MK02 A Broken Wheel [Ricketybob]

View and discuss completed claims
Post Reply
User avatar
Rakanishu
Lead Dev
Posts: 886
Joined: Thu Sep 15, 2016 9:16 pm

MK02 A Broken Wheel [Ricketybob]

Post by Rakanishu »

The player comes across a Nord trader, two guards, and their carriage on the side on the road just south of the entrance into Markarth Side. The trader tells the player that while bringing ____ from Whiterun to Markarth Side, his carriage hit a ditch and broke its axle. He can't go into the city to ask about repairs for fear of leaving the guards alone with the carriage. Conversely, he can't send the guards into the city for fear of losing his protection. The trader asks the player to go into Markarth Side to find someone who will provide a new axle.

The player eventually finds NPC1 who can't provide an axle until the player retrieves something. The player must then go through a chain of NPCs, trying to recover what's owed to them.

NPC1 - Botnjar in "Markarth Side, Astild's House"
NPC2 - Jostes Merten in "Markarth Side, Jostes Merten: Smith"
NPC3 - Hunter in "Markarth Side, Anaug's House"
NPC4 - Tar-Jeel in "Markarth Side, Tar-Jeel: Brewer"

NPC1 needs iron fasteners (just dialog) from NPC2 before he can provide the trader with a new axle.
NPC2 needs 2 pelts from NPC3 before he can provide NPC1 with metal fasteners.
NPC3 needs 4 drinks from NPC4 before he can provide NPC2 with pelts.
NPC4 needs 10 ironrye from NPC5 before he can provide NPC3 with drinks

When the player finally makes everyone whole, NPC1 will tell the player to give the trader a quote and to wait one day for everything to exchange hands. While talking to the trader, the player can ask for more money to cover their run-around; success should be determined by player's Speechcraft level. Regardless, the trader will give the player enough gold to at least cover the carpenter's quote.

Upon returning to the carpenter after both getting approval and waiting one day, he will accept the gold and tell the player to return to the trader. The player tells the trader that the carpenter will begin work on the carriage; the trader then offers the player a reward from his goods and ends the quest. Afterwards, the carriage should disable when 1) one day has passed and 2) a CellChange event occurs (to try to prevent the player from seeing it disable). Preferably, the trader and his guards should appear in a local tavern (via PositionCell).

Use prefix Sky_qRe_MK02_ for all custom IDs
ex: Sky_qRe_MK02_Journal for the quest ID
ex: Sky_qRe_MK02_Carriage for the initially-enabled carriage outside Markarth Side

Ricketybob
PT Modder
Posts: 6
Joined: Mon May 08, 2023 10:38 pm

Post by Ricketybob »

Claiming.

User avatar
Rakanishu
Lead Dev
Posts: 886
Joined: Thu Sep 15, 2016 9:16 pm

Post by Rakanishu »

Granted

Ricketybob
PT Modder
Posts: 6
Joined: Mon May 08, 2023 10:38 pm

Post by Ricketybob »

Ready for Review.

The quest follows the description in the quest claim with some minor changes.

Quest Summary:
The player meets a shrewd trader, Jurgen, on their way to Markarth Side to sell ironrye whose cart has broken down. Jurgen tells the player that Botnjar in town owes him a favor and that he'll fix the cart.

Botnjar needs an iron fastener from Jostes Merten before he can fix the wheel. ->
Jostes Merten needs hides from Anaug the hunter before he can provide Botnjar with the fastener. ->
Anaug needs a special strongmead Tar-Jeel owes her before she can provide Jostes with the hides. ->
Tar-Jeel can't give Anaug the special meed until he gets 20 ironrye so he's not short on his next batch. From here, instead of getting ironrye from NPC5, it turns out Botnjar owes Tar-Jeel the ironrye. Botnjar acts as a middleman because Tar-Jeel can't stand Jurgen's haggling. Botnjar sends the player back to Jurgen who offers to sell the player the ironrye (a real ripoff price. The player can make the purchase, or buy it elsewhere, or if they're sneaky they can steal the ironrye from the back of the cart).

The player returns the ironrye->special strongmead->hides->fastener in order, and then Botnjar sets out to fix the cart at noon the next day.

The player can return to Jurgen on the road if they go before noon the next day, or after the noon timer is up they can meet Jurgen in the Lucky Wolf Tavern in town. Jurgen offers to give the player a reward of 50 gold (another ripoff!) or the player can haggle and get 50 gold + 2 * the players mercantile skill (everyone breaks even for the cost of the ironrye, players with higher mercantile come out way ahead). In town, there are +20 disposition increases for all the NPCs in the quest , and Tar-Jeel will sell the player another batch of the special storngmead for 100g (standard strongmead but with +5 str, a longer duration, and less impact on agi and wis).

