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White River - Tools of Citizenship Quests A20, with DF & Multiple Languages


ShoudenKalferas

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Your mod working with the server tools mod creates a bug.  The problem is in the coins. In server tools, there is a command to transfer coins in a bank to an electronic currency. Your coins count as coins too and disappear with regular coins. Is it possible to somehow exchange green, blue, etc. coins for another item?

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11 minutes ago, egik152 said:

Your mod working with the server tools mod creates a bug.  The problem is in the coins. In server tools, there is a command to transfer coins in a bank to an electronic currency. Your coins count as coins too and disappear with regular coins. Is it possible to somehow exchange green, blue, etc. coins for another item?

 

This sounds like more of a bug on the ServerTools side of things. I'm a bit surprised to hear this considering in the ServerTools config it asks you to specify an item name. The item names I use are different (but admittedly do contain the word "coin", but not "casinoCoin"). I've reached out to ServerTools on their Discord server under bug_reports channel to ask them about this.

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1 hour ago, raymondbarberjr said:

unknown.png The quest and item works, but the quest verbiage states you need to gather marksman rifles but as of A20 there are no Marksman Rifles in the game anymore.

Thanks. I had this one on my todo list but managed to let it fall off my list before I fixed it. Got it fixed in the source code and will be fixed on next release.

2 hours ago, ShoudenKalferas said:

 

This sounds like more of a bug on the ServerTools side of things. I'm a bit surprised to hear this considering in the ServerTools config it asks you to specify an item name. The item names I use are different (but admittedly do contain the word "coin", but not "casinoCoin"). I've reached out to ServerTools on their Discord server under bug_reports channel to ask them about this.

They explained to me how the ServerTools code functions, so I can add in a slight modification within this questpack to fix this. Will have it fixed in next bugfix release.

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10 hours ago, ShoudenKalferas said:

Спасибо. У меня был этот в моем списке дел, но мне удалось исключить его из списка, прежде чем я его исправил. Исправлено в исходном коде и будет исправлено в следующем выпуске.

Они объяснили мне, как функционирует код ServerTools, поэтому я могу внести небольшие изменения в этот пакет заданий, чтобы исправить это. Это будет исправлено в следующем выпуске исправления ошибок.

Thank you for your hard work, you are doing a great job and I sincerely respect you and wish you a long happy life)
With love from Russia

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I've got bugfixes added to the source code for Pavlichenko's localization, ServerTools compatibility, and Leon's SMG sound effect. I'm hoping to work through these last two bugs today and be able to publish another release candidate later today.

 

  • Party Juggernaut kill: I've validated Juggernaut kill does register for singleplayer. I still have yet to test the Juggernaut kill as a member of a group. Specifically, letting someone OTHER than the quest holder kill it. I'm still testing on this one to try and recreate it.
  • Random Elite Quest: I also ran through the 4 Veteran card -> random elite quest and was not specifically able to recreate the "no items, no loot", but I did find that some of the quests were not specified with a count of 1. This resulted in the player receiving two quest starters instead of one. I found this was caused by some of the quests not having a default count of items to provide. I suppose its possible that it might have triggered against one of them with a quantity of 0. I've set in the code a default value of 1. This should make sure that only one item is offered in the crate. I ran through 20 crates and it seems to be working properly at this point. I also ran through the entire quest and found the Trader wasn't offering any reward choices, which as we saw on a different quest, the Trader dialog requires reward choices for Daring Adventurer perk. I've added additional quest rewards to this on the Trader dialog to ensure this quest works, even with Daring Adventurer perk. Based on the current modified (not yet released) code, it appears to be working as intended in both the combined and non-combined versions.
Edited by ShoudenKalferas (see edit history)
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I ran through testing the random elite quest and the Spirit of Vengeance quest with another person and both tested out fine for both of us. In a group, it doesn't matter who kills the Juggernaut, only the person with the quest gets the Writ card. Both players get the exp from the tough kill. And four veteran cards got crafted into a writ of elite random quest, which when read directs the player to the trader, which gives a sealed random elite crate, and when opening the crate up there was an elite quest starter.

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13 hours ago, ShoudenKalferas said:

I've got bugfixes added to the source code for Pavlichenko's localization, ServerTools compatibility, and Leon's SMG sound effect. I'm hoping to work through these last two bugs today and be able to publish another release candidate later today.

 

  • Party Juggernaut kill: I've validated Juggernaut kill does register for singleplayer. I still have yet to test the Juggernaut kill as a member of a group. Specifically, letting someone OTHER than the quest holder kill it. I'm still testing on this one to try and recreate it.

Feel free to share your IP address when hosting, or set up a chance to join the testing on this one and we can join the party.

