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ModTown 2015 => Quest Design and Implementation => Topic started by: Darkelfguy on July 20, 2015, 12:17:58 PM

Title: [Main Quest] Community Consortium Faction Quest Line
Post by: Darkelfguy on July 20, 2015, 12:17:58 PM
Community Consortium: Introductory Overview and Quest Design Document

[The Community Consortium is an organization of NPCs created to service the needs of ModTown and the modders that dwell there. Often their primary task is providing supplies and materials to various modders, assisting in modder works, and planning the expansion of the town and bringing in new trade and residents. While an organization designed to support the ModTown community and modders in particular, the relationship between the Community Consortium and modders is not singularly beneficial to just the modders. In return for their services, modders pay Community Consortium membership dues, and also provide new structures and land on occasion to support the expansion and growth of ModTown. Of course, this doesn't work quite so simply as all of that, with many modders reluctant to pay their part, or disagreeing about how an expansion should be managed, or if it should occur at all. The player will wander into all of this as they make their way through the ranks.]

Note: The original quest line for the Community Consortium only covered the corruption elements in the hierarchy and lacked any central threats. After several suggestions that the story would be better served with some sort of central threat, Autoclock volunteered to make his modder avatar, the Assembler, the antagonist for ModTown, creating numerous bone creatures that come down from his mountain lair and threaten ModTown. Because this part of the storyline wasn't originally planned, the quests dealing with the Assembler might feel a little shoe-horned in, and I'm open to suggestions for better integration and perhaps re-arranging quests a bit to make it flow better.

Original Forum Threads: Faction Proposal (http://darkelfmodding.com/forum/index.php?topic=9.0) and Main Quest Designs (http://darkelfmodding.com/forum/index.php?topic=2.0)

Ranks:
   Underling
   Community Assistant
   Modder Acolyte
   Community Secretary
   Modder Emissary
   Community Ambassador
   Modder-In-Waiting
   Community Fixer
   ModTown Planning Commissioner
   Grand Architect of ModTown
Favored Attributes:
   Personality
   Intelligence
Favored Skills:
   Speechcraft
   Alteration
   Illusion
   Mercantile
   Conjuration
   Axe

[Quest Line]
The faction quest line consists of 22 quests, divided into three faction parts:
   The Beginning - Early Quests that Introduce the Player to the Faction and to the Modders and get the background plot rolling. Typical quests consist of gathering items, delivering goods, and having to deal with eccentric modders. This is also where we'll be gradually introducing the bone monster threat from the Assembler.
   The Town Expansion - Mid-way Quests that focus on getting the various elements in place to expand the  town. Quests here include obtaining property deeds, signing contracts, making choices, and getting new modders to move into town, as well as beefing up security to deal with recent bone monster attacks.
   Corruption - The final part of the questline, money and materials for the construction and expansion of town have turned up short. At first the player is told to go gather dues from the modders, which they may not exactly give up willingly. Further quests may involve concerned guild members who have seen shady deals going on in the background, following the clues to uncover the corrupt members of the organization, removing them, and the final quest or two involves finishing up the construction phase of the expansion and getting one of the mainland guilds to move into town. The very last core faction quest will be the player building their new house on the island. The final part of the questline also deals with the final confrontation regarding the bone monster threat and the Assembler.
   Optional Post-Faction Quests - Additional quests involving certain members of the Consortium can be added in after the faction questline is complete, and these are optional quests to add new features to the Consortium or to town. Also, a few repeatable quests, like gathering dues or having guild members do certain tasks can be added in to ensure the faction has functionality even after the player finishes the core questline.

[Part One - The Beginning - Quest Ideas]
[Note: The first four quests are given by the Community Secretary, the second four quests by the Community Ambassador, the third four quests by the Grand Architect of ModTown, and the final three by the Community Fixer (related to the corruption in the Community Consortium).]

First Quest [Rank: Underling] - Involves the player picking up a shipment for the Community Consortium from a recently docked ship. Shipment includes materials to be delivered to modders and basic items for the Consortium. While at the ship, the player may notice a stack of crates that another Community Assistant is picking up (this is a clue to the future corruption storyline).

