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White River - Tools of Citizenship Quests 1.2 & Multiple Languages


ShoudenKalferas

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Currently getting an error when handing in the "Reward of Deschain's Revolver":

NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.TryNextComplete () [0x00063] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.BtnAccept_OnPress (XUiController _sender, System.Int32 _mouseButton) [0x00101] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnPressed (System.Int32 _mouseButton) [0x0000e] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.Pressed (System.Int32 _mouseButton) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiView.OnClick (UnityEngine.GameObject _go) [0x0003f] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at UIEventListener.OnClick () [0x0001c] in <a66e9d80326b43a3b1080261ae76f4a0>:0 
UnityEngine.GameObject:SendMessage(GameObject, String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessRelease(Boolean, Single)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:ProcessEvents()
UICamera:Update()


NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.OnOpen () [0x00014] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnOpen () [0x00017] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.OnOpen () [0x0007d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiWindowGroup.OnOpen () [0x00006] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (GUIWindow _w, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x000d0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (System.String _windowName, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x0004d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at EntityTrader.ActivateTrader (System.Boolean traderIsOpen) [0x00140] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at NetPackageTraderStatus.ProcessPackage (World _world, GameManager _callbacks) [0x0007b] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection, ClientInfo _clientInfo) [0x000f0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.Update () [0x00178] in <6d1a8548522e46dc83d70764cc5f4032>:0 


Edit: I can only claim the reward if the F1 menu is open; Reward menu only show's a treasure map that you don't get after you claim reward.

Edited by Rheyner (see edit history)
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So,, i just have a suggestion for another weapon :

Ash's Shotgun 

 

there needs to be more shotguns.. whenever people make weapon packs they go overboard on all the other weapons but the shotgun is usually the one least looked at.

So,, i just have a suggestion for another weapon :

Ash's Shotgun 

 

there needs to be more shotguns.. whenever people make weapon packs they go overboard on all the other weapons but the shotgun is usually the one least looked at.

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7 hours ago, Rheyner said:

Currently getting an error when handing in the "Reward of Deschain's Revolver":

NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.TryNextComplete () [0x00063] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.BtnAccept_OnPress (XUiController _sender, System.Int32 _mouseButton) [0x00101] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnPressed (System.Int32 _mouseButton) [0x0000e] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.Pressed (System.Int32 _mouseButton) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiView.OnClick (UnityEngine.GameObject _go) [0x0003f] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at UIEventListener.OnClick () [0x0001c] in <a66e9d80326b43a3b1080261ae76f4a0>:0 
UnityEngine.GameObject:SendMessage(GameObject, String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessRelease(Boolean, Single)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:ProcessEvents()
UICamera:Update()


NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.OnOpen () [0x00014] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnOpen () [0x00017] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.OnOpen () [0x0007d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiWindowGroup.OnOpen () [0x00006] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (GUIWindow _w, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x000d0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (System.String _windowName, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x0004d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at EntityTrader.ActivateTrader (System.Boolean traderIsOpen) [0x00140] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at NetPackageTraderStatus.ProcessPackage (World _world, GameManager _callbacks) [0x0007b] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection, ClientInfo _clientInfo) [0x000f0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.Update () [0x00178] in <6d1a8548522e46dc83d70764cc5f4032>:0 


Edit: I can only claim the reward if the F1 menu is open; Reward menu only show's a treasure map that you don't get after you claim reward.