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BUGFIX release A20_1.0k_rc4:

  • Adjusted the Pavlichenko's Rifle Localization code
  • Added code to the quest coins to improve ServerTools compatibility
  • Fixed the sound effect for the silencer with Leon's SMG
  • Added Trader quest rewards to the random elite to ensure compatibility with Daring Adventurer
  • Fixed code related to the random elite quest items to ensure a count of 1 when they are offered through the sealed random elite crate

Todo:

  • Regenerate the non-English localization for Pavlichenko to ensure accuracy. They *Should* be right today, but this is extra step to make sure.

You can play this A20_1.0k_rc4, or whatever the newest code I'm testing on my test server at:

192.198.83.134:26900

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2 hours ago, HS_thewriter said:

Might have found an exploit while performing the Elite Spirit of Vengeance quest and Elite Molino quest. I used the same elite card for both but when turning them into the trader I received the elite card back as well as a veteran card.

 

It looks like the Elite Molino quest is improperly giving out a Veteran's card. Both quests take and give back an Elite card. I've corrected this in the source code and the bugfix will be available in the next release. Thanks for the report.

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

 

It looks like the Elite Molino quest is improperly giving out a Veteran's card. Both quests take and give back an Elite card. I've corrected this in the source code and the bugfix will be available in the next release. Thanks for the report.

Glad to help also the server is impressed with the Hellbeast’s new horn!

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Howdy!  Been tryin to search to find out what my problem is, or if I just don't understand how this works.  I've been googling and reading before I came here I promise :)

"The modlet collection provides multi-tier quest lines. Once the new player reaches the trader, they are given a +Declaration of Citizenship item. This allows them to begin a quest to volunteer to help lay to rest 10 old residents now turned zombie."

 

So as I understaand it this is server side only.  When I get to trader I don't get the +Declaration of Citizenship item.  Looking for guidance here.  Maybe the mod is in conflict with another mod?  I don't really have that many running and none that modify trader like this one.  

Edit: Solved my own issue.  I went to go back to the mod and clean it out to reload it on the server and found 2 folders.  So the zip was a folder, then another folder, then the mod.  I had to go down one more folder in the zip and load that up.  Now it works.  Oops :(

Edited by Ratbertt (see edit history)
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We have just installed this mod on our server and are enjoying the additional tasks that it brings to our game play, but we are finding that the T1 quests are a little OP for the beginning of the game, so I was wondering if its possible to get the T1 quests to appear at Trader Lvl2 rather than at first greeting with Trader.  I'm hoping that it is easy to do and just a case of changing a value in an XML, but not 100% sure of which one it could be.  Keep up the good work.

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3 hours ago, Truckerwil said:

We have just installed this mod on our server and are enjoying the additional tasks that it brings to our game play, but we are finding that the T1 quests are a little OP for the beginning of the game, so I was wondering if its possible to get the T1 quests to appear at Trader Lvl2 rather than at first greeting with Trader.  I'm hoping that it is easy to do and just a case of changing a value in an XML, but not 100% sure of which one it could be.  Keep up the good work.

Most items you gain from the quests are tuned to only be slightly better than vanilla. Some only have a chance at being better than vanilla. I would be curious to know specifically which quests you are referring to.

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Its about trying to prolong the game.  I like additional quests and I'm a big fan of Ravenhearst and these add a little something extra to keep working towards rather than as an early game boost.  For me I think its mainly Taz's Axe - that swings so much quicker than a normal one, meaning that you can blitz through a boulder with ease, Dundees Hunting Knife - yes you can find a toilet knife, but to have a decent blade after 2 days, but think thats a little early, Jason's Machete - I was rewarded with a T6 and have been able to behead most things that have come may way from early doors, likewise with Bambi's Compound Bow and Evergreen arrows, not much stands up to that.  I think you get where I'm coming from.  As I say, I really like it, but would i would like to be able to push it back to start in T2 trader quests so T2, T3 and T5 rather than T1, T3, T5.

 

Also could I check to see if this has been updated to work with 20.1exp?  A number of players inc myself have been receiving stackover flow errors and wonder if its the Mod or Exp itself.

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7 hours ago, Truckerwil said:

Its about trying to prolong the game.  I like additional quests and I'm a big fan of Ravenhearst and these add a little something extra to keep working towards rather than as an early game boost.  For me I think its mainly Taza's Axe - that swings so much quicker than a normal one, meaning that you can blitz through a boulder with ease, Dundees Hunting Knife - yes you can find a toilet knife, but to have a decent blade after 2 days, but think thats a little early, Jason's Machete - I was rewarded with a T6 and have been able to behead most things that have come may way from early doors, likewise with Bambi's Compound Bow and Evergreen arrows, not much stands up to that.  I think you get where I'm coming from.  As I say, I really like it, but would i would like to be able to push it back to start in T2 trader quests so T2, T3 and T5 rather than T1, T3, T5.

 

Also could I check to see if this has been updated to work with 20.1exp?  A number of players inc myself have been receiving stackover flow errors and wonder if its the Mod or Exp itself.

