Oblivion

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TrevorDemented

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TREVORDEMENTED

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  1. TREVORDEMENTED
    TREVORDEMENTED
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    I need some help with scripting. I want to script the level creatures of this mod to only work on a quest stage and if the player is near the level creature. I have had tried to script the level creatures my self but the script does not compile in the CS. If I'm able to solve the problem of scripting either the level creatures or forcing the level creatures to work or not work based on scripting then I can make this mod more compatible with other mods and add more features and quests. Thanks in advance to any support!
  2. NumahrOloth
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    Hi guys!

    This may sound like a dumb question, but do you know where is the mission provider in IC exactly located?
  3. Balystik
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    Is this mod compatible with Oscuro's Oblivion Overhaul?
    1. TREVORDEMENTED
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      I really don't know.
    2. chimpoforevah
      chimpoforevah
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      Using BOSS along with a Bashed Patch, it would appear so, at least at first glance. In my Bashed Patch with a OOO-MMM setup, I can see this mod's required bounty "tokens" on the appropriate enemies via the Bashed Patch whilst keeping the stats of OOO & MMM.

      However, OOO may mess up the locations of where this mod expects you to find these bounty targets.
  4. chimpoforevah
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    I love the idea of repeatable quests, they add longevity to the end game.
  5. GibedaPusiB0ss
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    can someone tell me where to find the agent in skingrad? i searched the barracks and I cant find him
    1. GibedaPusiB0ss
      GibedaPusiB0ss
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      nevermind she was in the town guard house
  6. Mercer Meka
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    Thanks for a great mod. I can't find the Bravil quest giver though. Where is he/she?
    1. TREVORDEMENTED
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      The quest giver is in the Bravil Castle Barracks.
  7. TREVORDEMENTED
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    Sometimes you have to try them at different times of the day but when I get a chance I will script them to sell no matter what if its possible.
    1. seden
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      Yes, every details count as to the result, then, nice idea, more to do = always better.

      Thanks (again), Trevordemented.
  8. alufangirl1993
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    I am having an issue, some of the vendors are not working right. they are not selling anything like they should be.
  9. xenaclone
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    This is a great mod, in the sense that it doesn't add over-the-top fantastic quests that dazzle and maybe confuse me. Nothing wrong with over-the-top quests, but I like Repetition because it adds some simpler, basic, repeatable quests that will add longevity to my character's game, since a lot of vanilla quests in her game have already been done.

    So thanks for taking the time!
  10. tattooofhername
    tattooofhername
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    If I buy scrolls from the guy in Bruma, the quests can only be turned in at skingrad. Is this intentional?
    1. TREVORDEMENTED
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      Goblin scrolls have to be turned in to the agent in Skingrad. This is intentional because Skingrad has more goblin lore and is close to quite a bit of goblin holes and tribes. In the beginning I wanted each agent to specialize in a certain type of quest but I changed my mind but decided to keep the goblin theme in Skingrad. All other scrolls should be able to be turn in to any agent any where including Skingrad.
  11. escaspain
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    Good idea. I was wondering if you could make a alternative version where the cost of the requests and rewards were low (maybe 10 - 100 gold coins to buy a request and 100 - 500 as reward) to make them more common and repetitive.

    Thanks.
    1. TREVORDEMENTED
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      Maybe. Really I want more feedback on the cost and rewards. I was thinking about leveled rewards or maybe a random bonus. I would like someone to specifically suggest what I should do.

      Also let me know if there are any problems or bugs.
    2. escaspain
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      Leveled reward and also maybe +1 to fame for killing the strongest enemy should be fine, and set the scrolls very cheap, just enough as a warranty of the interest of the player in making the quest.
    3. TREVORDEMENTED
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      One thing to consider is the more the player buys the scrolls the lower the prices become and the higher the disposition of the quest givers. The prices in each players game is going to vary because of their stats and in the CS the prices are actually lower. The game makes the costs higher. I thought about fame but if anything it would be a random chance of fame increasing. When I get more feedback from other players and it seems there are no game breaking bugs then making those changes are more likely.
    4. WalkerInShadows
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      I think the rewards are way too high - I'd lower them to about a quarter what they are now. 100 - 500 sounds good - I'd see this as something more for lower-level PCs who need money and/or quests to keep them busy until they can tackle the bigger stuff.
    5. CarlosS4444
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      I'd lower them too. But other than that, brilliant idea. I'll surely use this fine mod!
    6. TREVORDEMENTED
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      I am looking into the prices and the rewards. I'm not sure what should be what though. This was the part I was sure would be a problem.
      I kind of stumped at this point.

      What if the quests to kill boss like bandit leaders cost 200g and the reward was 1000g?
      What if the quests to kill goblin boss cost 150g and reward was 1000g?

