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Stirk Quest/Script Suggestions

Posted: Wed May 17, 2017 10:38 pm
by Texafornian
I took a look at Stirk's quests and associated scripts, and I have to say that they're a lot more creative and interesting than the typical Fetch X or Kill Y jobs. Here are some fixes/changes that I'd like to get some feedback on:

Fixes

Quest: PC_1-3_Selkies
- Change the Journal "PC_Q1-3_Selkies" ... references in various dialogue results to "Journal PC_1-3_Selkies" ..... The extra Q prevents the quest from starting.

Quest: PC_1-4_Gold in the Nets
- Add Journal "PC_1-4_Gold in the Nets" 50 to PC_Str_Estarria's "golden amulet" dialogue results box for Choice=3. This adds a missing journal update.

Quest: PC_1-5_TheHelvorLegacy
- Incorporate the script changes for this quest (attached below) so that Vilter appears in Pilious' manor for 1 day after the player sells him the relic(s).

General Scripting
- Incorporate the attached scripts to add stop conditions to global scripts, fix local/global variable name conflicts, remove duplicate code, fix text formatting, and improve efficiency.
- The scripts are MWEdit-approved and work ingame, but I'd greatly appreciate others testing them too.

Changes

Change Script ID Syntax
Both the Construction Set and MWEdit have issues when a script ID includes dashes; both programs throw errors about the script failing to compile. It would make debugging a lot easier if the script ID syntax were changed from PC_QX-Y_... to PC_QX_Y_.... (It would be even better if all assets had underscores instead of hyphens).

Quest: PC_1-2_Atmospheric Dictative
This is the only drastic change. I propose deleting the three scripts below (way too many GetItemCounts called every frame) and using the modified script "PC_Q1-2_ItemScript" found in the folder in the attached file:
- PC_Q1-2_DwemerGear
- PC_Q1-2_Silk
- PC_Q1-2_WelkyndStone
The attached changes include timers added to each of these scripts and the original "PC_Q1-2_ItemScript" in the event that they can't be deleted.

Re: Stirk Quest/Script Suggestions

Posted: Thu May 18, 2017 10:15 pm
by Infragris
I'll have a look at it, but so far it all looks great. We'll incorporate these into the next update.

Re: Stirk Quest/Script Suggestions

Posted: Thu May 18, 2017 10:49 pm
by Texafornian
Good to hear. I should have added that if you do decide to delete the three scripts for the PC_1-2 quest, all you have to additionally remove are three of the StartScript lines (_DwemerGear, _Silk, _WelkyndStone) in the "PC_Str_Dandre Aurilie"' Choice==3 dialogue results box under the "Atmospheric Dictative" topic.

Re: Stirk Quest/Script Suggestions

Posted: Wed Aug 23, 2017 8:52 pm
by Texafornian
Just checking in to see if there's anything I need to fix in the submissions in the original post.

Re: Stirk Quest/Script Suggestions

Posted: Wed Aug 23, 2017 9:11 pm
by Infragris
Bugfixing for Stirk had to wait for the latest data update, so I haven't yet had a chance to check this out. Might still take a couple of weeks before I can get to this. I'll make a note here if any new problems show up.

Re: Stirk Quest/Script Suggestions

Posted: Wed Aug 23, 2017 9:35 pm
by Texafornian
Sounds good. This might be a job best left a lead dev and/or the future, but I'd be happy to dig through the .esp and convert some of the problematic script IDs to replace their dashes with underscores.

Re: Stirk Quest/Script Suggestions

Posted: Fri Sep 29, 2017 10:30 pm
by Texafornian
I decided to overhaul a number of my scripts to fix some bugs/errors and improve performance, but I haven't touched the script IDs themselves. The attachment is a reupload of all scripts, including those that I haven't modified since the 5/17 post.

Re: Stirk Quest/Script Suggestions

Posted: Sat Sep 30, 2017 1:54 am
by roerich
Awesome, you're doing terrific work, Texafornian.

Re: Stirk Quest/Script Suggestions

Posted: Sat Sep 30, 2017 12:49 pm
by Infragris
Ah, great. I was about to start implementing these into the bugfix version.