I'll have to give this some thought as to how best to continue tuning these. I'm not sure that moving them all to T2 is the right answer as that moves away from one of the core ideas of this quest pack of extending the new player quest line.

 

I did find that Jason's quest had the wrong quality template applied (T3) instead of (T2), which is probably why you got a lucky roll and ended up with a T6. That definitely shouldn't be possible. I have seen with Taza's Axe even with a crappy Tier 1 stone axe I'm able to gather the necessary quest items on day 1. The "Vanilla" Taza's Axe IS already faster than a standard axe. That is the defining vanilla characteristic of Taza's axe. Bambi's bow requires bow parts which is not necessarily easy to come by quickly and typically requires getting lucky on the trader. And Everdeen's arrows requires 3 corn, which is not necessarily easy to come by either within first few days of playing unless you happen upon a corn farm or know where one is, and 3 blueberries.. which you'd either have to get lucky in finding a POI that just happenes to have blueberries, or you'd have to travel to the snow biome. Due to the design of the Jason & Dundee's quests, I'm not sure that it would be appropriate to create a second tier for them.

 

In my head I'm toying around with maybe:

* Increasing the number of bow parts needed for Bambi's Compound Bow from 2 to 5

* Lowering the quality tier that the Bambi's quests give out from T2 to T1 quality template.

* Slowing down the "default" speed of Taza's axe and increasing the randomness of the stats on the speed. This would make it so you'd have to get lucky on the RNG to get a Taza's axe that is noticeably faster than the vanilla Taza's axe.

* Increasing the quantity of rock needed to obtain Taza's axe

* Combining the 10z and Taza's axe quests so that the player has to first kill 10 zombies with a stone axe, then obtain the rock & plant fibers, then craft the 20 stone axes. Then the player would obtain the basic citizen's card along with the Taza's axe.

* For Everdeen's arrows, I'm thinking to lower the number of arrows you receive to maybe 25-75 (lowered by 50%), and increase the number of corn from 3 to 5, and the number of blueberries from 3 to 10.

 

I definitely do appreciate the honest feedback. And I'm certainly open to anyone's opinions on the above proposed changes. The underlying intent of the entire quest pack is to give more to do, and items that are worth pursuing but are not too OP. The quest pack should be reasonably playable and provide content for both new players and vet players alike.

 

I have not yet tested this on 20.1exp but will make it a point to do so this weekend.

Edited by ShoudenKalferas (see edit history)
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On 1/27/2022 at 3:24 AM, ShoudenKalferas said:

I'll have to give this some thought as to how best to continue tuning these. I'm not sure that moving them all to T2 is the right answer as that moves away from one of the core ideas of this quest pack of extending the new player quest line.

 

I did find that Jason's quest had the wrong quality template applied (T3) instead of (T2), which is probably why you got a lucky roll and ended up with a T6. That definitely shouldn't be possible. I have seen with Taza's Axe even with a crappy Tier 1 stone axe I'm able to gather the necessary quest items on day 1. The "Vanilla" Taza's Axe IS already faster than a standard axe. That is the defining vanilla characteristic of Taza's axe. Bambi's bow requires bow parts which is not necessarily easy to come by quickly and typically requires getting lucky on the trader. And Everdeen's arrows requires 3 corn, which is not necessarily easy to come by either within first few days of playing unless you happen upon a corn farm or know where one is, and 3 blueberries.. which you'd either have to get lucky in finding a POI that just happenes to have blueberries, or you'd have to travel to the snow biome. Due to the design of the Jason & Dundee's quests, I'm not sure that it would be appropriate to create a second tier for them.

 

In my head I'm toying around with maybe:

* Increasing the number of bow parts needed for Bambi's Compound Bow from 2 to 5

* Lowering the quality tier that the Bambi's quests give out from T2 to T1 quality template.

* Slowing down the "default" speed of Taza's axe and increasing the randomness of the stats on the speed. This would make it so you'd have to get lucky on the RNG to get a Taza's axe that is noticeably faster than the vanilla Taza's axe.

* Increasing the quantity of rock needed to obtain Taza's axe

* Combining the 10z and Taza's axe quests so that the player has to first kill 10 zombies with a stone axe, then obtain the rock & plant fibers, then craft the 20 stone axes. Then the player would obtain the basic citizen's card along with the Taza's axe.

* For Everdeen's arrows, I'm thinking to lower the number of arrows you receive to maybe 25-75 (lowered by 50%), and increase the number of corn from 3 to 5, and the number of blueberries from 3 to 10.

 

I definitely do appreciate the honest feedback. And I'm certainly open to anyone's opinions on the above proposed changes. The underlying intent of the entire quest pack is to give more to do, and items that are worth pursuing but are not too OP. The quest pack should be reasonably playable and provide content for both new players and vet players alike.