Second Quest [Rank Underling] - The player is requested to deliver some materials to one of the modders in the community. This may prove more challenging than originally thought, as the modder in question may have designed a maze like dungeon (or other obstacle) to get to them. This quest is designed by the modder in question, so ultimate layout of the quest is up to them.

Third Quest [Rank: Community Assistant] - It's time to collect dues and three modders in particular are behind on paying their membership fees. The player will be sent out to collect, though each modder may have some sort of nefarious side adventure for the player to do first before paying (the player will of course have the option of paying their dues for them). Unbeknownst to the player, part of these dues get pocketed by the Community Secretary and never reach the Consortium coffers (echoing back to our corruption plotline).  Each part of this quest is designed by the modders in question.

Fourth Quest [Rank: Community Assistant] - A banquet is being prepared to welcome the newest modder to ModTown, and among other things, certain officials and guild representatives from the mainland have been invited to consider investing in the town. Unfortunately, the Consortium is low on food and booze for the party, and making good impressions with the honored guests is considered a necessity. The player is sent out by the Community Secretary in search of taverns or shops that could cater the event.

Fifth Quest [Rank: Modder Acolyte] - One of ModTown's modders is working on a new project, one that could benefit the residents of the entire town, but they need help getting it finished. The player is sent by the Consortium to do whatever is necessary to assist the modder in question, and this will surely involve some interesting tasks. This quest is, of course, designed by the modder involved.

Sixth Quest [Rank: Modder Acolyte] - Rumors abound about strange sightings of mystical bone creatures coming down from the nearby mountain and threatening the lives of residents outside the center of town. The Community Consortium puts together a commission to investigate these occurrences and sends the Player out to visit some of the more remote residents of ModTown to see if there's any truth to these rumors.

[Part Two - The Town Expansion]
[Note: After successfully the last quest, the Consortium goes into full swing planning a major expansion of ModTown. By this point, the player is taking orders from the Community Ambassador.]

Seventh Quest [Rank: Modder Acolyte] - The early phases of the town expansion are in motion, but there's just one problem, one of the plots needed for any potential development is owned by a modder who is resistant to the expansion. The plot has been owned by this modder for years, with the intention of developing it themselves, but they've let it stagnate instead. The player will have to convince this modder to give up the land deed to this plot of land, or provide an alternative for the modder, or do a series of tasks to help the modder with their ambitions. Naturally this quest is designed by the modder in question.

Eighth Quest [Rank: Community Secretary] - As part of the player's new rank, it's now their job to travel and meet with various business interests and convince them to move into ModTown. Part of this particular quest will involve two stubborn business partners,  and depending on who the player can convince, the town may end up with a different set of shops.

Ninth Quest [Rank: Community Secretary] - Tensions are rising in ModTown between the modders and the normal NPC residents, with many NPCs blaming the recent rise of bone abominations that prowl the night on the modders and their often peculiar activities. Many residents and shop owners are threatening to leave unless something is done to stop the bone creatures and the modders who they blame for creating them. The player is sent in to cool down the situation and improve security in town.

Tenth Quest [Rank: Community Secretary] - There's now two community secretaries in the Community Consortium, and so the player needs to agree on a division of labor with their co-secretary (and previous boss). Let's just say the co-secretary isn't particularly amendable to sharing powers, so the player will be given a choice of which tasks to delegate to the other secretary and which to do themselves. This particular pile of tasks includes meeting with an estranged modder and ironing out a deal to provide more transportation options to ModTown (designed by the modder in question), and going off to find a mercenary group in order to staff ModTown's increasing need for proper guards. Remember that the other secretary is corrupt, so which-ever task the player leaves to them will likely result in a worse deal for ModTown (like less transportation services versus less guards and security for new businesses) since said secretary is likely to try and pocket some of the allotted money for themselves.

Eleventh Quest [Rank: Modder Emissary] - As the new Modder Emissary, the player will be sent off to convince two modders in different parts of Vvardenfell to take residence in ModTown. This will likely involve additional modder tasks, or guaranteeing particular services to satisfy modder demands. As with all prior modder-related quests, these will be designed by the modders involved. Keep in mind that while these modders will still have plots in ModTown, they'll be activated only after this quest is finished, and otherwise those plots will be disabled (not visible to the player).

