egik152 Posted September 3, 2023 Share Posted September 3, 2023 there is a similar mod where the problem with quests is solved. Look at the code, maybe it will be suitable for fixing this mod. Name - Zombie Inc Apocalyptic Jobs. 1 Link to comment Share on other sites More sharing options...
7DaystoDie.JP Posted September 3, 2023 Share Posted September 3, 2023 Hello @egik152, Thank you for the information. it seems it is server side mod and it can be worked. I will try to reach author to get permit to use this mods. Link to comment Share on other sites More sharing options...
7DaystoDie.JP Posted September 4, 2023 Share Posted September 4, 2023 Fixed quest name Fixed the followings. WhiteRiverToC_Spirit_of_Vengence: Revised vehicle and temorary assigned quest zombie. WhiteRiverToC_Amelias_Gyrocopter: Revised vehicle and temorary assigned quest zombie. WhiteRiverToC_Bambis_Bow : Added. (Sorry it was missing in previous release) Note: We fixed all of quest name so please overwrite all of files to previous version. Downloadhttps://github.com/7DTD-JP/WhiteRiverToC_Rebuilt/releases/tag/v1.0.1 Link to comment Share on other sites More sharing options...
Paixetamour Posted September 6, 2023 Share Posted September 6, 2023 I have problem with adventure quest with this mod installed. Nearly all of the quests are replaced by whire river quests. How i can fix this issue ? https://imgur.com/a/43Ojhvr Link to comment Share on other sites More sharing options...
arramus Posted September 6, 2023 Share Posted September 6, 2023 Adventure Quest uses a .dll Harmony Patch. It appears to be searching for all available quests, and that will include from this mod. Contact the Adventure Quest creator and explain the issue. Maybe they can filter quests to not include from other quest mod packs. This mod cannot fix your issue as it's a simple, although sophisticated, xml mod that just adds new things to the game on top of what exists. Adventure Quest makes deeper changes to the game code, and that is where help should be sought. 1 Link to comment Share on other sites More sharing options...
Paixetamour Posted September 6, 2023 Share Posted September 6, 2023 32 minutes ago, arramus said: Adventure Quest uses a .dll Harmony Patch. It appears to be searching for all available quests, and that will include from this mod. Contact the Adventure Quest creator and explain the issue. Maybe they can filter quests to not include from other quest mod packs. This mod cannot fix your issue as it's a simple, although sophisticated, xml mod that just adds new things to the game on top of what exists. Adventure Quest makes deeper changes to the game code, and that is where help should be sought. I will. Thank you very much for the detailed explanation. Link to comment Share on other sites More sharing options...
Dagger Digwillow Posted July 30 Share Posted July 30 Any chance of an update for V1.0? Link to comment Share on other sites More sharing options...
ALo Posted August 1 Share Posted August 1 (edited) ShoudenKalferas any plans to update for v1.0? if not i can put a fork on git if you would prefer. ive been reviewing everything and have 90% done already. so far it loads no errors, bu there's always those little things that dont work properly until tested. your code has a GNU license, but my only interest in this is to bring the mod to v1.0 for the sake of the modding community. anyway, let me know what you'd like to do. Edited August 1 by ALo (see edit history) Link to comment Share on other sites More sharing options...
ShoudenKalferas Posted August 19 Author Share Posted August 19 (edited) Thank you JP for carrying the torch forward while I was away. And THANK YOU ALo and ArkAngel (who are both now official GitHub collaborators) for picking up JP's work and doing almost all of the heavy lifting to bring the modlet pack up to v1.0 compatibility. We expect that we should be releasing a 1.0 version very soon. Edited August 19 by ShoudenKalferas (see edit history) 3 Link to comment Share on other sites More sharing options...
ShoudenKalferas Posted September 14 Author Share Posted September 14 1.0 release posted! Hope ya'll enjoy. As usual, if you have any issues please post! 1 Link to comment Share on other sites More sharing options...
Ganeshakw Posted September 14 Share Posted September 14 Are there any changes, new quests etc ? Like your Mod. Whenever there are tough Zs in the beginning, your mod helps. 👍 Link to comment Share on other sites More sharing options...