 

I have not yet tested this on 20.1exp but will make it a point to do so this weekend.

 

Thanks for being open to feedback, I think that its great that you are - other may think that the mod is perfect as the way it is, and it will be for some, but it just the way that  we play our game that we were looking for those extra things to make/do/work towards during a play thru. 

 

I think that the points that you have mention above that you are toying with all look great, especially killing 10z's with an axe - devilish!!  Also the collection of corn is easy now in A20 considering the number of farms there are on the outskirts of every town/city - especially if you take LOTL 1 to get additional harvest, so wonder if 5 is still too low?  Also Blueberry's are easier to find while looting houses now too - and often come in multiples of 5.

 

On Leons SMG quests - I got a T4 SMG from the Citizenship (T1) quest but when I did the Veteran quest (T2) I received the same level (for a lots of work 10 pistols and 5 SMG).  I would have expected a higher end gun or a higher spec'ed one.  Was I just unlucky in the random generation or was this an error?

 

Defo keep up the good work.  Cheers.

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4 hours ago, Truckerwil said:

 

Thanks for being open to feedback, I think that its great that you are - other may think that the mod is perfect as the way it is, and it will be for some, but it just the way that  we play our game that we were looking for those extra things to make/do/work towards during a play thru. 

 

I think that the points that you have mention above that you are toying with all look great, especially killing 10z's with an axe - devilish!!  Also the collection of corn is easy now in A20 considering the number of farms there are on the outskirts of every town/city - especially if you take LOTL 1 to get additional harvest, so wonder if 5 is still too low?  Also Blueberry's are easier to find while looting houses now too - and often come in multiples of 5.

 

On Leons SMG quests - I got a T4 SMG from the Citizenship (T1) quest but when I did the Veteran quest (T2) I received the same level (for a lots of work 10 pistols and 5 SMG).  I would have expected a higher end gun or a higher spec'ed one.  Was I just unlucky in the random generation or was this an error?

 

Defo keep up the good work.  Cheers.

 

Maybe the answer is to add a third ingredient to the quest. Maybe 3 x potato? You bring up good point on the Living Off the Land perk.. I'll plan on making corn 7 instead of 5, which would require 4 corn. This is where we get to the thought that we want the quest to be accessible to new players who may not know about LOTL, but also not have it tuned so low that an extremely small amount of effort is required to complete.

 

I double-checked Leon... it looks like the basic version of the quest used a T2 quality template range and the veteran uses T3 quality template range. So it looks like it's probably a combination of you being lucky on basic, unlucky on vet. I'll drop the basic quest down to T1 quality template which should ensure that a T4 quality wont drop for a newish player on the basic quest. You are correct in that quest, the Leon's quest only has two SMG items.. the degraded SMG and the regular SMG. Between the Basic and Vet versions of the quest, it just hands out a higher tier on the regular SMG. With the right perks, creating 10 pistols and 5 SMGs is not terribly difficult as it is. So if I go down the route of making a vet version of the Leon's SMG, I may need to also look at changing the required items to complete the veteran quest.

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Pavlichenko Rifle Veteran Quest


I have just taken started the Veteran Pavlichenko Rife quest and it asks for 5 marksmen rifles, but the rifle doesn't exist in the game any more. Not sire if this has been picked up elsewhere but thought i would highlight just in case.

Also the localisation needs to be amended too

 

image.png.5cca94cee30b196b0131cda0d2fc535d.pngimage.png.aca4977981e8457a32e3e295a8f252ee.png

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Just ran through both of these reports on the test/experimental server. Kuva's worked fine for us. When we ran through Pavlichenko, we found it did NOT ask for "5 marksmen rifles" and did indeed ask for 5 lever-action rifles. We ran through the Pavlichenko several times and oddly one of the times we ran into the map marker saying "nearby" for the quest while standing in the Trader, and there was no marker for the quest. But when we ran through it again following the same procedure, it worked fine the next time.

 

The only real bug we found that was consistently repeatable is the questitem_vetcoin_pav not having proper localization. No title and no descriptive text on it.

 

We're running the combined A20_1.0k modlet on our experimental server.

 

FYI -- I'm still hard at work on the Dwarven Forge (now renamed: The Tribe of the Little People) quest. I've got some really nice goodies in store as reward coming out of this one. Also have some really terrific custom zombies in store for this one thanks to @arramus. Sadly, life got in the way and I'll have to take a few days break from modding to catch up on some other work.

Edited by ShoudenKalferas (see edit history)
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21 hours ago, ShoudenKalferas said:

Just ran through both of these reports on the test/experimental server. Kuva's worked fine for us.

No idea what fixed it for me, but logged into the server I play on today and right as I spawned in the quest made the sound as if I read the map and now I've got a location for it. Sorry I don't have any info on what might've caused it or fixed it

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