Relationship Rank During Quests

Post » Mon Nov 19, 2012 12:30 am

Hey guys I'm after a bit of technical advice for my mod.

I am working on random fetch quests as you know. Now one inparticular I'm making actually chooses the NPC to collect stuff for at random, based on their faction. If my calcs are right, it could choose one of 18 npcs in the world. Now given the scope of the game, you may have done wrong by any of those people, which can cause an obvious issue; when you return the items to them, they may start a fight, causing the quest to not be completable.

A solution I have working (as far as technically) is to set the relationship rank of the npc for the player to ally. Now obviously this may be far different from before the quest began, so what I've done is store the current relationship rank as a global, then set the rank to ally, then when the quest is completed, return the rank to what it originally was.

As far as I can see this is the best possible solution. But could this cause other possible issues, if the player gets to the stage where they need to visit the npc (which is when I set it ally) but then wanders off and does other things... things that could change the rank to something else, even enemy? Am I trying to account for too much that I can't control, in terms of how the player plays the game?

Thanks for your valued input as always :smile:
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james kite
 
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Post » Mon Nov 19, 2012 1:19 am

Part of the fun of some of the political Morrowind quests was that you had - at some point or other - previously fallen out with one of your contacts. Or, at least I thought it was fun. But then killing anyone in Morrowind was an option, and that isn't always so here.

So, yeah I think you are worrying too much. If they have to love someone they previously robbed, then they'll have to improve their relationship with them ... probably by doing another series of quests, or some such ... or hey, bribe the svcker ... hey, if the players a big hairy nord, bash the contact around some. And your quest does have a PlanB if they kill the wimp, right?

I think this would be better than a character murdering a husband in front of his wife, who moments later that character returned to, to find her delighted to see him!



(put another way ... question should probably be in the General Forum ;))
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Jessica Lloyd
 
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Post » Mon Nov 19, 2012 2:24 am

Why not set conditions on the alias so as not to send the player to a hostile NPC?
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Nims
 
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Post » Mon Nov 19, 2012 11:04 am

Why not set conditions on the alias so as not to send the player to a hostile NPC?

See that's what I was looking at doing, but thought if I do my workaround, I could possibly include more npcs.

I probably will use a condition though, just to save myself time.
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Alexxxxxx
 
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