User talk:SerCenKing/Archive-2011-06

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This is an archive, please don't post messages here. Post them on my talk page instead.


New Images Wanted Page[edit]

Hey SerC! Just wanted to point your attention towards this page. It will grow tremendously in the next couple of days, so I thought I'd give you the heads up. --Krusty 23:26, 8 June 2011 (UTC)

Quick note on Schedule exceptions[edit]

Hey SerC! Just wanted to pass on a quick note about the “exception” for the many worshippers at the Sacellum, before I forget. While I was testing Bolwing yesterday, I found that he didn’t stop praying after The Cold Flame of Agnon (I was copy/pasting your exception from Big Head’s page, out of laziness), but instead stopped the moment you choose if you want to kill Syl or Thadon, thus initiating Ritual of Mania or Dementia. He simply left the Sacellum when the quest initiated – so I went with “between Ritual of Accession and Retaking the Fringe”. In time, we should probably go through all the worshippers and make sure we are consistent, IF my observations are correct of course. ;) --Krusty 15:27, 14 June 2011 (UTC)

Ok, I think I got confused: it doesn't happen when SE06 and SE07A and SE07B are running, rather than or. That might be the reason why it stops then but I suggest you get a second opinion on this as I'm quite tired today :S Also, I've checked all of the SI place pages you've done and written up all the non-quest-related ones too. Hopefully this week I'll get them all down, although my recent re-discovery of Star Wars Battlefront II is taking time away XD --SerCenKing Talk 15:38, 14 June 2011 (UTC)
Sounds good! I'm crawling through my insane NPCs and I'm halfway through the HARD ones - should be finished with them in a week or something. By the way, when you are going through Pinnacle Rock take a quick note on all the initially locked gates (all of them opened with the usual cyan dots) - I can't decide whether or not these gates belong on the map. I'll leave that up to you. ;) --Krusty 15:48, 14 June 2011 (UTC)

Removed a Valid Post[edit]

Palonirya at the divine elegance sells the red velvet outfit so why did you remove my note? --Manic 17:52, 14 June 2011 (UTC)

Ok I admit my edit summary was quite cryptic ;) Basically what I meant is that, if I'm interpreting the CS correctly, Palonirya is not guaranteed to sell you one, as her wares are selected at random for a set of upper class clothing. --SerCenKing Talk 07:41, 15 June 2011 (UTC)

Nanette Don[edit]

Okay, this is very confusing, but there’s not much more for me to do with Nanette. The page needs some kind of bug description, although I have no idea what to write. I have now completed everything, added all dialogue and tweaked a whole lot – but your age-old concern (found here) still causes a few problems. I made a post on Rpeh’s talk page here explaining my thoughts and stuff – but you can probably figure out a thing or two as well. As far as I’m concerned, the Xaselm schedule is, if not completely well-written, finished. The lack of food, her strange summoning and the fact that she freezes after that package is activated probably needs a bug note – or two. Still, in-game check is done and page is, as far as I'm concerned, finished – let me know if there’s anything I can do to help. --Krusty 20:34, 14 June 2011 (UTC)

Dunroot Burrow[edit]

Quick question; the Felldew-Elytra's are listed as "non-respawning" in all the sections - that is incorrect, yes? --Krusty 08:41, 15 June 2011 (UTC)

Hmmm, to be honest leveled lists are not my strong point. I think they do respawn, just like necromancer or bandit leveled lists respawn but I'm not 100%. --SerCenKing Talk 09:59, 15 June 2011 (UTC)
I just went through the place with the Main Quest completed, and they were all back and filled with drugs. Still, it's probably a good idea to cross-check it before removing the non-respawning info. --Krusty 13:37, 15 June 2011 (UTC)
Yeah, I guess. Although leveled lists generally do respawn.... but anyway ;) I'll see if I can do Aichan today. --SerCenKing Talk 13:42, 15 June 2011 (UTC)
Ah, Aichan. Make sure to snap an image of that giant trap-filled room with all the Statues! --Krusty 13:56, 15 June 2011 (UTC)

Rotten Den layout[edit]

Hey there! I just noticed that you removed the floating table making the statue image appear next to the exterior map. Right now, I'm looking at a completely empty page with a small map and an image of a statue, on top of each other, both located in the right side of the screen and without any useful information whatsoever. I suggest that we either use the floating table - or remove the image completely; as of now, it looks really bad. --Krusty 12:31, 16 June 2011 (UTC)

