[WIP/REQ] Quest: A Dangerous Addiction

Post » Tue Dec 22, 2009 6:02 pm

A short while ago a she-Argonian named Banolz moved into Seyda Neen, occupying a previously vacant hut on the waterfront near Arrille's Tradehouse. She quickly alienated herself from the majority of her fellow residents (save Fargoth) by merit of being a heavy and rowdy drinker. When she disappeared, no-one was overly worried. No-one really cared. She'd last been seen heading out of town towards the stilt strider, but Darvame Hleran didn't recall seeing any Argonians that day. However... If a casual observer had backtracked a little, had a look around... They'd have found Addamasartus. Slavers. Traffickers. Bandits. How did a home owning resident of Seyda Neen end up locked away as a slave? What is Imperial Legion agent Quintus Lex so worried about? And what does Skooma have to do with any of this?

Well... You'll just have to find out.

***



Now, this is my first mod, which basically adds a shack to Seyda Neen (acquired via quest), a new NPC in the form of Quintus Lex, several new items (notes and mission commodities) and one, or maybe two quests, depending on how I choose to play/connect them. If two, one will follow on from the previous. I'm doing this as a form of training, so I can get used to modding Morrowind, but I would like to do this properly and perhaps release it if all goes well.

I've got all the journal entries set up, done the actual construction, got the dialogue working and such. My problem is scripting. I just don't understand it. Even copy/pasting someone else's which was provided as a tutorial ended in failure. I'd love if a scripter could come onboard and help out, if only as an advisor on Skype/MSN/whatever.
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Karine laverre
 
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Post » Tue Dec 22, 2009 4:11 am

Well, what type of scripts do you need?
Most quests can be done entirely with Dialog variables, and no scripts are even needed.
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chloe hampson
 
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Post » Tue Dec 22, 2009 4:15 am

Scripting isn’t so bad, it’s a lot like Visual Basic or C++ (though it’s more similar to the former than the latter) and once you learn one type of script that can do one sort of function, you can remaster it and use it for a dozen different functions. Scripting can be rather intimidating for new users, there’s a lot that can go wrong (such as syntax errors) and sometimes I swear things that should work don’t due to some form of witchcraft! :P But most of your basic quest function scripts can be accomplished in less than 20 lines (so fairly short in other words) and like Pluto said, a lot of quests don’t even need scripts. Whatever you’re trying to do though, Morrowind Scripting for Dummies is an excellent guide for almost every kind of script imaginable. You can download it http://planetelderscrolls.gamespy.com/View.php?id=6083&view=Mods.Detail or view it http://www.scribd.com/doc/7007668/Morrowind-Scripting-for-Dummies-9

But anyway, it sounds like you've got a great story for a quest mod so far! I look forward to hearing more about it and, if you need help with a specific script, I'd be happy to lend a hand!
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Britta Gronkowski
 
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Post » Tue Dec 22, 2009 3:37 pm

[...] I'd love if a scripter could come onboard and help out, if only as an advisor on Skype/MSN/whatever.

How about a thread in the http://www.gamesas.com/index.php?/forum/11-construction-set-morrowind/? :) That's a good way of addressing many knowledgable people and increases your chances for a qualified reply. I'm only speaking for myself, but I'm not keen on on teaching someone how to script from scratch.

Edit:: D'oh. I should have checked which forum section this is... Sorry! :facepalm:
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Lifee Mccaslin
 
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Post » Tue Dec 22, 2009 10:39 am

But anyway, it sounds like you've got a great story for a quest mod so far! I look forward to hearing more about it and, if you need help with a specific script, I'd be happy to lend a hand!

Well, I wouldn't want to give too much away in public, but at the moment I'm trying to find ways to make the journal update only when two particular items have been added to the inventory, one that will force dialogue with an NPC when the PC tries to activate a door, another to alter dialogue after 1 day (specifically, "I have to consult with my superiors. Come back in one day" type thing), and another to swap the shack's ownership based on the final outcome of the quest.
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Quick draw II
 
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Post » Tue Dec 22, 2009 3:26 am

Well, I wouldn't want to give too much away in public, but at the moment I'm trying to find ways to make the journal update only when two particular items have been added to the inventory, one that will force dialogue with an NPC when the PC tries to activate a door, another to alter dialogue after 1 day (specifically, "I have to consult with my superiors. Come back in one day" type thing), and another to swap the shack's ownership based on the final outcome of the quest.


Doesn't sound too difficult, that last one could be done with an interior-swap (which is just a fancy disable/enable script) and the rest seem pretty standard. Give me a few minutes and I should be able to make a few example scripts for you. The important thing to remember with these scripts though is that they won't activate unless they're A ). Attached to something in the game world or B ). Activated via a StartScript command (which can be used in the dialogue Results box, for example: StartScript "Script_Name"). I'll send you a PM in a bit with some example scripts and explanations.
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Lory Da Costa
 
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Post » Tue Dec 22, 2009 4:23 pm

Doesn't sound too difficult, that last one could be done with an interior-swap (which is just a fancy disable/enable script) and the rest seem pretty standard. Give me a few minutes and I should be able to make a few example scripts for you. The important thing to remember with these scripts though is that they won't activate unless they're A ). Attached to something in the game world or B ). Activated via a StartScript command (which can be used in the dialogue Results box, for example: StartScript "Script_Name"). I'll send you a PM in a bit with some example scripts and explanations.

Thanks a lot, that'd be really helpful. :)
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Joe Bonney
 
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