About this mod
Changes Shivering Isles quest in Split, SE46 - The Great Divide, so that accidental deaths of Split residents don\'t prevent the player from completing the quest. Also restores the quest to its initial state for anyone who was prevented from completing the quest due to such deaths.
- Requirements
- Permissions and credits
- Changelogs
Note: If you have already started, completed or failed this quest (more precisely, if you see any entries for it in your quest log), the mod will do absolutely nothing. This is only a fix for those who were screwed by an NPC dying before starting the quest or those who want to make sure they can do the quest without worrying if an NPC dies accidentally.
Installation:
Just drop the Split-GreatDivide-QuestFix.esp file into your Oblivion\Data directory
Uninstallation:
Just delete the file Split-GreatDivide-QuestFix.esp from your Oblivion\Data directory.
What it does:
Any deaths not caused directly by the player before the quest starts are now ignored and don't impact the ability of the player to start and complete the quest normally. Also, if the quest has been ruined by such accidental deaths prior to installing this mod, the mod will reset the quest to an initial condition by resurrecting the dead residents of Split and resetting the necessary quest variables. So this is a good fix for those just starting a game or those who have found the quest already ruined and need to reset it.
How it works:
- The quest no longer relies at all on the GetDeadCount function to figure out whether a member of Split has been killed.
- The script variables for SE46 now have several additional states denoting whether to ignore a dead resident when the quest actually starts.
- All residents of Split now have two OnDeath blocks. Any NPC killed by the player directly will stop the quest in the fashion intended by the game designers. Any other type of death will simply cause the NPC to be ignored by the quest. However, any deaths at all that take place after the quest starts and before the quest completes will be treated normally (quest update if you were supposed to kill him/her, failure if you were not).
- Conversations between the player and NPCs only reflect deaths that have taken place after the installation of the mod.
Changed Files:
SE46 (Quest) - Updates and targets are now based off of which NPCs are not yet dead.
SE46Script - The Unofficial Shivering Isles Patch version was used so the fix for reward gold is still there. My changes now ignore the GetDeadCount lines that fail the quest if you kill anybody before choosing a side (this is now handled in each individual NPC script). Quest updates only check if the target NPCs have died.
All NPC scripts in Split - Checks to see if player killed the NPC or something else.
Dialogues in Split that check for death of the other double - These now rely on script variable to decide which dialogue to use.
Rumor about Split - One rumor about Split had an incorrect variable attached to it. Any NPCs talking about Split would inexplicably start talking about the Fork of Horripilation. I just fixed it.
Added Files:
SE46Fix (Quest) - Runs SE46FixScript once after mod is loaded.
SE46FixScript - Checks to see if the player had previously started the quest. If not, checks to see if any damage had been done to the quest. If so, fixes the damage by resurrecting NPCs and resetting script variables in SE46. Restarts SE46.
Weaknesses:
Working on this, I can see why whoever wrote the quest threw his hands up and just said, "Screw it, one person dies, this quest disappears."
- GetDeadCount: There's no way to change this variable through scripts so I stripped out the quest's dependency upon it.
- Dialogues: I'm not going to write and record new dialogue for the members of Split, so if one NPC's double is dead, they still act as if you're the one who killed them. As a result, they won't start the quest for you if their double is already dead. So, since both Horkvirs are essential until you start the quest, they are the only reliable method to start the quest.
- "Accidental" deaths: Conceivably, the player could lure everyone in town but the two Horkvirs to their deaths before starting the quest with no repercussions. As long as the player is not the one to land the killing blow, nothing will change.
- Resurrections: Before loading the mod, a player could just haul off and kill everyone in town then load the mod. It would act as if nothing untoward had happened. I'm giving people the benefit of the doubt and assuming the deaths were totally accidental before the mod was loaded (since there's no way to retroactively check what killed an NPC).
Conflicts:
Anything that changes the quest SE46 or the script related to it (adds extra rewards, etc.). Anything else should be fine since I didn't touch any AI Packages or any part of the town.
Version History:
1.1 - 31 Aug, 2011
- Fixed a bad quest variable check on Horkvir Bear-Arm Dementia
- Added a new quest variable to check whether the player murdered the wrong person and update quest accordingly.
- Added journal entries for SE46 using the new murder variable in order to make the quest make a little more sense with its new structure.
1.0 - 30 Aug, 2011
- Initial release