The error is in this block from quests.xml

<quest id="+Reward of Deschain's Revolver">
      <property name="name_key" value="questreward_toc_desch_name"/>
      <property name="subtitle_key" value="questreward_toc_desch_subtitle"/>
      <property name="description_key" value="questreward_toc_desch_description"/>
      <property name="icon" value="ui_game_symbol_map_trader"/>
      <property name="repeatable" value="false"/>
      <property name="category_key" value="quest"/>
      <property name="difficulty" value="easy"/>
      <property name="offer_key" value="questreward_toc_desch_offer"/>
      <property name="statement_key" value="questreward_toc_desch_statement"/>
      <property name="response_key" value="questrewarddialog_toc_desch"/>
      <property name="group_name_key" value="quest_toc_desch_group"/>
      <property name="shareable" value="false"/>
      <property name="completiontype" value="TurnIn"/>
      <property name="reward_choices_count" value="3"/>
      <objective type="ReturnToNPC">
        <property name="phase" value="2"/>
        <property name="nav_object" value="return_to_trader"/>
      </objective>
      <objective type="InteractWithNPC">
        <property name="phase" value="3"/>
        <property name="nav_object" value="return_to_trader"/>
      </objective>
      <reward type="SkillPoints" value="1"/>
      <reward type="Exp" value="1500"/>
      <reward type="LootItem" id="groupQuestcasinoCoinT2" value="1"/>
      <reward type="Item" id="questitem_toc_citizencard_name" value="1"/>
      <reward type="Item" id="questitem_citizen_completion_ticket" value="1"/>
      <reward type="LootItem" id="groupWhiteRiverTOCDeschain" value="1" isfixed="true"/>
      <reward type="LootItem" id="groupWhiteRiverTOCDeschainAmmo" value="1" isfixed="true"/>
      <reward type="LootItem" id="groupTreasureMaps" ischosen="true" isfixed="true" value="1"/>
      <reward type="LootItem" id="groupQuestT3RangedMods" ischosen="true" value="1"/>
      <reward type="LootItem" id="groupQuestT2HeavyArmorBonus" ischosen="true" value="1"/>
      <reward type="LootItem" id="groupQuestT2LightArmorBonus" ischosen="true" value="1"/>
    </quest>

The two loot items I have highlighted red do not exist in the games, those need to be removed or replaced with something else. 

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9 hours ago, Rheyner said:

I noticed neither of the Bear Grylls quests give a rally point (Head to Rally Point: - - ). I'm currently using all of the Project Z mods with the New York Undead One B Map. Hopefully this can help fix the problem with it.

Also with the "Spirit of Vengeance" Is the vehicle un-craftable? I can't see it on the workbench.

Edit: I'm not using any of the Snufkin's Server Side Zombies or Vehicles.

Bear Grylls seems to work for me in singleplayer but not on dedicated servers. Players are getting no rally point.

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2 hours ago, RippedWarrior said:

Bear Grylls seems to work for me in singleplayer but not on dedicated servers. Players are getting no rally point.

yeah on dedicated server side it doesn't spawn rally point. Maybe it could be to find a normal bear then a zombie bear instead of rally point?

 

2 hours ago, RippedWarrior said:

The error is in this block from quests.xml

<quest id="+Reward of Deschain's Revolver">
      <property name="name_key" value="questreward_toc_desch_name"/>
      <property name="subtitle_key" value="questreward_toc_desch_subtitle"/>
      <property name="description_key" value="questreward_toc_desch_description"/>
      <property name="icon" value="ui_game_symbol_map_trader"/>
      <property name="repeatable" value="false"/>
      <property name="category_key" value="quest"/>
      <property name="difficulty" value="easy"/>
      <property name="offer_key" value="questreward_toc_desch_offer"/>
      <property name="statement_key" value="questreward_toc_desch_statement"/>
      <property name="response_key" value="questrewarddialog_toc_desch"/>
      <property name="group_name_key" value="quest_toc_desch_group"/>
      <property name="shareable" value="false"/>
      <property name="completiontype" value="TurnIn"/>
      <property name="reward_choices_count" value="3"/>
      <objective type="ReturnToNPC">
        <property name="phase" value="2"/>
        <property name="nav_object" value="return_to_trader"/>
      </objective>
      <objective type="InteractWithNPC">
        <property name="phase" value="3"/>
        <property name="nav_object" value="return_to_trader"/>
      </objective>
      <reward type="SkillPoints" value="1"/>
      <reward type="Exp" value="1500"/>
      <reward type="LootItem" id="groupQuestcasinoCoinT2" value="1"/>
      <reward type="Item" id="questitem_toc_citizencard_name" value="1"/>
      <reward type="Item" id="questitem_citizen_completion_ticket" value="1"/>
      <reward type="LootItem" id="groupWhiteRiverTOCDeschain" value="1" isfixed="true"/>
      <reward type="LootItem" id="groupWhiteRiverTOCDeschainAmmo" value="1" isfixed="true"/>
      <reward type="LootItem" id="groupTreasureMaps" ischosen="true" isfixed="true" value="1"/>
      <reward type="LootItem" id="groupQuestT3RangedMods" ischosen="true" value="1"/>
      <reward type="LootItem" id="groupQuestT2HeavyArmorBonus" ischosen="true" value="1"/>
      <reward type="LootItem" id="groupQuestT2LightArmorBonus" ischosen="true" value="1"/>
    </quest>

The two loot items I have highlighted red do not exist in the games, those need to be removed or replaced with something else. 