Twelfth Quest [Rank: Modder Emissary] - A major disagreement has erupted between two parties of modders regarding the future expansion of ModTown, and as the current Emissary of the Community Consortium, the player is called upon to meet with the leaders of the two camps and come to a settlement, either favoring one camp or the other. The issue of the split is over whether a particular set of land should be used as a common marketplace and home to modder apprentices, or if it should be left to be used for the modder's own purposes (read: creative usage). The player will have to gain the trust of the leaders of one camp or another, hear their detailed plans for development, and ultimately decide on which they'd rather ModTown have. Needless to say, the two main modders involved will have to write out their side of the argument (along with suggestions for what the creative usage side would build).

Thirteenth Quest [Rank: Modder Emissary] - Bone creature attacks are on the rise, and they're even getting into the center of town itself. Security must be beefed up in order to defend against these attacks, and many residents are suggesting that it may be time to build an improved wall around town. Some of the modders along the proposed boundary with the new wall are against the idea, however, and must be convinced of the wall's necessity before they'll give in.

[Part Three - Corruption]
[Note: At the start of this part, the player has just been promoted to Community Ambassador, after the last ambassador was promoted to Community Fixer, who was themselves filling the role of the old Community Fixer who had been promoted to be the ModTown Planning Commissioner at the beginning of the construction phase. With the first set of quests, the player is taking orders from the Grand Architect of ModTown, but a few quests are also given by the Community Fixer here.]

Fourteenth Quest [Rank: Community Ambassador] - The Community Consortium has just discovered that their coffers are lower than expected, possibly due to that corruption undercurrent going on in the background, and as a result construction on the expansion has halted until new funds can be found and allocated to the project. It's decided internally by the Consortium leadership that the modders of ModTown must pay an additional membership fee in order to finish the project, and a group of Community Assistants are dispatched to collect the fees. Most return with either a part or all of the money they were sent to collect, but two have disappeared. As the Community Ambassador, the player will have to make the rounds of the modders these Community Assistants were supposed to visit and figure out where along the way they disappeared. This will involve confronting the two offending modders who've either killed or locked up the poor Community Assistants who had been sent to collect money. As usual, the modders involved will design this portion of the quests, and ultimately decide the Community Assistants fates.

Fifteenth Quest [Rank: Community Ambassador] - A survey team that had been sent up to the mountain has reported back that they've found ebony deposits, but that there appears to be a large influx of bone creatures blocking the way forward. The player is sent to gather a few samples from the ebony mine location, and to find out where these bone creatures are coming from. A potential ebony mine could prove to be a boon to ModTown's current financial woes, and perhaps keep the public looking the other way as certain corrupted officials continue to make off with what gold they can take from the Consortium's coffers.

Sixteenth Quest [Rank: Modder-In-Waiting] - After a short tenure as the Community Ambassador, the player is promoted to Modder-In-Waiting to keep them from investigating too much into the disappearance of gold from the coffers. Instead, they're given a task of taking a survey of the modders around town on a question of services they'd like to have. But before the player can leave to do this busy-work, they're pulled aside by the Community Fixer (our old Community Ambassador), and told that something fishy is going on with the leadership of the Consortium. The Community Fixer doesn't know for sure who all is in on it, but they're convinced that the Community Secretary has been dipping into the coffers. The Fixer will send the player to track down the Secretary and confront them, forcing them to reveal who else is in on the embezzlement. The Community Secretary will point the finger at the current ModTown Planning Commissioner, and the player will get to decide what to do with the secretary, either to expose them or to allow them to disappear quietly. The quest is finished when the player turns in some falsified surveys to the Grand Architect, before going to the Community Fixer with what they know.