Thematically this the player going in a circle works well. Everyone in town owes everyone else favors in the Markarth barter economy and no one can get moving on them until someone comes along to help. I would really prefer to change the name to "A Broken Wheel" from a "Chain of Custody". It's a simple quest name but it has an easy to grasp double-meaning of fixing a literal broken wheel and fixing a broken wheel of favors and debts (I've made the change in the quest journal already, but can revert). Chain of Custody is a good quest name and we should keep it for a quest that suits the theme better.

Scripts:
There is a local script for Jurgen and one shared by his two guards.

There's a global script to move the cart, horse, and contents off the road after Botnjar gets the iron fastener. The horse goes to the stables, the cart goes outside the Lucky Wolf Tavern, the ironrye bags go to Tar-Jeel's basement. Jurgen and the two guards move to the inside of the Lucky Wolf Tavern.

There are two global variables:
Sky_qRe_MK02_MoveCart which enables/disables some of the non-unique items in the cart
Sky_qRe_MK02_Reward which stores the value of the reward (AddItem in dialogue results boxes can't do the calculation and only takes global vars)

Other:
The esp is cleaned, I think. The only thing I noticed was I dirtied two TravelMarkers in Markarth Side. I couldn't find them in Enchanted Editor when I went to clean it. Dialogue/other items should be clean.

Journal entries 51-55 are intentionally blank. They're for returning the items. There are already 5 leading up that point, I didn't want to spam the journal with 5 more saying "I've brought X to Y".

For edge cases:
-There are quest journal entries if the player kills Jurgen or Botnjar. I didn't put in fail states for the other 3 NPCs in town. Hopefully the player isn't murderhobo-ing through Markarth.
-If the player drinks Tar-Jeel's special strongmead before they give it to Anaug, they can buy a new one from Tar-Jeel for 100g.
-The player can get the reward from Jurgen either on the road, or in the Lucky Wolf Tavern after the timer is up.
Attachments
MK02_ChainOfCustody.esp
(40.38 KiB) Downloaded 21 times

User avatar
Rakanishu
Lead Dev
Posts: 886
Joined: Thu Sep 15, 2016 9:16 pm

Post by Rakanishu »

Reviewing

User avatar
Rakanishu
Lead Dev
Posts: 886
Joined: Thu Sep 15, 2016 9:16 pm

Post by Rakanishu »

- Fixed the following StandardsValidator reports:
Script Sky_qRe_MK02_BoxMove uses Position instead of PositionCell
Script Sky_qRe_MK02_timer uses Position instead of PositionCell
Container Sky_qRe_MK02_food_sack shares its ID with a record of type Script
Npc Sky_qRe_MK02_Jurgen has class Trader which should be T_Glb_Trader
Persistent object Sky_qRe_MK02_food_sack2 is used multiple times
Persistent object Sky_qRe_MK02_wheat_sack is used multiple times
Persistent object Sky_qRe_MK02_food_sack is used multiple times
Persistent object Sky_qRe_MK02_wheat_sac2 is used multiple times
Script sky_qre_mk02_jurgen_sc defines T_Local_Khajiit but is not used by any khajiit
Journal index 110 in sky_qre_mk02_journal is unused
- Replaced scripts:
Sky_qRe_MK02_Guards -> T_ScNpc_Sky_Hold0
Sky_qRe_MK02_timer -> Sky_qRe_MK02_Move_sc
Sky_qRe_MK02_BoxMove -> Sky_qRe_MK02_Items01/02_sc
Sky_qRe_MK02_CartMove -> Sky_qRe_MK02_Items01/02_sc
Sky_qRe_MK02_food_sack -> Sky_qRe_MK02_Items01/02_sc
Sky_qRe_MK02_HrsMove -> Sky_qRe_MK02_Items01/02_sc
- Fixed broken "Choice" results in "fix the broken wheel" entries
- Added one more choice for Jurgen's "ironrye" dialogue which uses Btonjar's statements + a player speechcraft check
- Moved Reward_glb calculation from Jurgen's script to the dialogue entries preceding the reward entries
- Changed wagon statics to activators since they're disabled/enabled during quest and should have local scripts
- Consolidated different container local scripts into two streamlined enable/disable scripts, one for the wagon scene outside MK and another for the wagon scene in MK
- Added _glb suffix to globals and _sc suffix to scripts
- Added escort packages to Jurgen's guards (below their wander packages)
- Added journal state 15 to allow player to accept/reject quest
- Fixed Jurgen's G5 entry filters and added more Greeting 5 entries
- Updated journal entries to include the names of the dialogue topics and follow a standardized tense
- Replaced Tar-Jeel's Strongmead potion with new "Mead of Heroes" potion that works for both MK02 and MK04

Merged into MK section file

Post Reply

Return to “Completed”