I changed it; thanks!

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4 hours ago, RippedWarrior said:

Bear Grylls seems to work for me in singleplayer but not on dedicated servers. Players are getting no rally point.

For both Bear Grylls quests I messed around with them for a bit with different tier of knuckles, with and without mods etc and it didn't work.
I then edited it so it was only to kill a bear without a rally point. Even after killing a bear it didn't work (Stayed at 0/1).. even with adding a check="false" to the item requirement

Maybe someone knows where I went wrong for this one to work:

<quest id="+Initiate Quest For Bear Grylls Iron Knuckles">
<property name="name_key" value="initiatequest_toc_claws_name"/>
<property name="subtitle_key" value="initiatequest_toc_claws_subtitle"/>
<property name="description_key" value="initiatequest_toc_claws_description"/>
<property name="icon" value="ui_game_symbol_zombie"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="difficulty" value="easy"/>
<property name="offer_key" value="initiatequest_toc_claws_offer"/>
<property name="statement_key" value="initiatequest_toc_claws_statement"/>
<property name="response_key" value="initiatequestdialog_toc_claws"/>
<property name="group_name_key" value="initiatequest_toc_claws_group"/>
<property name="shareable" value="false"/>
<property name="reward_choices_count" value="1"/>

<objective type="FetchKeep" id="resourcePaper" value="1" phase="1"/>
<objective type="FetchKeep" id="resourceForgedIron" value="100" phase="1"/>

<objective type="EntityKill" id="animalBear" value="1" phase="2">
<property name="nav_object" value="kill"/>
</objective>

<requirement type="Quests.Requirements.Holding" id="meleeWpnKnucklesT1IronKnuckles" phase="2" check="false"/>
<reward type="Item" id="initiateschemitem_toc_claws_name" value="1"/>
<reward type="Item" id="questitem_toc_declaration_name" value="1"/>
<reward type="Item" id="questitem_initiate_completion_ticket" value="1"/>
<reward type="Item" id="modMeleeClubBurningShaft" ischosen="true" count="1"/>
<reward type="Item" id="casinoCoin" value="560"/>
<reward type="Exp" value="1000"/>
</quest>



But in the end I changed some localizations and also how the quests work to the following (Works now on the dedicated server)


 

<quest id="+Initiate Quest For Bear Grylls Iron Knuckles">
  <property name="name_key" value="initiatequest_toc_claws_name"/>
  <property name="subtitle_key" value="initiatequest_toc_claws_subtitle"/>
  <property name="description_key" value="initiatequest_toc_claws_description"/>
  <property name="icon" value="ui_game_symbol_zombie"/>
  <property name="repeatable" value="true"/>
  <property name="category_key" value="quest"/>
  <property name="difficulty" value="easy"/>
  <property name="offer_key" value="initiatequest_toc_claws_offer"/>
  <property name="statement_key" value="initiatequest_toc_claws_statement"/>
  <property name="response_key" value="initiatequestdialog_toc_claws"/>
  <property name="group_name_key" value="initiatequest_toc_claws_group"/>
  <property name="shareable" value="false"/>
  <property name="reward_choices_count" value="1"/>

 

  <objective type="FetchKeep" id="resourcePaper" value="1" phase="1"/>
  <objective type="FetchKeep" id="resourceForgedIron" value="100" phase="1"/>
  <objective type="FetchKeep" id="meleeWpnKnucklesT1IronKnuckles" value="1" phase="1"/>
    
  <reward type="Item" id="initiateschemitem_toc_claws_name" value="1"/>
  <reward type="Item" id="questitem_toc_declaration_name" value="1"/>
  <reward type="Item" id="questitem_initiate_completion_ticket" value="1"/>
  <reward type="Item" id="modMeleeClubBurningShaft" ischosen="true" count="1"/>
  <reward type="Item" id="casinoCoin" value="560"/>
  <reward type="Exp" value="1000"/>
</quest>


Same changes got made for the Steel Knuckles. It'll be our temp dedicated fix for now.
Edit: When completing the quest after making my changes it doesn't remove items from inventory. This is intended.