Seventeenth Quest [Rank: Community Fixer] - Pleased with the player's progress, and secretly suspecting the Community Fixer of being a possible mole, the Grand Architect promotes the player to the rank of Community Fixer, working in conjunction with the current Community Fixer, with the additional assignment of reporting any suspicious behavior directly to the Grand Architect. Their first task as Community Fixer is to take some building plans down to a survey group working on the expansion and get their input about the planned designs for the land. Again, the co-Fixer will pull the player aside and talk about finding evidence of the Planning Commissioner's corruption, offering to take the building plans and do the job for the player, if the player will also break into the Planning Commissioner's chambers and find evidence of embezzlement. The player at this point can either do as the Fixer wants, or go to the Grand Architect and inform them of the Fixer's "suspicious behavior". If they do this, the Fixer will be expelled, and the Grand Architect will promote the player to Planning Commissioner to work alongside the existing Commissioner. If not, the player will find evidence in the form of a log which implicates the Grand Architect as well. With this evidence in hand, the player will confront the Grand Architect and blackmail them for the Planning Commissioner's position, giving the Grand Architect an out by expelling the current Commissioner and using them as the fall guy.

Eighteenth Quest [Rank: ModTown Planning Commissioner] - As the new commissioner, it's up to the player to decide which guilds the town wants to setup shop here. They'll meet with representatives of the Mages, Fighters, and to a more discreet degree, the Thieves guild, and discuss what services each can provide ModTown. The player will then decide on which guild will move in, given limited funding (unless they pay out of pocket),  and oversee initial construction and providing any materials the guilds might request (weapons for the fighters guild, books or alchemy supplies for the mages guild, and lockpicks and alcohol to the thieves guild).

Nineteenth Quest [Rank: ModTown Planning Commissioner] - It's time to try and clear out the proposed ebony mine site of bone creatures, and the Grand Architect of ModTown sends the player in with a small security team to kill all of the bone creatures they find and eliminate the source of these foul abominatons. This will eventually lead the player to the Assembler's lair, where they'll confront the Assembler and either make a peaceful agreement or fight to the death.

Twentieth Quest [Rank: ModTown Planning Commissioner] - Fearful that the player will try and reveal what they know (or paranoid of what they might know, if a different path was taken), the Grand Architect plots a trap to kill off the player. First they give the player a quest to investigate a nearby ruin, claiming that they could consider renovating it and making it apart of ModTown. The player will go along with it all, but if the Fixer is still around, he'll pull the player aside and reveal their suspicions about the Grand Architect's motivations, offering to go with the player as protection. Once in the ruin, they'll encounter the Grand Architect, along with a few of the other minor Consortium members who had been in on the embezzlement, and here the player will have to fight their way out. In the end, if they manage to kill the Grand Architect, they'll replace them and become the new Grand Architect of the Community Consortium.

Twenty-First Quest [Rank: Grand Architect of ModTown] - The player's first duty as Grand Architect of ModTown is to appoint a new ModTown Planning Commissioner, and to oversee the newly opened ebony mines. The player will have to pick a new commissioner out of a number of potential candidates, and make (or refuse) a trade deal with the Empire regarding the new ebony mine.

Twenty-Second Quest [Rank: Grand Architect of ModTown] - With the revelation that the prior Grand Architect had been on the take and embezzling funds from the town coffers, the modders of ModTown decide to reward the player with an estate of their own creation. A representative of the modders will meet with the player and discuss the type of architecture and number of rooms that they want in their new manor, giving the player a fair amount of choice. Once complete, the player will be able to move into their new abode, the final capstone to the ModTown expansion. This quest can be designed by the modder in particular, if so desired.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Turelek on July 21, 2015, 12:37:00 AM
I have an interesting idea regarding the second and (possibly) fifth. I have been working on a small project which adds Incendiary weaponry, and have put in a small bit of dialogue to my modder avatar regarding it (hopefully that is okay). I would be happy to finish it up and make the second quest getting some materials (or a material) for it and the fifth quest making "Tamrielic Fire" (based off of Greek Fire). It's too early to decide anything, but I would love to try my hand at minor quest-making sometime  :).
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Darkelfguy on July 21, 2015, 11:45:43 AM
Sounds good, if you want to make some quest designs for the second and fifth quests, feel free to go ahead! :)
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: LadyPhoenixFireRose on July 24, 2015, 03:09:00 PM
I have some ideas for part of sixth quest, making my Avatar one of the Avatars the main player could or needs to visit. Though, for this idea it would definitely need other modders to make part of the quest as well, since there is a rather good chance that they wont get the information needed.

