The Quest Prompt Thread

For all talk about quests. Creating, testing, bugs, and development progress.
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Midknightprince
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Re: The Quest Prompt Thread

Post by Midknightprince » Tue Aug 15, 2017 5:30 pm

Boomshakalakalaka
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Oh yes...give me stuff !
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What a surprise...
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Conan the Destroyer
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Midknightprince
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Re: The Quest Prompt Thread

Post by Midknightprince » Tue Aug 15, 2017 5:35 pm

I feel there pain....not really..
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Oh yes...more stuff..
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Fall to my bow suckas
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the boss goes down
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Re: The Quest Prompt Thread

Post by Midknightprince » Tue Aug 15, 2017 5:40 pm

I came, I saw, I conquered
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The aftermath
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Ahhh the glory
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Conan the Devourer of souls..says so right here..
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Jay_H
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Re: The Quest Prompt Thread

Post by Jay_H » Wed Aug 16, 2017 3:30 am

I'm happy to announce that, beginning with CUSTOM01.txt, we now have 17 all-new quests in Daggerfall Unity!

And that means I'm running out of ideas for this development stage. Here comes some more brainstorming.

Fighters Guild quest: Artifact quest. 95+ reputation required. The guild has just been asked by the regional ruler to investigate and stop a cult of "vampire worship," which is centered on a Vampire Ancient somewhere in a dungeon. Within the dungeon, the PC will be mobbed continuously by human adversaries and lesser vampires. The artifact will be found on the Vampire Ancient's corpse.

I want artifact quests to be available to every guild, but they should be back-breakingly hard. By the time a PC can kill a Vampire Ancient, human enemies en masse will be a serious threat.

Mages Guild quest: Artifact quest. 95+ reputation required. No reputation loss for failure. The guild is returning to a legend of a powerful artifact hidden somewhere in the region. The PC must go to two different dungeons and grab two halves of a coded document, and then take the two halves to an expert who can translate it, thereby stating where the artifact is. The catch: if the PC doesn't deliver the two papers within a strict time limit, the expert will be killed by a rival entity. The artifact itself will be guarded by a Daedra Lord.

Knightly Order quest: Artifact quest. 95+ reputation required. A regional noble has done something to infuriate the very forces of Oblivion. The PC must head to the palace immediately and defend the noble against a literal army of daedra. If the PC leaves the palace at any time the mission fails. Once the daedric invasion ends, the PC may head to a contact in another city and receive the artifact.
Last edited by Jay_H on Wed Aug 16, 2017 3:56 am, edited 3 times in total.
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Ziune Wolf
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Re: The Quest Prompt Thread

Post by Ziune Wolf » Wed Aug 16, 2017 3:47 am

Great work! Will these quests be slotted to be included into default Daggerfall Unity or will they be included as a mod? Either way is fine with me, I'm just curious.

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Jay_H
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Re: The Quest Prompt Thread

Post by Jay_H » Wed Aug 16, 2017 3:53 am

After I finished my first quest Interkarma said he'd include it in the next build. If any are too outlandish for him then that's his judgment call :)

Dark Brotherhood quest: Artifact quest. 95+ reputation required. A diplomat from another part of Tamriel has arrived in the region, and the Dark Brotherood is being paid well to slay the diplomat in an attempt to begin a war with the foreign nation. The PC will receive the artifact if the assassination attempt is successful. The PC must go to several locations to kill people who each have leads to where the diplomat is. With each slain informant, the PC will be attacked by successively bigger and more frequent mobs of mercenaries. The diplomat is guarded by several knights inside a palace, and more enemies will spawn inside the palace in addition to the mercenary mobs. If the PC does not kill the diplomat within 10 seconds from the first injury, he/she will Recall out and the mission will fail.

Dark Brotherhood quest: 15+ reputation required. As part of a scheme to pressure a local official, a child needs to be abducted from a guarded residence and escorted to another quest location. (COMPLETE)

The Dark Brotherhood is always made out to be this omnipresent evil force by merchants and other people, but all you do when you're a member is kill people. This quest adds some consistency to its purpose.