      What is the formula for balancing things like this?
    7. TREVORDEMENTED
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      Okay I just went into the CS.

      I made changes.

      The flower picking quest cost 25g yielding 300g.
      The monster killing quest cost 50g yielding 500g
      The boss killing and goblin killing quest cost 150g yielding 1500g in rewards.

      Is this better?
    8. escaspain
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      Just in my personal opinion, the lower the reward is the longer the replayability will be. Not so low that the player lost interest in actually making the quest, but the best reward should not be more than a couple hundreds of coins. Just imo:

      Flower Quests: cost 10 - reward 100
      Monster Killing: cost 25 - reward from 100 to 300
      Boss Killing and Goblin killing: cost 50 - reward from 300 to 500
    9. TREVORDEMENTED
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      Made the changes.
    10. WalkerInShadows
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      Sorry I didn't get back to you sooner; I've been busy lately. What I would do, as far as rewards, is:

      Plants: 0.75 * ingredient value, mininum 50 gold total. Plants aren't all that hard to find, after all.

      Kill xxx NPC/goblin/vampire: 50 * creature level (so this would be a levelled reward). If you can do it; otherwise, make it 50 * PC level, and add a bonus for targets with PC offsets.

      Creature raid: 0.75 * ingredient value * number required, + 25% (it's easy to simply find or buy the ingredients, instead of actually killing anything; the +25% is to account for those who do it the "hard way"). For example: imp gall is (15 * 0.75) = 11 (I'd round down to 10) each, or 220, + 25% = 275. Minotaur horns: 257 (round down to 250 - this is less because you're only getting 5 vs. 20 imp gall).

      The variable pricing means each quest is unique, instead of a "one-size fits all" pricing scheme - it keeps things more interesting.

      Why do you have to buy the contracts? Seems to me that if they want people to do this stuff, they'd hand them out. At most, the contracts should be 1-5 gp each (don't forget, most players will be paying 3-4 times an item's value).
    11. TREVORDEMENTED
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      Thanks for this idea. This is the kind of thing I thought about doing before but I didn't know how to do it.

      Would I put this in the dialogue result scripts? Otherwise I don't know how to do this.

      Knowing this helps if I want to add more quests.
    12. WalkerInShadows
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      The plants and ingredeients are easy - they're not levelled, so it's a single value; once you figure it out for each, just add it to the dialogue.

      For the levelled rewards, you'll have to set those in the quest scripts:


      Check out the FGConversationScript script in Oblivion.esm to see how this works. The FG quests have this line:

      Player.AddItem Gold001 FGConversations.FGRewards

      at the end, when you get paid.

      So for the "kill creature" quests, what I'd do is something like this:


      short PLevel
      short Reward

      Begin GameMode

      set PLevel to player.GetLevel

      if ( player.GetLevel >= 30 )
      set Reward to (PLevel * 1.3) ; This accounts for the level difference - i.e., PC + 10 at L20 = PC level 30 for the purposes of calculating the reward
      elseif ( player.GetLevel >= 20 ) && ( player.GetLevel <= 29 )
      set Reward to (PLevel * 1.5)
      elseif ( player.GetLevel >= 15 ) && ( player.GetLevel <= 19 )
      set Reward to (PLevel * 1.75)
      elseif ( player.GetLevel >= 10 ) && ( player.GetLevel <= 14 )
      set Reward to (PLevel * 2)
      elseif ( player.GetLevel < 10 )
      set Reward to (PLevel * 4)
      endif

      end

      Then, in the dialogue, you use this:

      Player.additem Gold001 a1TDGOBReqQuest1a.Reward
      ----

      BTW... Dustereater Shield is mispelled - it should be Dust Eater Shield.
      Also, the "Kill Goblin leader notes" are missing a word: "Kill Dust Eater Overlord bring back its Goblin Charm as proof." >> "Kill Dust Eater Overlord and bring back its Goblin Charm as proof." Same with the creature raid notes.

      The Requisition Agents should have No LLP, and you could just give them aaaDefaultStayAtEditorLocation (they just stand in place) instead of a custom AI package.
    13. TREVORDEMENTED
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      I did the grammar edits. Now I'm trying out the scripting. I'm going to make a separate quest menu for this script.
    14. TREVORDEMENTED
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      I tried the scripting out and it worked. I'm not sure if I should change the quest notes to reflect the bonus though. What do you guys think?
      Another question is there a way to make the quests count as a completed quest?
    15. CarlosS4444
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      Not sure about the notes, but there's one thing that you could do, the No Low Level Processing flag, like WalkerInShadows said, as it helps with performance.
    16. TREVORDEMENTED
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      Okay, next update I will tick NLLP.