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> Gweden Brothel, an ever-growing series of side-quests
ghastley
post Mar 2 2012, 11:29 PM
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I'm starting a thread in this section so I can move discussion of the development out of the Fiction thread.

The Red Dragon Club arc of quests is getting another one added, related to the attempt on the life of the Mane. The player manages to head off one assassin, but there may be others (which means I can use the same idea multiple times!) The Bosmer woman (archer) that was recruited to do the job is persuaded to join the staff of the Club instead. I just have to fix a few bugs in the AI packages for her Khajiit handler and then I may put up another file at the Nexus, and let a few more folks try it.

Latest version of the Freija poster

This post has been edited by ghastley: Sep 20 2018, 04:17 PM


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ghastley
post Aug 5 2012, 01:04 AM
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Nothing is ever simple in mod-making. kvleft.gif

Once I got the fight to happen without interruption, I discovered that nine times out of ten, they'd end up running up the stairs at the back of the bar, as Lathenil's AI made him retreat to cast spells. Then when the guard came in to arrest him, he couldn't find him at the top of the stairs! He'd get stuck in the corner at the bottom, trying to walk through the wall. sad.gif

Fixed that by changing Lathenil's combat preferences. Now the fight happens in the middle of the room, and Lathenil's where the guard can reach him. smile.gif

Then the guard would just run up to him and say "Hello", instead of "Stop criminal scum!" - several iterations of script and AI changes before that was fixed.

And having arrested Lathenil, he has to escort him off to the jail. The guard decided that the straight-line path was quickest, so he led Lathenil onto the deck of the Clarabel, and stopped at the rail, staring across at the Castle. I abandoned the full escort, and just disabled the player controls until they left the Count's Arms, and moved them directly to jail (do not pass Go, do not collect...) before giving the player control back to go visit him in his cell.

Then it took forever to get the Assassins that attack the player to reach him without getting into fights with patrols or citizens on the way. Since I have no control over where the player chooses to go, the assassins have to find him, so I couldn't just place them somewhere harmless. And then they just said "Hello", like the guard. Different fix this time, because I needed them to start a fight.

Nearly there, just a few more tests needed, for fast travel and detours. If the assassins get stuck somewhere, the quest won't end, so I have to detect that and move them...


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mALX
post Aug 5 2012, 01:31 AM
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QUOTE(ghastley @ Aug 4 2012, 08:04 PM) *

Nothing is ever simple in mod-making. kvleft.gif

Once I got the fight to happen without interruption, I discovered that nine times out of ten, they'd end up running up the stairs at the back of the bar, as Lathenil's AI made him retreat to cast spells. Then when the guard came in to arrest him, he couldn't find him at the top of the stairs! He'd get stuck in the corner at the bottom, trying to walk through the wall. sad.gif

Fixed that by changing Lathenil's combat preferences. Now the fight happens in the middle of the room, and Lathenil's where the guard can reach him. smile.gif

Then the guard would just run up to him and say "Hello", instead of "Stop criminal scum!" - several iterations of script and AI changes before that was fixed.

And having arrested Lathenil, he has to escort him off to the jail. The guard decided that the straight-line path was quickest, so he led Lathenil onto the deck of the Clarabel, and stopped at the rail, staring across at the Castle. I abandoned the full escort, and just disabled the player controls until they left the Count's Arms, and moved them directly to jail (do not pass Go, do not collect...) before giving the player control back to go visit him in his cell.

Then it took forever to get the Assassins that attack the player to reach him without getting into fights with patrols or citizens on the way. Since I have no control over where the player chooses to go, the assassins have to find him, so I couldn't just place them somewhere harmless. And then they just said "Hello", like the guard. Different fix this time, because I needed them to start a fight.

Nearly there, just a few more tests needed, for fast travel and detours. If the assassins get stuck somewhere, the quest won't end, so I have to detect that and move them...


How did they do it with the Bleak Mine guards? Or Sithis's ghost/the Miscarand Lich? Those three follow the player anywhere he goes and attack him. So does that Khajiit from the Collector questline if you don't pay him his share. (Oh! And Audens)



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Posts in this topic
ghastley   Gweden Brothel   Mar 2 2012, 11:29 PM
Acadian   And the Gweden saga continues into brothelesque pr...   Mar 3 2012, 01:43 AM
ghastley   Next quest in the pipeline is going to involve the...   Mar 10 2012, 03:52 PM
Acadian   Sorry can't be of any real help here. You nai...   Mar 11 2012, 01:39 AM
ghastley   I couldn't decide between escort or rescue, so...   Mar 11 2012, 10:20 PM
ghastley   It occurred to me that the possible heirs to the E...   May 15 2012, 01:00 AM
Acadian   Sorry I somehow missed your latest update adding F...   Jun 3 2012, 12:03 AM
mALX   I missed this somehow! You do such an intrica...   Jul 25 2012, 06:26 AM
ghastley   @Acadian: Yes, it needs the assets from the other ...   Jul 27 2012, 07:04 PM
mALX   This sounds really interesting! What will the...   Jul 28 2012, 08:15 AM
Acadian   mALX is right, that sounds like an interesting que...   Jul 29 2012, 12:08 AM
ghastley   @mALX: So far, the player just goes to Anvil and t...   Aug 2 2012, 07:39 PM
mALX   @mALX: So far, the player just goes to Anvil and ...   Aug 2 2012, 07:46 PM
ghastley   If he's essential, he still gets into a fight ...   Aug 2 2012, 08:41 PM
mALX   If he's essential, he still gets into a fight...   Aug 2 2012, 09:23 PM
ghastley   Will that conflict with your ridable bears mod? ...   Aug 3 2012, 12:22 AM
mALX   WOO HOO !!! Congrats on figuring tha...   Aug 3 2012, 12:28 AM
ghastley   I don't think any of those (except the Wrath o...   Aug 5 2012, 02:19 AM
mALX   I don't think any of those (except the Wrath ...   Aug 5 2012, 02:31 AM
ghastley   Now my problem is what happens next? Ocato has to...   Aug 7 2012, 02:20 AM
ghastley   I'm thinking of changing the recipe for the cu...   Sep 7 2012, 04:59 PM
mALX   I'm thinking of changing the recipe for the c...   Sep 7 2012, 05:26 PM
Acadian   I do think that avoiding the land dreugh higher le...   Sep 8 2012, 12:21 AM
ghastley   Version 1.1 just packaged up and uploaded to the N...   Sep 9 2012, 07:34 PM
ghastley   Now that Gweden Brothel and the Rumple Mod have jo...   Dec 4 2012, 10:24 PM
ghastley   Well I added Marghak as the quest-giver for the ...   Apr 16 2013, 12:35 AM
mALX   Well I added Marghak as the quest-giver for the ...   Apr 16 2013, 12:58 AM
ghastley   Will Khajiit barbs be in the mod? ROFL !...   Apr 16 2013, 07:42 PM
mALX   Will Khajiit barbs be in the mod? ROFL !...   Apr 16 2013, 07:53 PM
ghastley   If anyone has been waiting, I just posted the 1.4 ...   Aug 16 2013, 04:05 AM
mALX   I am def interested, also in your Falkreath mod -...   Aug 22 2013, 10:00 AM
ghastley   The Standalone Falkreath mod that Acadian is using...   Aug 22 2013, 01:49 PM


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