Edited by Rheyner (see edit history)
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12 hours ago, Rheyner said:

Currently getting an error when handing in the "Reward of Deschain's Revolver":

NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.TryNextComplete () [0x00063] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.BtnAccept_OnPress (XUiController _sender, System.Int32 _mouseButton) [0x00101] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnPressed (System.Int32 _mouseButton) [0x0000e] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.Pressed (System.Int32 _mouseButton) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiView.OnClick (UnityEngine.GameObject _go) [0x0003f] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at UIEventListener.OnClick () [0x0001c] in <a66e9d80326b43a3b1080261ae76f4a0>:0 
UnityEngine.GameObject:SendMessage(GameObject, String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessRelease(Boolean, Single)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:ProcessEvents()
UICamera:Update()


NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.OnOpen () [0x00014] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnOpen () [0x00017] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.OnOpen () [0x0007d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiWindowGroup.OnOpen () [0x00006] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (GUIWindow _w, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x000d0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (System.String _windowName, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x0004d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at EntityTrader.ActivateTrader (System.Boolean traderIsOpen) [0x00140] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at NetPackageTraderStatus.ProcessPackage (World _world, GameManager _callbacks) [0x0007b] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection, ClientInfo _clientInfo) [0x000f0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.Update () [0x00178] in <6d1a8548522e46dc83d70764cc5f4032>:0 


Edit: I can only claim the reward if the F1 menu is open; Reward menu only show's a treasure map that you don't get after you claim reward.

This is fixed in the release candidate version I posted yesterday.

5 hours ago, Keef DGAF said:

So,, i just have a suggestion for another weapon :

Ash's Shotgun 

 

there needs to be more shotguns.. whenever people make weapon packs they go overboard on all the other weapons but the shotgun is usually the one least looked at.

So,, i just have a suggestion for another weapon :

Ash's Shotgun 

 

there needs to be more shotguns.. whenever people make weapon packs they go overboard on all the other weapons but the shotgun is usually the one least looked at.

Noted and added to To-Do list! And, I agree. :) Nice suggestion, could really have some fun with this one

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I really appreciate the extra information on the Bear Grylls quest's rally point. I had noticed similar but hadn't had the time to take it to the extent of narrowing it down to specifically working single player but not dedicated servers. That's really disappointing as Spirit of Vengence has basically the same rally point code. would appreciate any comparison ya'll could make to that quest at least to confirm you are seeing the same behavior.

The vanilla game doesn't have many rally point examples that don't use a POI to trigger. I even tried rewriting it as a gameevent but that also didn't fix it. If someone has any other quest code they are aware of that is working with a rally point, please share.

I suppose I could change the quest to work similar to how some other ones work.. maybe give the player a map to go dig something up, which has maybe a quest starter item/paper. Maybe I could find some kind of item that looks like a whistle and could call it the bear whistle which when used spawns the bear to kill. I think this kind of methodology would work for it. Since ya'll have helped me confirm that this is a dedicated server issue (which is why I wasn't catching it on my local testing), I'll see what else I can come up with to do away with these rally points that are being problematic.

Edited by ShoudenKalferas (see edit history)
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15 minutes ago, ShoudenKalferas said:

I really appreciate the extra information on the Bear Grylls quest's rally point. I had noticed similar but hadn't had the time to take it to the extent of narrowing it down to specifically working single player but not dedicated servers. That's really disappointing as Spirit of Vengence has basically the same rally point code. would appreciate any comparison ya'll could make to that quest at least to confirm you are seeing the same behavior.

The vanilla game doesn't have many rally point examples that don't use a POI to trigger. I even tried rewriting it as a gameevent but that also didn't fix it. If someone has any other quest code they are aware of that is working with a rally point, please share.

I suppose I could change the quest to work similar to how some other ones work.. maybe give the player a map to go dig something up, which has maybe a quest starter item/paper. Maybe I could find some kind of item that looks like a whistle and could call it the bear whistle which when used spawns the bear to kill. I think this kind of methodology would work for it. Since ya'll have helped me confirm that this is a dedicated server issue (which is why I wasn't catching it on my local testing), I'll see what else I can come up with to do away with these rally points that are being problematic.

For the Bear Grylls you could set it so we need to make bait using Raw Meat + Other Food items for the normal bear to spawn in and Rotting Flesh + Raw Meat + Other Food Items. After a 30 second countdown a Bear/Zombie Bear would appear?

I have an idea for the "Spirit of Vengeance"
A while ago I had this mod where you would get a quest and it would send you to a location to dig up the traders vehicle. Could be a bicycle, minibike or motorbike. Depending on the tier of quest you did would determine how many zombies would spawn around you until you returned the vehicle back to the trader. You could potentially do something similar to this with the "Spirit of Vengeance". You'd fail the quest if the vehicle got too damaged and you'd have to ride the vehicle back to the trader, if the vehicle was put in your inventory.. you'd fail the quest.