Okay so here goes: my idea is, my Avatar has taken one of the bone spiders as a pet, and because of it to protect my pet, my avatar will deny having any knowledge of the bone creatures. But will do it in such a way that the player may become suspicious, and if they find the spider, then depending what they do my will determine how my avatar reacts. If they kill the spider, then my avatar will either react violently or be entirely uncooperative with anything the player wants, or I may make both an option depending on how much my avatar already like the player. I haven't really decided where I want to take that yet. If they leave the spider alone, then my avatar will tell tathem what it know of the bone monsters. Or they could just leave thinking that either what I say is true or there is no way to get anything else out of me.

That's the basic idea, is it alright if I go with that?
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Darkelfguy on July 24, 2015, 10:36:50 PM
Sounds good to me, I like the idea of using the bone spider as a pet.

Hopefully we can get a few more modders involved once more modder plots are complete.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Turelek on July 24, 2015, 11:02:18 PM
Yes, it's a bit weird trying to figure out how to transition quests with no central quest giver yet. (In theory at least).

Edit: Nevermind. Saw the quest givers. Have they been implemented yet? I will post ideas in a short while.

Edit 2: Drew up some designs on what I would do with quest 2 and 5. Here it is.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Darkelfguy on July 25, 2015, 08:47:04 PM
Yes, it's a bit weird trying to figure out how to transition quests with no central quest giver yet. (In theory at least).

Edit: Nevermind. Saw the quest givers. Have they been implemented yet? I will post ideas in a short while.

Edit 2: Drew up some designs on what I would do with quest 2 and 5. Here it is.

Nope, the central quest givers probably won't be implemented for a while yet, since we need the Community Consortium Headquarters built before we can place them in-game, and that's basically our largest and most complicated public building claim.

But anyway, I like the basic quest designs so far! I am curious, are you planning to do the dungeons yourself, or do you want someone else to make the dungeons?
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Turelek on July 25, 2015, 08:58:13 PM
I could work on the dungeons! I am just curious on when I should begin working on them, though I suppose I could do the interiors and when we see more progress on the island I could put in frontward entrances. If anyone else would want to work on a dungeon though, I plan to make the quest five dungeon dwarf the second quest dungeon.  :) I would love however for someone to go through them and make sure their is no "z-fighting" errors and clipping however.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Turelek on July 31, 2015, 05:31:10 PM
Sorry for the double post but I'm not sure where to post this. So I've tested the Greek/Byzantine fire pot in game and it looks pretty good but I think I need to fix some positioning, then it should be complete. I am hoping someone could help me make a script that on strike the pot adds fire to the npc who is attacked so we don't have to deal with the enchantment shader. It's okay with it though, and luckily the pot was a decent size.

(http://s13.postimg.org/6d4obc6w3/2015_07_31_00008.jpg) (http://postimg.org/image/6d4obc6w3/)
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Darkelfguy on August 04, 2015, 09:59:08 PM
I could work on the dungeons! I am just curious on when I should begin working on them, though I suppose I could do the interiors and when we see more progress on the island I could put in frontward entrances. If anyone else would want to work on a dungeon though, I plan to make the quest five dungeon dwarf the second quest dungeon.  :) I would love however for someone to go through them and make sure their is no "z-fighting" errors and clipping however.

You can begin working on the dungeons anytime you want, and if you prefer, you can check and see if Melchior would be up for making some entrances for them. But anyway, sounds like you've got some good ideas already, and I'd be happy to test them once you've finished!

Sorry for the double post but I'm not sure where to post this. So I've tested the Greek/Byzantine fire pot in game and it looks pretty good but I think I need to fix some positioning, then it should be complete. I am hoping someone could help me make a script that on strike the pot adds fire to the npc who is attacked so we don't have to deal with the enchantment shader. It's okay with it though, and luckily the pot was a decent size.

