There is no in-game way, but you can check the NPC refid by checking an alias in the quest added by the mod and then teleporting to him. Or just wait at any stronghold, he circles between them, the RP way.
This mod does not change anything about how orcs in this stronghold treat the player. As they do not know and do not like you in the beginning, so they do later.
Do you expect the stronghold to open and they to welcome you? If it is so, then when should it happen?
I really need to playtest this properly to decide if I need to change anything.
Great idea! A definite add to my load-order. I kind of second Balthor's thought on setting the timer-start to when the PC hears about them, but I get that that potentially trivialises things, given how few ways of hearing about them there are (is it only the 'rumors' dialogue, aside from just showing up unprompted?), though there's still something to be said for adding consequences for wondering off once events are in motion. Love the solution of an alternative hero popping up if the PC doesn't deal with things - any plans to expand on him?
I can expand on the Champion of Malakath if I have interesting and feasible ideas. Maybe he can pop up to help the player to deal with other princes' quests. Especially the Boethiah's one, that would make a perfect sense.
Would love a slightly more forgiving version of this where the 'timer' doesn't start to tick down or is a lot longer until you've actually spoken to them, also makes more sense for characters that wouldn't really be in a situation where they hear the rumor or are made aware in time, like alternate starts in remote regions, and paupers, drifters, or morally-grey chars that try to stay away from cities. That way you have to actually be neglectful or tardy to have the quest autoresolve - maybe the time limit could even be a bit stricter once you've spoken to them.
It is quite easy to change the number of levels that should pass before the resolution. Could be a small xEdit tweak or even a console command. So by changing the vanilla parameter to start The Cursed Tribe and my counter on top of that it is possible to adjust to almost any desired result. But it will be still static.
Making it dynamic is not complex technically, you can manipulate my counter from dialogue fragments or quest stages. The thing is to find good logical triggers for such changes. Hooking into the existing rumour is an option. Adding a new dialogue line to shady people or to all orcs - possible. But I am not sure how to use it - I would rather make the counter to go back if you talk to an orc and display some interest in helping. But then why would a college librarian even care of a stronghold. I will think of it, but not sure if I come to anything viable.
Just to play Daedra's advocate, technically speaking the Dragonborn has no way of knowing the Orcs of Largashbur are in need of help in the first place unless they happen to be there at the time. Or are as omniscient as the CHIM God controlling their every thought and action, that is.
The way the quest operates in vanilla, there is no letter sent out no you have to be specifically walking close enough to the stronghold at the time of the attack to acquire the quest. So it was a little odd to see it framed in the mod description as the Dovahkiin being neglectful or something.
Either way, it's a neat little mod. I just wanted to interject and play the 'um, ACKSHUALLY' game. You can ignore me lol, I won't get mad.
Love your mods ! That's a very interesting mod idea, helps to make the world alive and not player centered. I'd love to see more quests done like this, problem is it's probably time consuming.
The main technical problem is to hook into an existing quest without editing it. Also for the cursed tribe the quest structure is not consistent, for example, some quest related packages are stored outside of the quest.
I think about Potema next, but that would potentially make some drastic changes to the world.
19 comments
Running a legacy of the dragonborn playthrough.
Or just wait at any stronghold, he circles between them, the RP way.
I am having an issue not related to your mod, i cannot start this quuest at all, when i go to the orc camp no giant is there and no NPCs as well
Do you expect the stronghold to open and they to welcome you? If it is so, then when should it happen?
I really need to playtest this properly to decide if I need to change anything.
Making it dynamic is not complex technically, you can manipulate my counter from dialogue fragments or quest stages. The thing is to find good logical triggers for such changes. Hooking into the existing rumour is an option. Adding a new dialogue line to shady people or to all orcs - possible. But I am not sure how to use it - I would rather make the counter to go back if you talk to an orc and display some interest in helping. But then why would a college librarian even care of a stronghold. I will think of it, but not sure if I come to anything viable.
The way the quest operates in vanilla, there is no letter sent out no you have to be specifically walking close enough to the stronghold at the time of the attack to acquire the quest. So it was a little odd to see it framed in the mod description as the Dovahkiin being neglectful or something.
Either way, it's a neat little mod. I just wanted to interject and play the 'um, ACKSHUALLY' game. You can ignore me lol, I won't get mad.
I think about Potema next, but that would potentially make some drastic changes to the world.