Edited by Rheyner (see edit history)
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4 minutes ago, Rheyner said:

For the Bear Grylls you could set it so we need to make bait using Raw Meat + Other Food items for the normal bear to spawn in and Rotting Flesh + Raw Meat + Other Food Items. After a 30 second countdown a Bear/Zombie Bear would appear?

I have an idea for the "Spirit of Vengeance"
A while ago I had this mod where you would get a quest and it would send you to a location to dig up the traders vehicle. Could be a bicycle, minibike or motorbike. Depending on the tier of quest you did would determine how many zombies would spawn around you until you returned the vehicle back to the trader. You could potentially do something similar to this with the "Spirit of Vengeance". You'd fail the quest if the vehicle got too damaged.

I like your suggestion on the food. I'm going to run with that instead of the bear whistle. I don't think we're done anything like that elsewhere in the pack. I'll give you credit in the quest's ModInfo and quest pack credits!

Not sure on the Spirit of Vengeance quest. I'd like to first confirm that others are seeing the rally point issue with that one before I go hacking and slacking at the quest code.

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Hello everyone,

 

I'm encountering an issue in the quest to get Amelia's gyrocopter. I've dug up her coffin, and now I'm being asked to reach a rally point to build a base to fight the wendigo. The problem is that the quest only says "Reach the rally point" but doesn't indicate where it is. I don't see any icon on the map either.

 

Can anyone help me, please? Is this a bug?

 

Best regards

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2 minutes ago, T5corpio said:

Hello everyone,

 

I'm encountering an issue in the quest to get Amelia's gyrocopter. I've dug up her coffin, and now I'm being asked to reach a rally point to build a base to fight the wendigo. The problem is that the quest only says "Reach the rally point" but doesn't indicate where it is. I don't see any icon on the map either.

 

Can anyone help me, please? Is this a bug?

 

Best regards

Solo or dedicated server?

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4 hours ago, ShoudenKalferas said:

I like your suggestion on the food. I'm going to run with that instead of the bear whistle. I don't think we're done anything like that elsewhere in the pack. I'll give you credit in the quest's ModInfo and quest pack credits!

Not sure on the Spirit of Vengeance quest. I'd like to first confirm that others are seeing the rally point issue with that one before I go hacking and slacking at the quest code.

I just tested the Spirit of Vengeance and also the Amelia's Gyrocopter quests on my dedicated server. It seems the quests with the rally point don't want to work.

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47 minutes ago, Rheyner said:

I just tested the Spirit of Vengeance and also the Amelia's Gyrocopter quests on my dedicated server. It seems the quests with the rally point don't want to work.

Appreciate you confirming this for me. I've nearly got a new revision of Bear Grylls which comes with it good news and bad news. The good news is I've got the quest working end to end. Your suggestion to use a crafted bait has worked splendidly, and serves an additional unexpected benefit of providing the player an item they can craft to basically spawn a bear (meat/food). Due to how it works, the player could choose to wait to use the bait until they are in a defensible structure. The bad news is the required changes to this quest we've confirmed is wiping player progression (items on character and player level). So along with the next release will come a recommendation to use it on a new game only.

Oonce I'm done tidying up Bear Grylls, I'll take a look at fixing Spirit of Vengeance and Amelia's with some other methodology than rally points.

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I don't know if anyone else has had this issue, but my husband and I play multiplayer together, and we found that Everdeen's Arrows don't show up as an option on the wheel for Bambi's Killer Compound Bow (both at the citizen level). We haven't tested the veteran bow yet. Also, when I use Everdeen's Arrows on my primitive bow, they appear as invisible except for the fletching part. They're still functional, so it's not a huge deal, but it takes some getting used to trying to aim without being able to see the arrow point. 

Thank you for these awesome quests! 

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1 hour ago, Aggeloi said:

I don't know if anyone else has had this issue, but my husband and I play multiplayer together, and we found that Everdeen's Arrows don't show up as an option on the wheel for Bambi's Killer Compound Bow (both at the citizen level). We haven't tested the veteran bow yet. Also, when I use Everdeen's Arrows on my primitive bow, they appear as invisible except for the fletching part. They're still functional, so it's not a huge deal, but it takes some getting used to trying to aim without being able to see the arrow point. 