(http://s13.postimg.org/6d4obc6w3/2015_07_31_00008.jpg) (http://postimg.org/image/6d4obc6w3/)

Looks good to me, I'm not sure about a script though. The main issue is that, in vanilla Morrowind, scripts usually require a specific target for casting magical effects like fireballs, and obviously if the player is able to throw a fire pot anywhere, you couldn't possibly know what the target is. Probably this could be done with MWSE, but I have my doubts if it's possible with vanilla Morrowind scripting.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Turelek on August 04, 2015, 10:13:37 PM
Yeah about the scripts, I realized if people didn't want to see the enchantment shader those kinds of mods exist! Thanks for the permission!
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Turelek on September 26, 2015, 11:41:57 AM
In case anyone thought I wasn't working on this, here:

I would post in-game pictures but it's a bit hard when all the walls are invisible and I haven't put in light yet. This is the first half of the maze, which is almost done luckily. Anyways, I have two "sorry(s)" to spare.

Sorry for the double post.

Sorry for the Necro-post. (Also known as posting on an old topic).

Keep on modding everyone.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Melchior Dahrk on September 26, 2015, 01:06:09 PM
A maze with invisible walls? F#$% that!

Talk about frustrating. :D
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Moritius on September 26, 2015, 01:21:53 PM
Mazes with visible walls are frustrating (and something like I spotted in RoHT was beyond frustrating because of corridor invisibity on map). And with invisible... (╯□)╯︵ ┻━┻
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Turelek on September 26, 2015, 01:45:39 PM
I was thinking of making a bit of a trail, like out of some cups or daggers at some placed intervals that will guide you. Don't know yet, though but I'm sure if I don't put in anything we'll hear "tcl" a lot.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Turelek on October 20, 2015, 10:46:29 PM
So the first beta (or alpha) version is done, both parts are finished. No quest entries yet, but I have included 4 detect key potions for about two minutes or longer each (since you will find your way around the maze using your map ... probably a lot). The detect key things will show you a very rough concept of the map to keep up the challenge which I hope is not too difficult. Worst case scenario, I make the maze not-invisible and throw in a few enemies here and there to spice it up instead. However it should be doable it is just patience that is another thing. If you run out of the four potions by the second part you can of course just spawn some more if you checked the ID of them in the console, or just "follow the stars." Their is no real exterior yet, and you will have to "tcl" under Seyda Neen at the moment to get to the door.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Melchior Dahrk on October 21, 2015, 01:40:37 PM
Okay. I will try to test it this evening. Will provide feedback once I have some.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Melchior Dahrk on October 21, 2015, 08:11:05 PM
Okay. I tried it out. Pretty clever way to set up a puzzle. I just tested it with a maxed out character and was able to make it through the maze with and beat the puzzler without running out of potions or dying. Going to test it on a lower level char now.

Okay, with stats at 25 I was able to make it through the maze without running out of potions, BUT I couldn't jump over the chasms and got stuck. I TCLed out and continued on. The Puzzler kicked my butt at 25 level attributes and skills but I was able to beat him at 50 stats without much trouble and decent equipment.

A couple of comments: I think you will need a way for players to teleport out if they get frustrated. And you should remember to replenish the potions if the player does. Maybe rather than just being loose on the floor you could use some type of distributor which detects whether the player has any of the potions in their inventory at the time to prevent cheating. In addition, I don't remember if you did, but you should probably make those potions have 0 value.

Is this going to be a required puzzle?

