The Quest Prompt Thread
- Jay_H
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Re: The Quest Prompt Thread
New quest! This one is a high-rank Fighters Guild quest, sending you into a dungeon to slay a Daedra Lord or Daedra Seducer in exchange for a gem. My self-imposed challenge was to use the "pick one" condition appropriately.
I'm making a naming convention for easy storage, which is FGDFU###.txt, for Fighters Guild Daggerfall Unity ###. I've already changed VAMPIRE.txt to 001 in this series.
FGDFU001.txt
FGDFU002.txt
I'm making a naming convention for easy storage, which is FGDFU###.txt, for Fighters Guild Daggerfall Unity ###. I've already changed VAMPIRE.txt to 001 in this series.
FGDFU001.txt
FGDFU002.txt
Last edited by Jay_H on Mon Aug 14, 2017 9:28 am, edited 1 time in total.
- Interkarma
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Re: The Quest Prompt Thread
This is great! Keep 'em coming!
One small thing, the Quest: tag should be the quest filename and DisplayName: should be the friendly name. Like so
It's not that important, compiler is fairly forgiving. Just DisplayName: tag is what shows up in debugger and could possibly be used in an enhanced log view one day.
One small thing, the Quest: tag should be the quest filename and DisplayName: should be the friendly name. Like so
Code: Select all
Quest: FGDFU001
DisplayName: Much at Stake
- Jay_H
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Re: The Quest Prompt Thread
And another! My self-imposed challenge was to use the "create foe" task as a consequence to the PC's actions.
FGDFU003.txt
I made the change you asked for in the previous files
And another! This new quest, MCDFU001, is intended to be a series of trivia questions regarding Iliac Bay royalty. It'll be part of the "innkeepers and merchants" line. My self-imposed challenge was to use the "prompt" action correctly.
And another! This new quest, MCDFU002, is a quiz based on gameplay mechanics. It uses a series of prompts to vary the questions, so it'll differ a little each time you try it.
FGDFU003.txt
I made the change you asked for in the previous files
And another! This new quest, MCDFU001, is intended to be a series of trivia questions regarding Iliac Bay royalty. It'll be part of the "innkeepers and merchants" line. My self-imposed challenge was to use the "prompt" action correctly.
And another! This new quest, MCDFU002, is a quiz based on gameplay mechanics. It uses a series of prompts to vary the questions, so it'll differ a little each time you try it.
- Jay_H
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Re: The Quest Prompt Thread
Your quest is finished! I didn't implement the palace thing this time, but it would be easy to do so. You can see a picture gallery of it in action here.Feralwarlord wrote:Here's a quest idea
Hostile Takeover: a town or city in the region has been taken over by a sizeable band of bandits(maybe 10-30 or so), you are required to go to the town/city and kill them all(they'd ideally spawn in the streets), after which in a town the bandit leader come after you or in a city you have to go the palace to hunt down the leader and his elite guards.
a possible reward would be a large amount of gold and a large reputation gain with the town/city and the faction that gave you the quest and possibly a magic item.
- Feralwarlord
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Re: The Quest Prompt Thread
NiceJay_H wrote:Your quest is finished! I didn't implement the palace thing this time, but it would be easy to do so. You can see a picture gallery of it in action here.Feralwarlord wrote:Here's a quest idea
Hostile Takeover: a town or city in the region has been taken over by a sizeable band of bandits(maybe 10-30 or so), you are required to go to the town/city and kill them all(they'd ideally spawn in the streets), after which in a town the bandit leader come after you or in a city you have to go the palace to hunt down the leader and his elite guards.
a possible reward would be a large amount of gold and a large reputation gain with the town/city and the faction that gave you the quest and possibly a magic item.
- Feralwarlord
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- Joined: Sat Jul 29, 2017 10:08 am
Re: The Quest Prompt Thread
OK now I've had a chance to play it I have to say very nice indeed
heres an image of the aftermath for the palace part of the original idea that could be a 2nd version of the quest that is a lot harder by having a larger number of bandits that spawn faster and in grater numbers, and at any time of day. the leader and his guards in this case should be barbarians, knights or other high hp enemies.
If I can find the time and can figure out how to write quests I'll probably try my hand at writing this myself (assuming someone else hasn't already by then)
heres an image of the aftermath for the palace part of the original idea that could be a 2nd version of the quest that is a lot harder by having a larger number of bandits that spawn faster and in grater numbers, and at any time of day. the leader and his guards in this case should be barbarians, knights or other high hp enemies.
If I can find the time and can figure out how to write quests I'll probably try my hand at writing this myself (assuming someone else hasn't already by then)
- Midknightprince
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Re: The Quest Prompt Thread
The Zombie didn't spawn once inside, rested an hour still nothing
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- even the waypoint
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- Shows up on load screen
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- here's the start...
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Last edited by Midknightprince on Tue Aug 15, 2017 8:39 am, edited 2 times in total.
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- Midknightprince
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Re: The Quest Prompt Thread
works
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- new to me
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- got him
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- done
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- Midknightprince
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Re: The Quest Prompt Thread
This one's REALLY good ! really good
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- FREAKING AMAZING !
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- last question
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- Done
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- Jay_H
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Re: The Quest Prompt Thread
Thank you for your encouraging words! It's good to see they're turning out well. The zombie in the house one is a classic quest, so if it has issues they'll belong in the Bug Reports forum. It had some problems in previous builds but by now it should've been free of hiccups.
If I spend several more rounds making quests and come back to this one eventually, maybe I'll make its version 2.0. Not sure yet.
I haven't yet realized a way to define two distinct locations in the same remote city, which is a bit of an impediment. We could just send the PC into a palace in another city if necessary, though that's not quite what we're looking for.Feralwarlord wrote:for the palace part of the original idea that could be a 2nd version of the quest that is a lot harder by having a larger number of bandits that spawn faster and in grater numbers, and at any time of day. the leader and his guards in this case should be barbarians, knights or other high hp enemies.
If I can find the time and can figure out how to write quests I'll probably try my hand at writing this myself (assuming someone else hasn't already by then)
If I spend several more rounds making quests and come back to this one eventually, maybe I'll make its version 2.0. Not sure yet.