests.ESP
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Post by Charger24 » Tue Jul 07, 2020 10:08 am

Updated versions of both files. Now includes a finished quest 5, aside from a few misc item activators in the DSW teleport pad I'm too tired to do right now.

Requires both Sky_Main and DS sectionfile. I've had weird doubling problems with the new DS guild guide NPC Sky_qRe_KW_MG05_Marcur2 (but no problems with the replaced KW guild guide, strangely, despite both NPCs using essentially the same script). I think I've fixed the issue, but somehow the double keeps popping back up, so I apologize if it happens again for whoever tests it.

The DSW guild teleport pad is behind a wall in the basement; because it's working with the sectionfile, you'll need to disable the wall with the console, same as getting into and out of the KW MG hall throughout the questline.
Attachments
Karthwasten_guild_of_mages_quests.ESP
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Karthwasten_guild_of_mages.ESP
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Post by Charger24 » Tue Jul 07, 2020 10:12 am

Also just as a heads up, it'll likely be a little while before I upload the version with the final quest, since I need to finish the six small Ruari house ints first, and do a bit of scripting to get the whole ruined village replaced.

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