Karthwasten Quest: Bounty posters [Texafornian]

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roerich
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Karthwasten Quest: Bounty posters [Texafornian]

Post by roerich » Sun Jan 21, 2018 8:21 pm

Bounty posters hanging in taverns and official buildings around the city. A note the will give a journey update and activate a quest about killing or turning in one or more npc's.

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Texafornian
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Re: Karthwasten Quest: Bounty posters

Post by Texafornian » Wed Mar 21, 2018 4:31 pm

I'd like to claim this. How about 3 or 4 available bounties?

Ideas:
- Can either kill or capture the bounties.
- Capturing would involve "command humanoid" or some "get their health below X" mechanic.
- Capturing would place the NPC in the KW jail upon cell change and give fame/a bit more gold?
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Re: Karthwasten Quest: Bounty posters

Post by roerich » Wed Mar 21, 2018 7:27 pm

4 sounds good! Some of them can be more extensive than others. There might even be bounties for criminals hiding somewhere in the city.

Capturing through command humanoid or low health sounds good. I assume some of them really wouldn't want to be caught alive, so only Command Humanoid would work on them.

Suggestions:

- Hjalmar Bear-Eye and his gang. Wanted for numerous crimes including robbery, murder and horse-theft. Located in The Reach, Vorndgad Forest, Bjagherd Cave (Entrance at -102, 7, NE of Karthwasten) (actual directions should be vague-ish, i.e. "last seen around X"). 750 gold if you kill them all + 500 for bringing in Hjalmar alive.

- Dovica, male Reachman thief. Wanted (alive) for assaulting a Nord noble in the streets. Last seen in the Outskirts. Actual location: The Droopy Mare tavern, in the basement behind a locked door. Low level Thieves' Guild member, so should give some negative rep with the guild if you're a member and turn him in (probably expulsion). Should be able to intimidate him to go with you. Reward 300 gold for bringing him in, no reward if you kill him (but no bounty either).

- Mucouk gro-Lugos and Largnok gro-Dugum. Orc hunters. Wanted for poaching. Last seen in the southwestern part of the Vorndgad Forest. (Actual location -107,11) 250 for killing both of them, 750 for turning them in. Killing one and turning the other in will give you 450.

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Re: Karthwasten Quest: Bounty posters

Post by Texafornian » Wed Mar 21, 2018 7:50 pm

Great ideas.

From Discord:
- The endgoal could possibly be 10-12 unique bounties total, but only 3-5 would be on the bounty board at a time.
- After a bounty is finished, its notice disappears and is eventually replaced by a new bounty notice.
- They can range in difficulty.
- The "ultimate" KW bounty could be Rakan, leader of the KW cell of the Sogat Dur-Gada. This would only appear after completing almost all of the other bounties AND finishing the last quest in the KW TG quest chain. At this point, Hadnar White-WInd would have more info on the KW cell thanks to the deal with Boss Kanah.
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Re: Karthwasten Quest: Bounty posters [Texafornian]

Post by Yeti » Fri Mar 23, 2018 9:35 pm

I used Largnok gro-Dugum and Mucouk gro-Lugo for a KW Fighters Guild quest, though perhaps they could be switched our for someone else.

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Re: Karthwasten Quest: Bounty posters [Texafornian]

Post by Texafornian » Sat Mar 24, 2018 6:20 am

Oh yeah. I'll change the bounty for Largnok and Mucouk to a different pair/group of bandits.
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Re: Karthwasten Quest: Bounty posters [Texafornian]

Post by Texafornian » Wed Mar 28, 2018 3:44 pm

Ideas so far:
Image

Green = Wanted alive
Yellow = Wanted dead or alive
Orange = Wanted dead

General mechanics:
- 4 bounties available at a time on the board (one from each "column"). When you finish a bounty, its notice is disabled and the notice of the bounty below it is enabled
- There's typically no relation between the bounties in one column, except for Najar (a Sogat Dur-Gada member) -> Rakan
- The NPCs for the first 4 bounties will be present in the world at the start of the game. If they're killed before the bounty is taken, then there's a one-time getdeadcount check in Hadnar White-Wind's script to set a local var for the appropriate dialogue to finish the quest
- All of the other NPCs (except for Rakan) are disabled via local scripts until the bounty is taken
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Re: Karthwasten Quest: Bounty posters [Texafornian]

Post by roerich » Thu Mar 29, 2018 11:22 am

This is wonderful! I hope to have a similar system for all major cities.

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Re: Karthwasten Quest: Bounty posters [Texafornian]

Post by Texafornian » Mon May 07, 2018 1:01 am

Uploading a rough version. All bounties are available except for #10 which won't be included until the TG quest chain is finished.

Finished:
- Bounty posters + scripts (appear to enable and disable correctly)
- Bounty "board" in Dancing Saber
- NPCs + scripts (appear to enable and disable correctly)
- Quest mechanics + scripts
- Necessary dialog

To do:
- Finish KW03 and KW04 mini-quests
- Add bounty boards to Ruby Drake Inn and City Barracks
- Possibly add a bit more info to the journal entries if the player doesn't re-read the relevant "topic" in the journal
- Add prisoner clothing to all jailed NPCs
- More testing of "capturing" mechanics for relevant quests
- Add more dialog topics
- Review dialog
Attachments
Sky_qRe_KWBounties_0506.ESP
Requires T_D v5.1 and latest indev Sky_Main
(156.5 KiB) Downloaded 9 times
CharGen Revamped: Expanded Lands | Alternate starts in PC, SHOTN, TR, and Solstheim

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Re: Karthwasten Quest: Bounty posters [Texafornian]

Post by Texafornian » Tue May 29, 2018 11:30 pm

Posting new WIP esp.

Finished:
- KW04 mini-quest (not tested at all)
- "claim a bounty" dialogue topic for Hadnar
- Bounty boards placed in Ruby Drake Inn (you'll have to "SetDelete 1" the tapestry)

To do:
- Finish KW03 mini-quest dialogue
- Possibly add a bit more info to the journal entries if the player doesn't re-read the relevant "topic" in the journal
- Add prisoner clothing to all jailed NPCs
- More testing of "capturing" mechanics for relevant quests
- Review dialog
Attachments
Sky_qRe_KWBounties_0530.ESP
Requires latest indev Sky_Main file
(179.46 KiB) Downloaded 3 times
CharGen Revamped: Expanded Lands | Alternate starts in PC, SHOTN, TR, and Solstheim

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