Finally, I don't really understand the "follow the stars" hint. Are they supposed to represent something? They don't seem to represent wall junctions from what I could tell. If they do, maybe you could have something which shows which directions walls radiate from them.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Turelek on October 21, 2015, 08:42:53 PM
Ah, hm, following the stars doesn't work (guess I'll improve that). Will have to work on that. Potions are only on the floor because it's a beta/not-implemented yet so the quest-giver isn't in yet (who will give you more potions than four). I'll check on potion value I may or may not have edited it, I'll scale the Puzzler down a few levels I always imagined people having some high-level characters (which is what I sort of designed it for but I can imagine some people may have some sort of replay value). I will add an npc or a door somewhere which will offer you the chance to get out (perhaps if you follow the bread trail an npc will let you out). I thought about the chasms, I might have to move them a bit closer (and possibly) add a black space door in between each that will simply place you on the platform you were supposed to jump on. Those comments really helped. As for the replenishing potions, maybe I can add a few potion spawning-things around the maze. Yes, this maze is designed for the 2nd Community Consortium Quest and will be a required dungeon which is why I want to make this perfect. (I will be making/doing quests 2 and 5). Just need to get this interior finished so it can get merged some time later and I can work on the newest version of ModTown 2015 (actually is it possible to keep building this on an updated master?) Thanks Melchior.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Melchior Dahrk on October 21, 2015, 09:14:42 PM
Happy to help! You should be fine working on an older version.

I don't know that you need to scale him down. He seemed relatively well balanced IMO. I guess that's something we need to discuss though... what level of player should ModTown be designed for? I'd think something between Vvardenfell and Mournhold difficulty perhaps. Not Solstheim level difficulty. But maybe that's too much. I imagine that a lot of people will start a new character to explore the island. This isn't a question just for you, Turelek, I'm thinking it's something we all need to discuss. I specifically made it so that the challenges in my mod don't strictly REQUIRE the player to fight anything. Partly because I wasn't sure of what level to design for at the time.

Honestly, I think that the player needs a special item or spell which will teleport them out at any time. A "panic button".

For the chasms, if they're intended to be a challenge, rather than just testing player jumping distance, you could make smaller platforms that the player has to jump to. Something which tests finesse more than jumping distance - so they would be more randomly placed between the first and second areas.

An alternative to the potions, if you would like the player to always be able to see the keys would be to have an ability added to them while they're in the maze. That might not be what you'd like to do, but I thought it worth suggesting.
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Turelek on October 21, 2015, 10:01:20 PM
Your comments regarding levelling have sparked up a discussion here: http://darkelfmodding.com/forum/index.php/topic,211.0.html

anyways, maybe I can give them an amulet of divine intervention or Almsivi intervention, I'm definitely not a pro with scripting but perhaps I can look at the kind of script Ravenloft uses for it's teleporting amulet or another mod which had "Nexus Focus Stones" that teleported you to a Mages Guild of your choice. Anyways, I will think about the ability thing (I've seen this in use for Archmaestro's re-done Tribunal) in the cell but I'm not sure how to put that in (maybe make an activator somewhere that adds it as an ability, and when leaving the maze the exit portal takes it off you).
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: Turelek on October 25, 2015, 09:03:35 PM
So, it's been updated. A few graphical effects. I changed the jumpy platforms to the smaller Telvanni circles and put some Daedric braziers on them. I also added some mist effects to the portal (and to the entrance to the tar). I also at the moment went with potion refills. Now, I'm a bit slow with scripting but the message box works and you get 5 potions, it's just remembering how to make it so it only does this once per activator (I put 16 around both parts, would hate for someone to just keep activating the same one and getting 5 potions each). Please tell me how this one works. :)
Title: Re: [Main Quest] Community Consortium Faction Quest Line
Post by: the SASS Man on August 24, 2016, 07:25:09 PM
That should be easy enough.  If you're using a script on the activator(s), just add a variable to the top of the script, like so:

short GiveOnce

And then in the part of the script that gives the PC the potions, put:

If ( GiveOnce == 0 ) ; variables always equal zero when first created
    Player->AddItem <your potions> 5
    set GiveOnce to 1 ; so that this routine only runs once
endif

That's it!

Now, if you're using an NPC, it's just slightly more complicated.  You need to add a script to the NPC (or modify the script, if your NPC already has one) to add that first line I gave you.  Nothing else is needed in the NPC script.  Then, in your dialog, set the conditional function "local"   set Less Than ("<"), and set the value to 1.
Then, in your dialog response, add "set GiveOnce to 1", and it will ensure that dialog response can only be hit one time for that NPC.

Hope this helps....

-- the SASS Man