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Name: Bounty Quests
Author: WalkerInShadows & GamerRick
Version: 2.0
Version Date: 10 February 2018
==Requirements==
* OBSE
* Shivering Isles
* A working brain
==Description==
This mod was originally designed by WalkerInShadows. He created all of the quests. I relocated a few that were put into quest locations that never respawn (Forsaken Mine and Swampy Cave). I (GamerRick) rewrote how the quests are managed and added an ini file to give the player to tweek things based on their preferences and what overhauls or other mods they may be running. I also added a unique quest icon.
In the lower-class inns in each city (except the Imperial City � see below), you'll find a bounty board with a notice on it. Activate it, and you'll receive a random bounty:
* Kill a bad NPC (Bandit, Marauder, Vampire, criminal)
* Exterminate specific beast(s) or Clear an entire ruin
* Retrieve item(s)
The inns (and their publicans) are:
* Anvil: The Flowing Bowl (Maenlorn)
* Bravil: The Lonely Suitor Lodge (Bogrum Gro-Galash)
* Bruma: Olav's Tap and Tack (Olav)
* Cheydinhal: Newlands Lodge (Dervera Romalen)
* Chorrol: The Grey Mare in Chorrol
* Imperial City Elven Gardins district: Luther Broad's Boarding House (Luther Broad)
* Leyawiin: Five Claws Lodge (Witseidutsei)
* Skingrad: Two Sisters Lodge (Mog gra-Mogakh)
All if the publicans are made essential by a script when the mod is activated, since they are the only ones that you can talk to about the quests. All NPCs, creatures, and items have specific names, so you'll know you got the right one when you find them.
---ini file options----
Two ini files are provided with this mod. One is for vanilla and the other is for OOO. The vanilla one is read if the 'Oscuro's_Oblivion_Overhaul.esm' file is NOT loaded. Otherwise, it reads the OOO one. They allow you to:
1. set options on or off for the mod
a: Quest Markers on/off
b: Option to allow the player to decline quests you don't want to do
c: Option to just keep the item(s) for retrieval quests
2. set the max number of quests available each week in each city.
3. set the player level and reward amount for the 4 available tiers
All items are set as quest items. If you allow the option to pretend to fail the quest so you can keep the item, the quest flag is turned off and you get a point added to your infamy. If you complete a quest successfully you get a point added to your fame. You get nothing if you decline a quest, and will never get the chance to do it in the future.
You will need to open and read the ini file to see how it works and what you can set. You can modify the one that will be read based on whether you are using OOO or not. By default, the OOO one only differs in the tiers it assigns to each quest, since OOO will likely determine the difficulty of the quest based on its location. The location, ruin inhabitants, and level of the target NPC or creatures is shown in the ini file.
Most of the bounties can be found in dungeons or camps around the city; some (mostly the bounties) are placed in the wilderness, and a few are placed further afield (this was partly due to a limited number of locations, partly to use some dungeons that weren't already covered, and partly just because I felt like it). Except for special cases (noted in the journal entry).
The quests are managed separately for each city. You can only have one quest at a time active per city. Right now, each city has 20 quests. The standard distribution is 10 kill, 6 exterminate, and 4 recovery, but I had to change things up in a few cities because the local dungeons are more heavily weighted toward NPCs or creatures, so it was difficult to get the standard mix.
When you activate the message board in one of the ins, it will select the quests that have not been completed yet and that have a tier level that matches the players current level. You will see a message if you already did the quota for the week, no quests are available for your current level, or you have already done all the quests for that city. Otherwise you will get a quest pop-up for that quest. If you set the ini setting to allow declines, before you actually do the quest, you have the option to decline it by talking to the inn keeper and choosing the dialog to decline it. That quest will be marked as completed and never offered again.
All the meshes have been optimized, and the esp has been cleaned with TES4Edit. GamerRick has also run all textures through Optimizer Textures to ensure they are optimized, resized if too large, and have mipmaps.
==Installation for NON-OOO Users==========
You must install:
1. Data\Bounty Quests.esp
2. Data\ini\Bounty Quests Vanilla.ini
You will get a pop-up message when starting up the game if it cannot file the ini file. It defaults all quests to tier 1. It doesn't matter if you install the OOO ini file, because it only looks for the vanilla one if the OOO ESM file is not loaded.
The load order is likely not important as this mod creates its own NPCs, Creatures, and items and adds them to various locations in Tamrield or the interior of existing ruins. It does not alter any level lists or change what else is at those locations.
==Installation for OOO Users==========
GamerRick has included his OOO patch and his ini settings for OOO.
Patch file: Bounty Quests OOO Patch.esp
This file is required for anyone using OOO or anything else derived from OOO (like FCOM). It is dependent on the following load order:
Oscuro's_Oblivion_Overhaul.esm
(etc)
Bounty Quests.esp
Bounty Quests OOO Patch.esp
You must install:
1. Data\Bounty Quests.esp
2. Data\Bounty Quests OOO Patch.esp
2. Data\ini\Bounty Quests OOO.ini
You will get a pop-up message when starting up the game if it cannot file the ini file. It does not look for the vanilla one as a backup. So installing the vanilla one won't hurt anything, but it is ignored.
==Compatibility/Conflicts==
I've checked everything against Better Dungeons and Snu's, to make sure anything placed in dungeons is okay. There might be conflicts with other mods that alter individual dungeons. There are a few outdoor spawns, but as far as I know, it doesn't conflict with the UL mods.
==Changelog==
v2.0
* Complete rewrite by GamerRick of the quest mechanics and addition of an ini file.
v1.4
* Fixed a few bugs with the Anvil item recovery quests.
v1.3 (4 Mar 2017)
* More bugfixes.
v1.2 (27 Feb 2017)
* Fixed a bug where you couldn't collect a reward.
* Fixed a few other minor bugs.
v1.1 (21 Jan 2017)
* Fixed a bug with the Bounty Topic not being added after you acquire a bounty.
==Licensing/Legal==
All the resources (except for the blue glass armor) are modder's resources and free to use - see the individual descriptions for more details. The contents of this mod are also free to modify and use, as long as you give me credit.
==Credits==
I owe thanks to all the people named below for their resources, along with:
* Snazzy CM for helping find the bugs in my script (again).
* FantasyNameGenerators.com - an awesome site, and the source of all my NPC names.
==Resources Used==
* ALAnonim's Resource Goblin Black by ALAnonim
* Ayleid Katana by InsanitySorrow
* Ayleid Potion by Brutal7
* Blue Glass Armor by gep (used with permission)
* Dan's Mystic Imp by Takark
* Diverse Will-o'-Wisps by Vacuity
* Frost Troll Retexture by trollberserker
* GP Desert Wind by Petrovich
* Great White Shark by Ladida
* Lady Nerevar's Paper Goods by Lady N
* Loreless Creaure Pack by Phitt
* Meo's Ayleid Clutter by Meo
* Nordic Armory Improved by Medtech
* Piranha and Puppy Resource by Elbethien
* RealSwords Goblin by waalx
* Sinblood Necrostaff by Sinblood
* Skyrim for Oblivion Project by Various: http://www.nexusmods.com/oblivion/mods/26339/
* Spider Creature by Malo and elveon
* Strotis Buyable Daedric Statues by stroti
* Troll's Various Animal and Monster Retextures by Troll Berserker
* White Welkynd Stones by KittenRain
* Xiamara's Teddy Bears by Xiamara