Karthwasten Quest: Bounty posters [Texafornian]
Karthwasten Quest: Bounty posters [Texafornian]
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.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
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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?
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?
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.
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.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
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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.
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.
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.
Oh yeah. I'll change the bounty for Largnok and Mucouk to a different pair/group of bandits.
Ideas so far:
![Image](https://i.imgur.com/TKdxBci.png)
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
![Image](https://i.imgur.com/TKdxBci.png)
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
This is wonderful! I hope to have a similar system for all major cities.
"I don't know if you are kidding but I 100% support a Big Mouth Billy Bass in PC"
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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
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
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- Sky_qRe_KWBounties_0506.ESP
- Requires T_D v5.1 and latest indev Sky_Main
- (156.5 KiB) Downloaded 240 times
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
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 226 times
Still WIP.
To do:
- Give Hadnar rewards that aren't tied to specific bounties, but instead depend on the # of bounties completed
- Modify Rakan script now that his TG changes have been merged
- Give Tabica a suitable reward
- Play-test
To do:
- Give Hadnar rewards that aren't tied to specific bounties, but instead depend on the # of bounties completed
- Modify Rakan script now that his TG changes have been merged
- Give Tabica a suitable reward
- Play-test
- Attachments
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- Sky_qRe_KWBounties_0720.ESP
- Requires the latest Sky_Main
- (197.51 KiB) Downloaded 244 times
Still WIP.
Fixed more KW03 (Hjalmar's Captives) dialogue issues.
Fixed more KW03 (Hjalmar's Captives) dialogue issues.
- Attachments
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- Sky_qRe_KWBounties_0722.ESP
- Requires latest Sky_Main
- (198.87 KiB) Downloaded 213 times
Still WIP.
- Some dialogue fixes for Bounty #2 & #7 (latter hasn't been tested thoroughly)
- Script fixes for all "dead or alive" bounties
- Some dialogue fixes for Bounty #2 & #7 (latter hasn't been tested thoroughly)
- Script fixes for all "dead or alive" bounties
- Attachments
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- Sky_qRe_KWBounties_0723a.ESP
- Requires latest Sky_Main
- (202.37 KiB) Downloaded 224 times
Attempts to fix:
- More "dead or alive" script fixes
- Dovica aggroing 1-2 other NPCs
- Bounties 4 and 5 not aggroing on sight
- Bounties 4 and 5 not following the player after yielding
- More "dead or alive" script fixes
- Dovica aggroing 1-2 other NPCs
- Bounties 4 and 5 not aggroing on sight
- Bounties 4 and 5 not following the player after yielding
- Attachments
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- Sky_qRe_KWBounties_0726a.ESP
- Requires Sky_Main 0726c
- (202.52 KiB) Downloaded 206 times
More fixes.
- Attachments
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- Sky_qRe_KWBounties_0726f.ESP
- Requires Sky_Main_07_26c+
- (203.42 KiB) Downloaded 198 times
Made some changes to the wonky capture mechanics in bounties 4 and 5 to help push this claim along:
- Tharag and Meshif can no longer be captured, only killed.
- Grundar has been removed from the Emfrid and Grundar bounty (will probably reappear in DS bounty). Emfrid can either be captured or killed.
- Tharag and Meshif can no longer be captured, only killed.
- Grundar has been removed from the Emfrid and Grundar bounty (will probably reappear in DS bounty). Emfrid can either be captured or killed.
- Attachments
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- Sky_qRe_KWBounties_0727.ESP
- Requires Sky_Main_07-26c
- (185.82 KiB) Downloaded 219 times
Fixes:
- "Grundar" removed from quest title and bounty poster
- Gave Fenand Vette a weapon
- Changed Azzam's dialogue that fires after forcing him to yield (haven't been able to test this ingame)
- "Grundar" removed from quest title and bounty poster
- Gave Fenand Vette a weapon
- Changed Azzam's dialogue that fires after forcing him to yield (haven't been able to test this ingame)
- Attachments
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- Sky_qRe_KWBounties_0728.ESP
- Requires Sky_Main_2018_07_26c
- (185.32 KiB) Downloaded 200 times
Requires Sky_Main_2018_07_31.
Fixes:
- Added Rakan's Cell bounty mechanics/reward
- Azzam should no longer dialogue-loop after pacifying him (if player aggroed)
- Replaced some startcombat dialogue results with the new, safer startscript method
- Corrected bounty poster name for Herkja
- Player is now forced into combat with Dovica if they fail the multiple "peaceful" checks to prevent the player from having to manually attack her and aggroing two random NPCs (biggest mystery of this release?)
- Jaghren's Cult bounty now updates correctly regardless of whether player talked to Hadnar after viewing notice
- Beloth's Gang bounty now updates correctly regardless of whether player talked to Hadnar after viewing notice
- Added rewards that were missing from quest completion conditions that fire when player finishes bounty before viewing notice
Fixes:
- Added Rakan's Cell bounty mechanics/reward
- Azzam should no longer dialogue-loop after pacifying him (if player aggroed)
- Replaced some startcombat dialogue results with the new, safer startscript method
- Corrected bounty poster name for Herkja
- Player is now forced into combat with Dovica if they fail the multiple "peaceful" checks to prevent the player from having to manually attack her and aggroing two random NPCs (biggest mystery of this release?)
- Jaghren's Cult bounty now updates correctly regardless of whether player talked to Hadnar after viewing notice
- Beloth's Gang bounty now updates correctly regardless of whether player talked to Hadnar after viewing notice
- Added rewards that were missing from quest completion conditions that fire when player finishes bounty before viewing notice
- Attachments
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- Sky_qRe_KWBounties_0801a.ESP
- Requires Sky_Main_2018_07_31
- (192.46 KiB) Downloaded 229 times
Requires Sky_Main_2018_07_31:
Known bugs (to be fixed in Sky_Main):
- Maniel (Herkja bounty) needs some stat tweaking
- Some of Beloth's gang members might be stuck in their tents
- The weapon "Mercy" is missing an inventory icon (need to change model to pc\w\PC_W_Pirate_Cutlass.nif)
Fixes:
- Added note to a member of Herkja's gang that gives a hint as to the location of his stash
- Exterior Dovica and prisoner Dovica should now look identical
- Changed Hadnar's "Tharag and Meshif" dialogue to give a better reason for wanting them dead
- Azzam no longer repeats his initial dialogue options for "my bounty" after the player fails a check
- Journal now populates correctly after killing Jaghren's cult
- Added more dialogue reminders to Hadnar's "Rakan" topic
- Added additional dialogue entries to Rakan's "my bounty" topic
- Rakan bounty kill count now updates correctly
Known bugs (to be fixed in Sky_Main):
- Maniel (Herkja bounty) needs some stat tweaking
- Some of Beloth's gang members might be stuck in their tents
- The weapon "Mercy" is missing an inventory icon (need to change model to pc\w\PC_W_Pirate_Cutlass.nif)
Fixes:
- Added note to a member of Herkja's gang that gives a hint as to the location of his stash
- Exterior Dovica and prisoner Dovica should now look identical
- Changed Hadnar's "Tharag and Meshif" dialogue to give a better reason for wanting them dead
- Azzam no longer repeats his initial dialogue options for "my bounty" after the player fails a check
- Journal now populates correctly after killing Jaghren's cult
- Added more dialogue reminders to Hadnar's "Rakan" topic
- Added additional dialogue entries to Rakan's "my bounty" topic
- Rakan bounty kill count now updates correctly
- Attachments
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- Sky_qRe_KWBounties_0801b.ESP
- Requires Sky_Main_2018_07_31
- (197.66 KiB) Downloaded 202 times