Oblivion
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Nell Speed

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  1. LordOfTheDucks
    LordOfTheDucks
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    Fun quests especially if you are role-playing a character who likes to help people out. My only problem was finding the entrance to her home. Rest was great. If you are worried about conflicts arising from altering the landscape, why not just place the NPC in town, say outside the Fighter's Guild, looking for help?
  2. Executor64
    Executor64
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    love the idea of tiny quests nice job making this
  3. NellSpeed
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    Moire - You know, I went back and forth quite a bit on how easy to make it for the player to find the Inventrix. I think I may have to find the time to adjust it a bit.

    The trapdoor vs cottage is a bit the same; I didn't want to interfere too severely with any mods that might change the surrounding area already, and figured a door would be less conflict-y than a building.

    By all means, let me know if you come across anything broken; I'm going to try to find the time to fix a bunch of minor bugs for a few of my mods soon.

    Thanks for the input!
  4. Moire
    Moire
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    A nice a idea for a quest that gives you incentive to explore some dungeons that you would just ignore otherwise. But there are a few things that bothers me. Firstly it was very hard finding the "camp" because it's quite far south of Castle Skingrad, even south of Silorn, actually. Had to check in the CS to find it. Secondly, putting a house underground that doesn't have a flat roof isn't realistic. You should have made it a cellar, or just placed a cottage in the world instead of a trapdoor. Reminds me a bit of old japanese RPGs where everyone lives below ground. xD

    I haven't tested it yet thought, so I will be back if I have more feedback.
  5. NellSpeed
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    I actually tend to avoid full-capitalization, although I suspect I don't do it consistently-- old hammer isn't a proper noun, after all! Still, maintaining internal consistency for the basegame is a good point.

    re quest markers - Oh, my god. This drove me halfway to madness. First, I made each plan set a separate item-- but that raised the problem of tracking; incrementing a variable didn't seem to work, conditionals for each unique item didn't work. I ended up screwing around with it for the better part of a day before giving it up and going with the multiple instances ofa single item option. HOWEVER. Markers following the character clearly indicates that I need to rework it. I'll have to think it through a bit, and probably do some pen-and-paper planning....

    I'm very glad you enjoyed it overall, though. I really liked Chani-Sa, myself! Did you find the half-written note to her ex-partner?

    (When she was a child, she had a full collection of a series of chapbooks called The Dark Avenger. As an adult, she has one unopened, pristine copy of the very first issue. She's also had loud, heated public arguments over whether or not The Dark Avenger could beat SkySaint in a battle. She maintains the Dark Avenger would win every time.)
  6. EruditeDragon
    EruditeDragon
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    Hey Nell! No bug reports, but I have a few suggestions...

    1. I noticed that a lot of the items in Chani-Sa's house have inconsistent capitalization in comparison to items in vanilla Oblivion... Chani-Sa's old hammer, for example, should be Chani-Sa's Old Hammer. It's a very, very minor issue, so if you don't feel like changing it, that's perfectly fine. Chances are, I'm the only one that's bothered by it

    2. Would it be possible to remove the quest markers pointing to dungeons that you've already grabbed a set of plans from? As it stands, they don't seem to disappear... which could be confusing to new players, or to players that have taken a long break from the quest (The whole "which dungeons did I visit, again?" issue).

    Edit: Okay, maybe this is a bug. The markers seem to follow your character (on the map and compass) after you collect the corresponding packet of notes.

    I'm loving the mod, and Chani-Sa is quite the interesting character. You don't see enough Argonians with character nowadays... which is a shame. Keep up the awesome work. I'll be back to endorse
  7. NellSpeed
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    anithinks: That's a very interesting suggestion; but actually, there's an intent behind making TinyQuests. I'm using these small quests partly as a way to learn more about scripting & organizing. Plus, the size makes it almost guaranteed that I'll finish one! It took months to finish & release my much-larger companion mod, while each of the TinyQuests took about a week from concept to writing to release.

    Still, thanks for the suggestion-- I will keep it in mind, because you do make a good point-- and if you play & find bugs, please do let me know.

    Hmm. Maybe a mod with a group of small, connected quests...? I may have to think about that. It's too late to be organized for a Christmas-themed mod, but what about a Valentine's equivalent? It might be time to do some looking into Nirnian holidays....

    Velkaarn: Thanks-- hope you enjoy them!
  8. Velkaarn
    Velkaarn
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    This looks like a cool little quest mod, I better check out the other one too as soon as I've downloaded this one. Hope to see more from you!
  9. anithinks
    anithinks
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    I see that you have released 2 quest mods in quick succession. I like small (non-saving the world) quests, so will download this one day.

    My suggestion: Merge all your small quests into 1 package (I hope you make more), so that it becomes a mod with multiple small quests, something similar to my favorite Kragenir's Death Quest (though that goes 1 step more, and involves mostly vanilla NPCs only!).
  10. NellSpeed
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    EruditeDragon: And I'm pretty sure THIS one is bug-free. (She said, fingers crossed.) Thanks again for the heads-up on the Memorial Cave bug, by the way.

    RowanLeeves: Have fun-- and, uh, make sure to take a little extra healing stuff along. You know. Just in case.

    Pushkatu: Well, I cursed a LOT while making it, so it all evens out! <img class=">