Yes, that was a very stupid mistake on my part. The float table format is obsolete for exterior maps + key, since we can just stick "|right|" in an make them align one on top of the other. I assumed it was for that and didn't notice the effect. Now that I look at it, I'll try to get a 4:3 version asap as well as a new image for the scalon statue and the Aichan one you wanted. --SerCenKing Talk 12:41, 16 June 2011 (UTC)
Also, I've just checked Cann and tried moving the intro text after the description (like here) rather than in the first zone. What do you think? --SerCenKing Talk 14:05, 16 June 2011 (UTC)?
(edit conflict) Ah okay, I figured it was some kind of mistake. Btw, I really think you delete too much information from the pages. This whole SIRP project is about making the Isles fun and interesting, and avoid what appears to be a common UESP-syndrome anno 2008: "Let's-just-get-this-boring-ruin-covered" or "solve-this quest-without-any-effort-or-fun"-descriptions. Like I told you a while back, I tend to ramble a bit, so just throw that in the bin - but making the walkthroughs too short and "find-it-yourself"-like, using too much formal language, will just scare people away from exploring the ruin or reading through the page. At least do me a favor; keep a little "love" in there - that is why I spent at least two real-life days on each cave: it was an attempt to keep them consistent with the upcoming in-depth quest pages and the detailed work we do for the OBNPCRP - otherwise, the place pages will have to be redesigned once again in a few years, because they will fall flat when compared to the other pages. Ah well, you're in charge of this category - I just had to get it off my chest. :) --Krusty 14:21, 16 June 2011 (UTC)
Yeah, I kind I realized looking through the pages I did today that I'd gone a bit over the top ;) Today I'm in a "cut-everything" mood (try translating tonnes of long, complex and verbose Italian sentences into English for 4 days!) so I'll give them all a second look tomorrow with a more "loving" eye :) --SerCenKing Talk 14:30, 16 June 2011 (UTC)
So glad to hear that - mostly because you just deleted an entire real-life week of work in three hours. ;) When I started writing the SI place pages a long time ago, I took a look at Xedilian and Xeddefen for inspiration - they're detailed (without too much rambling) and contains suggested routes and strategies for killing opponents; in short: The loooove.... :D --Krusty 14:45, 16 June 2011 (UTC)
Ok so I'm going to start taking another look at the pages I did yesterday. Personally, I feel like Xavara is perfect: informative and detailed without any rambling. What do you think? Should I use that as a template for the other ones? --SerCenKing Talk 07:57, 17 June 2011 (UTC)
Xavara is actually really good (although I miss the hidden chest north of R a bit, but nevermind - thats the old Tomb Raider speaking) - it gives a good overview without being too "cold", and stuff like "the nasty trap" and the silver dagger adds a bit of spice. Which reminds me of the sentence "High above ground, on the southern wall of the central room, is a statue covered with ten withering moons which is inaccessible due to its location under the ceiling." from Xedeffen - I never saw that statue before I checked your walkthrough and it is easily missed - and it is details like that I think we should add, if possible.
To answer your question about the background info (Lore, even?) on place pages like Cann: I'm really split where we should put it - I kindda like where you put it in your recent edit, but we should make sure to follow up on the info in the walkthroughs themselves (e.g. the arena and substratum where everything took place); when we for once have a story to tell, we might as well do it, just with a few sentences. Interestingly, a Lore page was recently created for The Howling Halls and that was a nice initiative; maybe we can make the place and Lore pages work a bit together, in time even make lore pages for places like Fain, Brellach ect ect?  :) --Krusty 08:15, 17 June 2011 (UTC)

() Perfect, I'll get going then. Yes that Howling Halls page is a very good idea; if we do decide to make others I suggest Pinnacle, Brellach, Cann, Ebrocca and Vitharn. All of these places have extensive background info so it would be cool to make a Lore page for them. --SerCenKing Talk 08:27, 17 June 2011 (UTC)

Agreed (I actually mixed up Brellach and Ebrocca) - that way, we can stick with a few interesting sentences, and maybe even create a link to the Lore page in the notes section. I'm not sure about Fain, but it's a really odd ruin,so maybe include that as well. I'll try to get hold of Kalis Agea, just to see what he thinks. Vitharn is a really cpmplex one, though, with its mixture of settlement, ruin and extensive Lore... Oh, and I'm thinking about adding the Fountainhead to a Sandbox, just to see if I can get some writing done (haven't got a clue how it should be done, though) - better get started while we have the energy! ;) --Krusty 08:45, 17 June 2011 (UTC)
Yup, Fain is also quite interesting, let's add that to the list. With regards to the fountainhead, I suggest we proceed like you did for the Gardens of Flesh and Bone: it would be a nightmare to describe every single route to every single chest, when most people are there to kill the priests and get the shards. I suggest you follow the gnarls that open the "ordered" doors and describe that route. --SerCenKing Talk 08:48, 17 June 2011 (UTC)
I'll give it a shot when I'm done with Sickening Bernice - I have this idea about making the Fountainhead page a bit too "much" for starters; that way, Dlarsh can take what he wants for the quest page and we can shorten the place page afterwards. We'll see how it goes, but there will probably be a few questions along the way (like; how will the Gnarls move; how many seconds will a root door stay open; stuff like that). I'll get busy with Bernice now. She is more of a nightmare than I ever thought possible. --Krusty 08:55, 17 June 2011 (UTC)

