Where do Hadvar and Ralof go after Helgen?

Post » Mon Nov 19, 2012 9:04 am

So, I'm working on an http://www.gamesas.com/topic/1412980-ive-turned-skyrim-into-a-roguelike/page__fromsearch__1 of sorts, and can't figure this part out: When you choose to go into the keep with either Hadvar or Ralof, where does the other go (the person you didn't pick)? I've been looking through MQ101, MQ102A/B and MQ102 and I can't find what happens to them. Are they disabled or do they have a travel AI package somewhere?

I'm afraid if I disable them, it will mess up subsequent quests...
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lisa nuttall
 
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Post » Mon Nov 19, 2012 6:47 pm

Wow I totally zoned;

I would assume they just disable the one you don't pick. They don't return to Riverwood (Do they?), I think they 'die' in Helgen.
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Kitana Lucas
 
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Post » Mon Nov 19, 2012 3:39 pm

That might be true of Hadvar, but doesn't Ralof show up in the Civil War quests later?
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Tracey Duncan
 
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Post » Mon Nov 19, 2012 6:31 pm

I don't remember. Been too long. :P

If he does I can only imagine it's an optional thing to reuse his character. A little cause and effect. Though that would mean that you'd need to find out what's done with him if he isn't chosen. So you can effectively not choose either of them...
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Nikki Morse
 
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Post » Mon Nov 19, 2012 4:20 pm

When I did the Imperial side I found Hadvar turned up in all the Imperial missions. He recognises me and we fight together throughout those missions, which was really cool.

Right now I have just started a new character that just defeated the dragon in Whiterun and been summoned by the Grey Beards. When I return to Riverwood Ralof is still hanging around Gerdur's house saying 'You lost?'.
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Vahpie
 
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Post » Mon Nov 19, 2012 1:11 pm

Interesting.. so when you saw Ralof in Riverwood did you side with Hadvar or Ralof?
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Khamaji Taylor
 
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Post » Mon Nov 19, 2012 1:50 pm

Hmm, quick way to find out is to check in the CK, friend. Find the base actor of these 2 and check how many quests are using their base ID(s)
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Avril Churchill
 
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Post » Mon Nov 19, 2012 6:20 am

Hmm, quick way to find out is to check in the CK, friend. Find the base actor of these 2 and check how many quests are using their base ID(s)
He has poked around the involved quests. The MQ are just an absolute complex craziness factory. Not 'poorly done' or a mess, just 50,000 things going on at once in them. Whoever scripted them must have had a blast. xD
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Amy Melissa
 
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Post » Mon Nov 19, 2012 6:35 am

I'm pretty sure I ran across code fragments that indicate whichever one you don't pick is supposed to get disabled. It's buried somewhere in the maze of scripting for MQ101. In my own alt-start mod I only handled that if the player actually chose to help one of them. If they choose to ignore them both, I left them enabled and haven't noticed it causing any problems. I wasn't sure if it was wise to disable either one of them in that case.

When my orc eventually joined the Stormcloaks, Ralof showed up at the Battle for Whiterun. So I'd say it's working fine. It's been too long since my other two guys did any of this to remember how it played out in vanilla.
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David Chambers
 
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Post » Mon Nov 19, 2012 8:24 am

Thank you all for your replies. Since I want Helgen to be destroyed and deserted, I will keep the actors disabled and test whether they appear in later quests.

Btw Arthmoor, I was digging through your scripts earlier and saw that you moved some of the important actors to a temporary holding cell and kept them enabled. LOL, I can't imagine Ulfric and Tulius liking that too much, at least put them in separate holding cells j/k
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Cat
 
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Post » Mon Nov 19, 2012 2:39 am

Yes, I moved them in there so that the civil war quests wouldn't back door a way into the main quest on me that was irreconcilable with the fact that the player may never have gone to Helgen at all. As long as the player isn't in the room with them they won't do anything to each other. Combat doesn't happen off screen.

It does make for moments of hilarity though if something goes wrong and the player isn't moved out of the cell :P
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Jonathan Braz
 
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