1) The reward for doing the quest the good way is an armor with a durability of 1 - I guess you are supposed to have no reward?
Edit: For the point above, I checked the dialogues inside the mod. Discovered that you are supposed to talk again with the guy and he tells you to go fix the armor to a certain armorer. I didn't have these dialogues in my game. Once the guy asks to rest, I wait many hours but he always has the following dialogue:
.......
and I can only answer with "goodbye". So I guess that's a bug.
2) I dislike the fact that there is no explanation on why the demon has taken a fixation on the ordinator. The dagger he gives you is called Faithless - I guess by calling him you act against his faith, as a faithless?
3) When you go to him to kill him, you get a script error
Don't know if it's also applicable to the hard version, but trying to start a new game with the normal version loaded throws an error: "Unable to find referenced object "sv_hlaalu_guard" in script SV_TON_GUARDS."
Additionally, there looks to be a conflict with Antares Big Mod, as I also get "Unable to find referenced object "hlaalu sharpshooter" in script PP_hlaalu_script." if both mods are loaded together, regardless of load order.
The first issue was that I didn't replace the old guard with the new one by mistake, the second was caused by me removing the hlaalu sharpshooter, I assumed there would be like - a dozen of these guys but apparently there's only one in the entire game. I placed a new shooter on one of the towers in balmora so any scripts targeting that ID should work without issue.
I've uploaded a new version that should fix all of that.
This is a nice little mod with a decent challenge, man is the hard mode tough. I think where the mod really shines is in its storytelling. While the story is pretty short and the base premise is pretty simple, help an old crusader with his demon problem. The way the story is told and some of the subtleties. Like the descent to the last demon is a nice call back to the things the crusader said he saw in his nightmares. On top of the way to get the 'good' ending calling back to the demon's own sphere being deceit. All-in-all a nicely written mod and I'm hoping to see more like it.
One of the issues I did notice was since the first two demons would use levitation to get to you so you can't cheese them even when they weren't active I'd see constant spell effects casting where they spawned at. After they were defeated they would disappear, and I think it may have been the source of a few crashes I had in the region. Probably just a script misfiring until the NPCs were killed. Not sure. But that was the only technical problem I saw.
Hi, apologies for the late reply on this, I'm sorry the mod crashed, I really thought I had got all the scripts and issues that caused crashing but I didn't gate a section of code that caused the creatures to try and cast levitate forever which caused the crash. I've fixed the issue and updated the mod.
Glad everything is working on your end. I've been working on a minor quest mod that should be out in a week or so, after that's done I plan to make a larger quest mod similar in some regards to terrors of the night.
Hopefully you'll enjoy both but if not just tell me and I'll try harder. :P
This quest may have been relatively short, but it was SO GOOD! The writing and story was phenomenal. You did a really great job on the presentation. Your writing style is so eloquent - the stories the Crusader told (and his memoirs) really drew me in. Hard to believe that this is your first mod, seems like you've at least done some writing before. You've got a knack for that and for building an atmosphere with the consistent bloody hand imagery, the moody music, the ruin entrance, everything just tied together very well. Nicely done!
The quest itself worked well. Your warnings about bringing some reflection of your own can not be understated. Some of those spells really pack a punch (and I was using the Normal difficulty, I can only imagine what Hard is like).
One issue I found was that Varon himself seems to be missing his face texture. So he was white-faced (maybe it was from the terror and lack of sleep?). One other minor thing that I noticed was that the "lend me your aid" topic repeats after you agree to help him. I'd suggest changing that to just having him acknowledge that you agreed. And a suggestion: I think the unique dagger is much too valuable. I'd suggest cranking that back a notch just for balance reasons. Oh, and I did have the creature get stuck several times when I entered the cell like you warned in your ReadMe. Not a huge deal, but maybe he could wait to spawn until the player walks a bit further into the room?
Thank you for your kind words, I've done some personal writing but not much else than that.
I forgot to pack some essential things in the zip unfortunately which included a glowmap for Varons eyes that causes his white face error and somehow I forgot the entire sound folder for the mod out of sheer stupidity but that's fixed too.