ShoudenKalferas Posted September 14 Author Share Posted September 14 This was more or less a "compatibility" release just to get it up to 1.0 standards. There's a variety of smaller things here and there that are not perfect or the way they used to be. But this release should be fully playable functionally. Between the changes JP made previously, the changes ALo & Arkangel made, and the changes I made for this release: I clocked over 1,000 changes across almost 200 files and about 70 GIT commits since the last release I published out. So despite there not being any new quests, there most certainly were a lot of changes to get it up to par. The modpack has done away with the 10z, 100z, 1000z methodology for tier progression and has switched to challenges, which fits better with the 1.0 vanilla. There's a new tab on the challenges UI and the entire page is dedicated to this quest pack and showing the many quests it offers, visually. It's fairly striking seeing it displayed this way as 32 unique quests, due to some quests having multiple tiers. This does also mean everyone who is used to the way the pack used to function is going to have to get used to a new methodology. It also means we're all going to have to kill at least one bear with iron knuckles to prove our worth to become a citizen. We also restructured the quest pack to have four tiers instead of three. This was mostly done to better align with the challenges UI. But we changed the wording around a bit so that you use your +Declaration of Citizenship card to work through some initial quests and then you are able to obtain your Citizenship card. There are now quest completion "tickets" (thanks FP for the nice icon art on that). You'll need a certain number of them in order to craft your next tier citizenship card. This does change this dynamic a bit so instead of obtaining the card from the Trader you craft the card yourself as soon as you have the needful. I hope ya'll like the change to this. A lot of planning & time went into this, and while I most certainly in this case cannot claim to have contributed the largest share of the work (a first for me), I hope it clear to the entire community that this is done out of a love for the game and our community. JP man, if you are out there, hit me up. I would love to make you a GIT contributor on the project if nothing else as a way of properly recognizing your substantial contribution. Perhaps if you are interested too, there may be opportunity to work together and collaborate on new quests. Here is a SS of the challenges UI for the quest pack 2 Link to comment Share on other sites More sharing options...
Draconuz Posted September 16 Share Posted September 16 (edited) Could someone please explain how this works? I've tried both downloads one at a time. extracted each of them, nothing. Deleted all the files, then went into 7d2d Whiteriver Toc folder with both of them at different times and put all the files from there into my mods folder. Nothing works. I seem to be one of the only people who can't figure this out. I've started from scratch 8 times now running back and forth to the trader and completing my first quest to try and kick things off. I even have it set as my only mod. Any help would be greatly appreciated. Edit: I do see the tab and I can click on it, but there are no challenges on it. Edited September 16 by Draconuz add extra information. (see edit history) Link to comment Share on other sites More sharing options...
treemt Posted September 16 Share Posted September 16 Quote this one seems borked too, weird description. have paper and forged steel in inventory and no rally point on map Quote can't click on anything, tried another trader same thing. Managed to get past it after few tries and click select These are the feedbacks i got from the players. These quests seem to be bugged Link to comment Share on other sites More sharing options...
Marty2Live Posted September 18 Share Posted September 18 Hello @ll Deutsch Ich wundere mich das es heißt Multilanguage.... und doch alles bei mir auf English ist (v1.0 B336) Die Locale Datei ist mit den Sprachen ist "Shifted". Der Deutsche Text inhalt ist leer und befindet sich in der Tabelle "Latein-Amerika". Der Textinhalt Latein-Amerika befindet sich eine 1 Spalte weiter und so weiter. Drei Kommas zuviel? Mit DeepL > English The locale file with the languages is “Shifted”. The German text content is empty and is located in the “Latam” table. The Latin American text content is located 1 column further on and so on. Three commas too many? greetings Link to comment Share on other sites More sharing options...
treemt Posted September 18 Share Posted September 18 another quest without a set location Link to comment Share on other sites More sharing options...
Scharie Posted September 18 Share Posted September 18 Snufkin’s Server-Side Zombies & Snufkins’s Server-Side Vehicles, both of them links you have up there are old ones? how would it work with them? that was from me getting it here: White River - Tools of Citizenship Quests 1.0 & Multiple Languages – 7 Days to Die Mods I tried to write there but it is still pending. Link to comment Share on other sites More sharing options...
ahtawulfa Posted September 18 Share Posted September 18 (edited) Does this mod wipe out challenges in general except for the main white river ones? because if I load it first (0-), the mod completely disappears but if I load it last (W) it loads up and works fine but then will completely remove all other challenges except for the first row and replace with question mark icons...any suggestions? *****NVM****I found my issue - I am using an xml re-loader so when I reload in the game it fugs up my challenges - happy to see I can still use your mod! ****** Edited September 18 by ahtawulfa figured out issue (see edit history) Link to comment Share on other sites More sharing options...
ShoudenKalferas Posted September 19 Author Share Posted September 19 (edited) Okay so the Bear Grylls quest had a bug in it that we missed in our testing! Sadly, this was a progression bug that prevented players from progressing through the challenges. This specific quest had two bugs in it, one that was preventing the schematic from properly unlocking the recipe (and some mismatches localization steel vs iron) and the other one was preventing players from accomplishing the challenge item, and thus not being able to progress to the next challenge tier. So that bug is fixed, but sadly I missed the Localization & Spirit of Vengeance ones with the extra commas and will have to work on that one for an upcoming patch fix. The 1.1 patch I just posted has fix for the Bear Grylls quest. 12 hours ago, Scharie said: Snufkin’s Server-Side Zombies & Snufkins’s Server-Side Vehicles, both of them links you have up there are old ones? how would it work with them? that was from me getting it here: White River - Tools of Citizenship Quests 1.0 & Multiple Languages – 7 Days to Die Mods I tried to write there but it is still pending. This modlet pack was created a long time ago (many years) and is being updated. Sorry for the old link. I'll update the link on next revision. the no rally point on the map is an interesting on for the Bear Grylls quest as in our testing on our own server (with many modlets loaded) we noticed this quest's rally point marker wouldn't show up. But when we remove all modlets from our server, this rally point worked for us. Thankfully, the questpack (as of this 1.1 release) is now set up so even if one or two quests have a bug for us to sort through and fix, it won't stop your players from progressing in the tiers and enjoying all of the other quests in the pack. Edited September 19 by ShoudenKalferas (see edit history) 1 Link to comment Share on other sites More sharing options...