Thank you for these awesome quests! 

I took a look at Everdeen's and found some of the meshes needed to be synced back up to vanilla. This is what was causing them to show up invisible. I also double checked that it is showing up on the wheel of both Forest Prince and Bambi's Compound Bow. I'll have release candidate published tomorrow with the changes. Admittedly, I did not find any specific reason why it wouldn't be showing up for you on Bambi's wheel. Being that both the bow and the arrows are custom items, I'm struggling to imagine how another modlet could be conflicting cause this. Are there any errors or warnings in your console log on the server side to give a clue?  I appreciate you taking the time to post to tell me of the problem you've ran into.

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https://github.com/XelaNull/7DTD-WhiteRiver_ToC/archive/refs/tags/WhiteRiverToC-1.0_1.3_rc2.zip

 

Release Candidate 2

 

* Bear Grylls Rework - Utilizes bait now
* Bambi & Everdeen - Mesh fixes and rebalancing to vanilla
* Amelia & Spirit of Vengeance - Switched code up to utilize GotoPOI and require clearing a POI before the mob spawns

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3 hours ago, ShoudenKalferas said:

Appreciate you confirming this for me. I've nearly got a new revision of Bear Grylls which comes with it good news and bad news. The good news is I've got the quest working end to end. Your suggestion to use a crafted bait has worked splendidly, and serves an additional unexpected benefit of providing the player an item they can craft to basically spawn a bear (meat/food). Due to how it works, the player could choose to wait to use the bait until they are in a defensible structure. The bad news is the required changes to this quest we've confirmed is wiping player progression (items on character and player level). So along with the next release will come a recommendation to use it on a new game only.

Oonce I'm done tidying up Bear Grylls, I'll take a look at fixing Spirit of Vengeance and Amelia's with some other methodology than rally points.


Just imagine you gotta escort drive the Spirit of Vengeance from one trader to another (Hugh to Jen for example) and during the trip you have a non-stop onslaught of zombies attacking you and for the Amelia's it could be roughly the same thing but it just can't fly under the context that trader Rekt for example has the wings. Once returned to the correct trader you get the fixed/completed vehicle.

Everyone loves a blood bath :D

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Oh I just had an idea for the Spirit of Vengeance mission and I ran through a bunch of mods and haven't seen any mission under this concept.

You have to enter a facility and the whole mission is based off your Sneak Meter. If you're at 100% Quiet/Sneak then you can walk past the zombies no problem. But If you're too loud or have a light source; it'll cause the zombies to scream which then makes a massive flood of zombies attack you making the mission extremely difficulty. But if you're lucky enough to all Metal Gear Solid with stealth to get in, Get to the roof top or deep under ground, Grab the vehicle and get out without being detected. Ezpz mission complete.

A mission that will actually use the sneak for something :D

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I can answer about everdeen arrows not showing up for bambi bow. I was able to fix it by swapping the red for green below

 

OLD:

 

 <conditional>
    <if cond="mod_loaded('WhiteRiverToC_Bambis_Bow')">
      <append xpath="/items/item[@name='item_toc_bambi_name']/property[@class='Action0']/property[@name='Magazine_items']/@value">,item_toc_earrows_name</append>
      <append xpath="/items/item[@name='eliteitem_toc_bambi_name']/property[@class='Action0']/property[@name='Magazine_items']/@value">,item_toc_earrows_name</append>
       --&gt;
      <append xpath="/items/item[@name='gunBowT1IronCrossbow']/property[@class='Action0']/property[@name='Magazine_items']/@value">,item_toc_ebolts_name</append>
      <append xpath="/items/item[@name='gunBowT3CompoundCrossbow']/property[@class='Action0']/property[@name='Magazine_items']/@value">,item_toc_ebolts_name</append>
    </if>
  </conditional>
 

NEW:

 

<conditional>
    <if cond="mod_loaded('WhiteRiverToolsofCitizenship')">
      <append xpath="/items/item[@name='item_toc_bambi_name']/property[@class='Action0']/property[@name='Magazine_items']/@value">,item_toc_earrows_name,ammoArrowGreekFire</append>
      <append xpath="/items/item[@name='eliteitem_toc_bambi_name']/property[@class='Action0']/property[@name='Magazine_items']/@value">,item_toc_earrows_name,ammoArrowGreekFire</append>
       --&gt;
      <append xpath="/items/item[@name='gunBowT1IronCrossbow']/property[@class='Action0']/property[@name='Magazine_items']/@value">,item_toc_ebolts_name</append>
      <append xpath="/items/item[@name='gunBowT3CompoundCrossbow']/property[@class='Action0']/property[@name='Magazine_items']/@value">,item_toc_ebolts_name</append>
    </if>
  </conditional>

 

EDIT: I just noticed in the Github link above, they are all separate mods. The mod I am using is just one mod, which is why the code above worked.