I also cut the value of the dagger in half, that was one of the few things I didn't reference to other items in-game and it obviously shows, it's now more in-line with other high-value artefacts in the game.
The dialogue gating was also somewhat lackluster in some areas because I didn't know what I was doing pretty much at all, Varon does change the "lend me your aid" topic response but it happens at the next journal stage, I changed that so it occurs immediately along with some other topic responses and greetings. It should be much better now.
Then there's the monster spawn, It's on a timer which I have extended to hopefully allow the player to get further inside the chamber but if anyone else has problems I will find another, more secure way of spawning him so he never gets stuck. In my own tests it was harder to gauge because my own character is quite fast and could speed inside with time to spare just to wait around for a second or two.
18 comments
Some thoughts
1) The reward for doing the quest the good way is an armor with a durability of 1 - I guess you are supposed to have no reward?
Edit: For the point above, I checked the dialogues inside the mod. Discovered that you are supposed to talk again with the guy and he tells you to go fix the armor to a certain armorer. I didn't have these dialogues in my game. Once the guy asks to rest, I wait many hours but he always has the following dialogue:
.......
and I can only answer with "goodbye". So I guess that's a bug.
2) I dislike the fact that there is no explanation on why the demon has taken a fixation on the ordinator. The dagger he gives you is called Faithless - I guess by calling him you act against his faith, as a faithless?
3) When you go to him to kill him, you get a script error
Additionally, there looks to be a conflict with Antares Big Mod, as I also get "Unable to find referenced object "hlaalu sharpshooter" in script PP_hlaalu_script." if both mods are loaded together, regardless of load order.
I've uploaded a new version that should fix all of that.
Thanks for reporting the bugs!
One of the issues I did notice was since the first two demons would use levitation to get to you so you can't cheese them even when they weren't active I'd see constant spell effects casting where they spawned at. After they were defeated they would disappear, and I think it may have been the source of a few crashes I had in the region. Probably just a script misfiring until the NPCs were killed. Not sure. But that was the only technical problem I saw.
Thanks for letting me know.
Hopefully you'll enjoy both but if not just tell me and I'll try harder. :P
The quest itself worked well. Your warnings about bringing some reflection of your own can not be understated. Some of those spells really pack a punch (and I was using the Normal difficulty, I can only imagine what Hard is like).
One issue I found was that Varon himself seems to be missing his face texture. So he was white-faced (maybe it was from the terror and lack of sleep?).
One other minor thing that I noticed was that the "lend me your aid" topic repeats after you agree to help him. I'd suggest changing that to just having him acknowledge that you agreed. And a suggestion: I think the unique dagger is much too valuable. I'd suggest cranking that back a notch just for balance reasons. Oh, and I did have the creature get stuck several times when I entered the cell like you warned in your ReadMe. Not a huge deal, but maybe he could wait to spawn until the player walks a bit further into the room?
I forgot to pack some essential things in the zip unfortunately which included a glowmap for Varons eyes that causes his white face error and somehow I forgot the entire sound folder for the mod out of sheer stupidity but that's fixed too.
I also cut the value of the dagger in half, that was one of the few things I didn't reference to other items in-game and it obviously shows, it's now more in-line with other high-value artefacts in the game.
The dialogue gating was also somewhat lackluster in some areas because I didn't know what I was doing pretty much at all, Varon does change the "lend me your aid" topic response but it happens at the next journal stage, I changed that so it occurs immediately along with some other topic responses and greetings. It should be much better now.
Then there's the monster spawn, It's on a timer which I have extended to hopefully allow the player to get further inside the chamber but if anyone else has problems I will find another, more secure way of spawning him so he never gets stuck. In my own tests it was harder to gauge because my own character is quite fast and could speed inside with time to spare just to wait around for a second or two.
Thank you for all feedback!
Maybe we'll see some more mods from you in the future? ;)
Thoroughly enjoyed playing it.
Thank you and I too look forward to your future releases.