ShoudenKalferas Posted September 19 Author Share Posted September 19 17 hours ago, Marty2Live said: Hello @ll Deutsch Ich wundere mich das es heißt Multilanguage.... und doch alles bei mir auf English ist (v1.0 B336) Die Locale Datei ist mit den Sprachen ist "Shifted". Der Deutsche Text inhalt ist leer und befindet sich in der Tabelle "Latein-Amerika". Der Textinhalt Latein-Amerika befindet sich eine 1 Spalte weiter und so weiter. Drei Kommas zuviel? Mit DeepL > English The locale file with the languages is “Shifted”. The German text content is empty and is located in the “Latam” table. The Latin American text content is located 1 column further on and so on. Three commas too many? greetings I will investigate thank you for letting me know. Danke schön. Ich werde es mir ansehen. Link to comment Share on other sites More sharing options...
ShoudenKalferas Posted September 19 Author Share Posted September 19 On 9/18/2024 at 9:39 AM, Marty2Live said: Hello @ll Deutsch Ich wundere mich das es heißt Multilanguage.... und doch alles bei mir auf English ist (v1.0 B336) Die Locale Datei ist mit den Sprachen ist "Shifted". Der Deutsche Text inhalt ist leer und befindet sich in der Tabelle "Latein-Amerika". Der Textinhalt Latein-Amerika befindet sich eine 1 Spalte weiter und so weiter. Drei Kommas zuviel? Mit DeepL > English The locale file with the languages is “Shifted”. The German text content is empty and is located in the “Latam” table. The Latin American text content is located 1 column further on and so on. Three commas too many? greetings I've confirmed I do see this issue only in the combined version of the modlet. Many apologies. I will work towards publishing a correct version. Ich habe bestätigt, dass dieses Problem tatsächlich nur in der kombinierten Version des Modlets auftritt. Ich entschuldige mich vielmals. Ich werde daran arbeiten, eine korrekte Version zu veröffentlichen. 1 Link to comment Share on other sites More sharing options...
ShoudenKalferas Posted September 20 Author Share Posted September 20 Bugfix release posted v1.2: * Localization fix for the combined modlet that removes the extra comma that was shifting all non-English languages one spot. (Thank you Marty2Live for reporting this!) * Rewrite of the Juggernaut's quest objectives including both the rally point and the entity spawner. I looked at the rally point objectives on both Bear Gryls and Spirit of Vengence and both are functional for me. Thank you to everyone who posted bugs. If you or your users find any others, please post here and I'll do my best to post quick fixes. 1 Link to comment Share on other sites More sharing options...
RippedWarrior Posted September 20 Share Posted September 20 Hi there, I notice that Kuva's blue armor is displaying a number of stats with 0% Cheers Link to comment Share on other sites More sharing options...
ShoudenKalferas Posted September 29 Author Share Posted September 29 Still testing that may take another day or two, but here is a release candidate of next version: https://github.com/XelaNull/7DTD-WhiteRiver_ToC/archive/refs/heads/bugfix_1.3.zip 1.0.1.3 (bugfix release) - Localization Fixes: - Bear Grylls Claws "Bear" vs "Bears" - Kuva's "leather ponches" instead of "primitive outfits" - Dundee's Knife: Fixed the quest text for the initiate writ to be correct. - Deschain's Revolver: Quest was requiring the wrong number of doors - Bear Grylls: Steel claws starting quest text was broken and not displaying - Gupta's Bandages: Was giving back T2 citizen card instead of T3 - Kuva's Blue Armor Schematics was not properly unlocking and was showing read before player had read it - Pavlichenko's Rifle: Scope reworked as a rifle component, and an extra leg to the quest chain. Configured quest to end as soon as you assemble the rifle Oddly, no scope is included in the completed rifle. (WIP) - Kuva's Armor: Rebalanced against vanilla, ensured all the same benefits of rogue attire plus alittle something something extra. - Daryl's Crossbow: Adjusted the requirements of the quest so that it requires you to provide whatever item it is that you get in reward. (crossbow for crossbow) 1 Link to comment Share on other sites More sharing options...
Rheyner Posted September 30 Share Posted September 30 (edited) 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. Edited September 30 by Rheyner (see edit history) Link to comment Share on other sites More sharing options...
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