 

Edited by RippedWarrior (see edit history)
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Bug report: Equipping a burning shaft mod on Bunyans Fire Ax causes a console error and duplicates the burning shaft mod in player inventory. Tested in MP, SP and new world with Toc Mods only.

 


2024-10-01T09:17:55 460.116 INF Time: 7.36m FPS: 59.55 Heap: 2231.0MB Max: 2231.0MB Chunks: 225 CGO: 131 Ply: 1 Zom: 1 Ent: 4 (4) Items: 1 CO: 1 RSS: 4494.8MB
2024-10-01T09:18:06 470.521 WRN [EOS] [LogEOS - Warning] Failed to connect to the backend. ServiceName=[SDKConfig], OperationName=[GetPlatformConfigRoute], Url=[<Redacted>]
2024-10-01T09:18:06 470.620 WRN [EOS] [LogEOS - Warning] SDK Config Platform Update Request Failed, Result Code: EOS_NoConnection, Retrying after 14.432081 seconds
2024-10-01T09:18:07 471.412 ERR [XUi] Error while updating window group 'backpack':
2024-10-01T09:18:07 471.413 EXC Object reference not set to an instance of an object
  at MinEventActionAddPart.Execute (MinEventParams _params) [0x00196] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at MinEffectGroup.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00037] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at MinEffectController.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0001c] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ItemValue.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ItemValue.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00092] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at Inventory.updateHoldingItem () [0x00199] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at Inventory.SetItem (System.Int32 _idx, ItemValue _itemValue, System.Int32 _count, System.Boolean _notifyListeners) [0x00152] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at Inventory.SetSlots (ItemStack[] _slots, System.Boolean _allowSettingDummySlot) [0x00004] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiM_PlayerInventory.SetToolbeltItemStacks (ItemStack[] _itemStacks) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_Toolbelt.UpdateBackend (ItemStack[] stackList) [0x00006] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_ItemStackGrid.HandleSlotChangedEvent (System.Int32 slotNumber, ItemStack stack) [0x0001d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_ItemStack.HandleSlotChangeEvent () [0x0002d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_ItemStack.set_ItemStack (ItemStack value) [0x0003f] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_ItemStack.ForceSetItemStack (ItemStack _stack) [0x00043] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiM_AssembleItem.RefreshAssembleItem () [0x00085] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiM_AssembleItem.AddPartToItem (ItemStack partStack, ItemStack& resultStack) [0x0038e] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_ItemStack.HandleMoveToPreferredLocation () [0x00275] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_ItemStack.Update (System.Single _dt) [0x0021b] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.Update (System.Single _dt) [0x00084] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_Backpack.Update (System.Single _dt) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.Update (System.Single _dt) [0x00084] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.Update (System.Single _dt) [0x00084] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.Update (System.Single _dt) [0x00084] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x00159] in <6d1a8548522e46dc83d70764cc5f4032>:0 
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
XUi:OnUpdateDeltaTime(Single)
XUiUpdater:Update()
XUiUpdateHelper:LateUpdate()

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12 hours ago, ShoudenKalferas said:

I took a look at Everdeen's and found some of the meshes needed to be synced back up to vanilla. This is what was causing them to show up invisible. I also double checked that it is showing up on the wheel of both Forest Prince and Bambi's Compound Bow. I'll have release candidate published tomorrow with the changes. Admittedly, I did not find any specific reason why it wouldn't be showing up for you on Bambi's wheel. Being that both the bow and the arrows are custom items, I'm struggling to imagine how another modlet could be conflicting cause this. Are there any errors or warnings in your console log on the server side to give a clue?  I appreciate you taking the time to post to tell me of the problem you've ran into.

Answer is here I think, it has do with the combined mod - WhiteRiverToC-combined
 

https://community.7daystodie.com/topic/12269-white-river-tools-of-citizenship-quests-12-multiple-languages/?do=findComment&comment=573045

 

Edited by RippedWarrior (see edit history)
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