Dark Brotherhood quest: 5+ reputation required. One of the ways the Brotherhood earns money is through ransoms, and the PC must turn a profit. Functionally similar to the above quest, but the abductee is taken to the questgiver instead. (AVAILABLE)

Thieves Guild quest: 15+ reputation required. Same as above, but the house will either be unguarded or have weak defenses. This adds consistency in the same manner. (COMPLETE)

Dark Brotherhood quest: 10+ reputation required. Interfere with a Mages Guild courier and obtain research notes, consistent with the parallel Mages Guild quest. (AVAILABLE)

Dark Brotherhood quest: 0+ reputation required. Parallel to Fighters Guild quest Standard Protection, take the role of the Dark Brotherhood operative and slay the mark and his/her bodyguard. (AVAILABLE)

Dark Brotherhood quest: 20+ reputation required. Slay a runaway debtor who is incidentally a vampire. (AVAILABLE)

Dark Brotherhood quest: 10+ reputation required. Slay a runaway debtor who is incidentally a werewolf. If the PC appears at night, the werewolf will spawn, and if in the daytime, the human will spawn. (AVAILABLE)

Thieves Guild quest: 25+ reputation required. The PC must take an illicit substance to a person under contract to receive it. Law enforcement mercenaries may ambush the PC during the quest. If the PC injures one of the mercenaries, his/her regional reputation will drop by 5 points, and if he/she kills one of them, the drop will become 25 points. (AVAILABLE)

Innkeeper and Merchant quest: Owl catching something something. Or someone's child fled from the house because a wild owl flew in and perched on a shelf and scared the living daylights out of him/her. (AVAILABLE)
Last edited by Jay_H on Sat Sep 16, 2017 7:09 pm, edited 2 times in total.
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Feralwarlord
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Re: The Quest Prompt Thread

Post by Feralwarlord » Wed Aug 16, 2017 10:44 am

Mages Guild Quest: Magic trial (requires 10+ rep with mages guild)
you are required to show your magical ability and knowledge by casting some of daggerfalls premade spells (the exact spells are randomly chosen by the quest but should be purchasable at that mages guild)
Reward: reputation with the mages guild

Mages Guild Quest: Enchanters Shopping List
an enchanter has been commissioned to enchant [weapon or armour] but has found themselves 1 short and needs you to buy one in town, an alternate version of this quest could see you have to fetch multiple items
Reward: gold or an enchanted item

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Jay_H
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Re: The Quest Prompt Thread

Post by Jay_H » Wed Aug 16, 2017 7:10 pm

Innkeeper and Merchant quest: The merchant has a son/daughter who wishes to make a simple trip to a rural shrine and then report his/her findings in a rural temple in the same region. Reward is gold. Could be a possibility of a random bear or something at the shrine just to add a little interaction. [Technical issues with cult and templehome, copy here]
Check out the Daggerfall Unity mod page on ModDB.

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Midknightprince
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Re: The Quest Prompt Thread

Post by Midknightprince » Wed Aug 16, 2017 10:38 pm

Jay_H wrote:I'm happy to announce that, beginning with CUSTOM01.txt, we now have 17 all-new quests in Daggerfall Unity!

And that means I'm running out of ideas for this development stage. Here comes some more brainstorming.

Fighters Guild quest: Artifact quest. 95+ reputation required. The guild has just been asked by the regional ruler to investigate and stop a cult of "vampire worship," which is centered on a Vampire Ancient somewhere in a dungeon. Within the dungeon, the PC will be mobbed continuously by human adversaries and lesser vampires. The artifact will be found on the Vampire Ancient's corpse.

I want artifact quests to be available to every guild, but they should be back-breakingly hard. By the time a PC can kill a Vampire Ancient, human enemies en masse will be a serious threat.

Mages Guild quest: Artifact quest. 95+ reputation required. No reputation loss for failure. The guild is returning to a legend of a powerful artifact hidden somewhere in the region. The PC must go to two different dungeons and grab two halves of a coded document, and then take the two halves to an expert who can translate it, thereby stating where the artifact is. The catch: if the PC doesn't deliver the two papers within a strict time limit, the expert will be killed by a rival entity. The artifact itself will be guarded by a Daedra Lord.

Knightly Order quest: Artifact quest. 95+ reputation required. A regional noble has done something to infuriate the very forces of Oblivion. The PC must head to the palace immediately and defend the noble against a literal army of daedra. If the PC leaves the palace at any time the mission fails. Once the daedric invasion ends, the PC may head to a contact in another city and receive the artifact.
I want it, how ?
how, how, how ?
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Jay_H
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Re: The Quest Prompt Thread

Post by Jay_H » Wed Aug 16, 2017 11:52 pm

They're all included in this zip :)
Check out the Daggerfall Unity mod page on ModDB.

I rarely read instructions well the first time. Tell me to re-read them. I'll do it.

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