The Fountainhead[edit]

Hey SerC! I somehow managed to draft the entire Fountainhead (and I hate Gnarls!) – its all in my Sandbox and I would like you to read through it. As promised, the information is pretty extensive – but on the other hand, writing a walkthrough for that insane place is merely impossible without explaining what’s going on. The idea was to make our esteemed Quest Leader, Dlarsh, read through it as well and pick whatever he can use –and hopefully, we can make the place page and quest page work together somehow. Feel free to tweak the text, but do not cut out too much before I get a hold of Dlarsh. Also, here is a few nice little tasks we (read: you ;) have to do before launch:

  • I honestly believe that all three maps should be redone; the map markers looks faded and the maps for the two Pool zones should mark the possible location for Syl or Thadon.
  • When reading through the text, consider where this information can be squeezed in:
    • The longer you wait, the more the Gnarls will infect the place, closing doors and Hollowed Stumps.
    • How does the Chrysalis things work? The original page says they can be re-activated every 60 seconds, but that is a lie. Try the CS for info?
    • The remaining Priests will still be alive after the Main Quest, but will not respawn. So basically, the surviving priests will still be hostile when you are supposed to “explore the place peacefully”.
    • The introductory text for the two Pool zones could probably be better; see if you can think of something.
    • The image description for the sole interior image is a bit wrong; that is the plateau where you will find Syl or Thadon. Is an empty plateau relevant?

Anyway, it was a bastard to write, but I hope you like the way I solved the first, hellish zone. Not so much a walkthrough, merely an explanation as to what is going on with some (hopefully helpful) advice. I’ll stay away from the Roots for a bit now – but please, let me hear what you think and tweak all you want. --Krusty 14:27, 18 June 2011 (UTC)

Just checking if you forgotten about this? If you don't want to work on it right now, just let me know - then I'll simply launch the entire page (to get it recorded) and add cleanup-tags to all three maps. Also, remember the Nanette Don issue a few threads above. --Krusty 00:08, 22 June 2011 (UTC)
Ok, yes I totally didn't see this! ;) I'll take a look today and try to answer as many of those questions as possible. --SerCenKing Talk 07:21, 22 June 2011 (UTC)
Right, so a few "todays" later, here are a few answers:
  • I'll get to work on that. Redoing the whole map would be a bitch, so I'll just go over the faded markers with more colorful versions
    • Ok, I'm not too sure what you mean here. Don't the Gnarls open doors and hollowed stumps? Perhaps I haven't stuck around enough to notivce
    • Hmm, this is a seriously complex script. The "timer" for respawning a gnarl is 30, I don't know if it's seconds or what. It also appears that it checks if the gnarl you spawned before is dead or at least not anywhere near.
    • Yes, that's correct
    • I gave it a go for the Pool of Mania, but honestly, it's quite good as it is
    • I guess a pic with Thadon would be more interesting, I'll see if I can get it + a similar one for Syl
--SerCenKing Talk 11:07, 26 June 2011 (UTC)
Don't worry too much about the maps - they are actually "okay", if not a bit faded here and there. Also, I'm having second thoughts about marking Syl/Thadon - that would force us to explain the complexity of the whole thing in the item list, so I'm not sure! Your choice! :D
  • "Evil" Gnarls close the doors and "good" Gnarls open them. When you arrive, it is actually possible to run all the way through to one of the exits - because the Evil Gnarls haven't touched them yet. Also, I have yet to see a good Gnarl "cure" a hollowed stump. I don't think it is possible.
  • I'm pretty sure that you have to kill the new Gnarl before the Chrysalis'es will produce another one. Haven't tested it, though.
A complex and mean-spirited one to write - but it feels god to get it out of the way! --Krusty 11:22, 26 June 2011 (UTC)

The Lore of the Isles[edit]

Hey SerC! As a follow-up on our discussion about Lore articles for the Isles, I asked Kalis Agea to act as leader of a brand new Lore entry of the SIRP page (the whole talk and links to some some brilliant new SI-Lore pages can be found here). Now, it is a simple matter of setting up the category on the SIRP page and name Kalis leader. I thought you should do it, though –as project leader and everything…. ;) --Krusty 08:09, 19 June 2011 (UTC)

Nevermind, I'm going to add the Cat myself so we can get busy. :) --Krusty 11:31, 19 June 2011 (UTC)
Yup that's great news! Go ahead with it :) --SerCenKing Talk 11:50, 19 June 2011 (UTC)
Done - at least as a draft! Can you take a look and see if I did anything wrong (except for alphabetizing). Also, if there are other existing SI Lore pages, they should be added. --Krusty 11:53, 19 June 2011 (UTC)