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


ShoudenKalferas

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  • Removal of all Quest Crates (100% complete)
  • Conversion of all Quest rewards to use the Trader Dialog (100% complete)
  • Removal of nearly all skillpoint rewards & re-balancing of the experience provided across all quests and tiers (100% complete)
  • Also reconfigured the casinoCoin rewards to be closer to and in-line with the vanilla quests

Only remaining task for this upcoming A20_1.0 release:

  • Re-balance all custom weapons, armor, and tools against vanilla. If possible and I can work through it fast enough, I'd like to see if I can condense some of them down using "Extends" option.

Code is updated on master branch in git.

Edited by ShoudenKalferas (see edit history)
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  • ShoudenKalferas changed the title to White River - Tools of Citizenship Quests A20, with DF & Multiple Languages

At long last, I'm pleased to be able to offer to you this RELEASE CANDIDATE. This means that while I do not expect the code to change substantially before the next release, this version should be stable enough to install on a dedicated server. I have done my best to give this a run through of my own. However, there may still be some minor bugs. I need the community's help giving this a run through and reporting any issues they may find. As you'll read below, this was a MAJOR release, and a lot of code was updated. As requested, I've released this version as both a singular modlet that contains all quests, and as a broken-out version in case someone wants to remove a specific quest.

 

This release is A20 compatible, has been re-balanced, and has been worked into the Trader's quest tiering to ensure player progress through the quest pack is slowed down. In my own play-thru, I feel it strikes a nice balance, ensures players are forced to complete Trader quests to progress to the next level of citizenship, and ensures that players that aren't familiar with these quests would stumble upon them through the completion of the vanilla Trader quests. This also has the added bonus of allowing this quest pack to be added after a game has started and has active players. By only tying the citizenship card quests through the Trader's quest tiering, we allow the equipment quests in this pack to be completed in parallel to the normal Trader quests, but gate the citizenship card quests themselves through the Trader's quest tiering.

 

Fixed/Adjusted:

  • Updated all code to be A20 compliant
  • Completely upended and changed the way the citizen's cards are gained. The declaration of citizenship is offered to the player by the Trader when the player finishes the new player quests. In addition, the 10z citizenship quest is offered now as a Tier 1 trader quest. Due to this, each player would naturally end up with multiple (a few) basic citizenship cards. The 100z citizenship quest can now only be started as a Tier 3 trader quest. No veteran level quest will return any citizenship card. So as a player wants to pursue multiple veteran level quests, they would need to run through the 100z Tier 3 trader quest multiple times. The 1000z citizenship quest can now only be started as a Tier 5 trader quest. It is still possible to turn in four veteran citizenship cards for a random elite quest.
  • Removed all loot crates as rewards.
  • Conversion of all quests to use the trader dialog for quest rewards
  • Updated all quest rewards to better utilize already created loot groups. Due to the new scarcity of food, geared some of the rewards towards offering food and seeds.
  • Converted all item reward tiers to use the loot quality tables defined by TFP that are based on the player's gamestage, instead of pure randomness. This should ensure that beginner or new players don't end up with Tier 6 items. This also should encourage players as they increase in gamestages to go back through some quests a second time in hopes of gaining a higher tiered item.
  • Removal of Snowberries from Kuva's quest and replacement with Blueberries
  • Removal of Marksman rifle from Pavlichenko and replaced with lever action rifle
  • Removed Remington's Steel Ammo quest TEMPORARILY, due to error. Will fix and add back in during a subsequent release.
  • Removed QwikCrete Quest due to wet cement not existing in A20. At the moment, I have no plans to add this quest back.
  • Reduced the number of reward items guaranteed to the player upon completion of each quest. Items that used to be assured to the player now will have to be gained either as a random reward option or the old fashioned way.
  • Reduced the amount of dukes (casinoCoin) offered to player for each quest and re-balanced across all quests, for standardization amongst the quests and in comparison to the vanilla quests.
  • Removed skillpoints as a reward from all but only the most challenging quests.
  • Substantially reduced the amount of experience points given for the completion of each quest. Bringing these quests closer to in-line with vanilla quests.
  • Substantially reduced the chances of the Greek Fire book dropping. May need to reduce this further.
  • Substantially reduced the drop chance for all of the Dark Tower books. May need to reduce this further.
  • Set BlackBart's quest to be repeatable.

Yet to do:

  • Take a fresh stab at recreating all custom armor, weapons, and tools from A20 vanilla, with an eye to using "Extends" as much as possible, to shrink the code overall and make it more efficient and easier to read.
  • Add Trader reward dialog to the popup at the end of each quest.
  • Double-check localization for Kuva and Pavlichenko quests to ensure accuracy to match the item swaps I had to do.
  • Test each elite quest as a full run through to ensure they are all working as expected.
  • Fix Remington's Steel Ammo quest and add back to the pack.

 

This release is SAFE to add to an already started server. Players would just need to complete the Tier 1 Trader quest to kill 10 zombies to gain their basic citizenship card.

 

As usual, I would encourage everyone to report any bugs here, and if you have any suggestions or ideas for a future release, please feel free to drop them in this thread, as a private message to me, or find me on the official 7DTD Discord server and send them to me there.

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45 minutes ago, mr.devolver said:

Reporting a small typo... :)

 

ct54t4u.png

A nice find. I tend to let these go because localising can be such a tedious chore, but since you've started on this one, here is a possible rewrite including your find:

 

- Remove gender association to reflect Jen (should she also be party to this quest)
- General grammar/clarity/punctuation (full stop at the end).

 

The trader mentioned a settlement doctor in need of ingredients to make first aid bandages, but is too busy treating the injured to be able to collect them. The trader is willing to offer you Gupta's first aid bandages in exchange for your assistance in gathering supplies for the doctor. Gather 10 aloe leaves + 10 cloth fragments + 10 bandages.

 

I really like this quest because it allows a nice stash of healers to face off against Wendigo and some of the more challenging quests as we progress.

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9 hours ago, arramus said:

- Remove gender association to reflect Jen (should she also be party to this quest)

 

I disagree on this one. The quest doesn't specify who the doctor is. Jen in a trader and presumably also a doctor, but you may not even know about her existence if you are a new player and you're doing this quest at different settlement where Jen isn't even a trader, so the doctor in this case may be whoever your imagination can push into your mind. It's just a filler, imaginary person to help you roleplay, not an actual NPC known in the game.

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29 minutes ago, mr.devolver said:

 

I disagree on this one. The quest doesn't specify who the doctor is. Jen in a trader and presumably also a doctor, but you may not even know about her existence if you are a new player and you're doing this quest at different settlement where Jen isn't even a trader, so the doctor in this case may be whoever your imagination can push into your mind. It's just a filler, imaginary person to help you roleplay, not an actual NPC known in the game.

The first sentence can be 'he' for sure as it can specifically be a male doctor and an imaginary person as per the creator's intent.

The second sentence 'He is willing to....for your assistance gathering supplies for the doctor.' He in this context is the Trader, and if that Trader on that occasion is Jen, then maybe it shouldn't specifically mention gender.

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1 hour ago, arramus said:

The first sentence can be 'he' for sure as it can specifically be a male doctor and an imaginary person as per the creator's intent.

The second sentence 'He is willing to....for your assistance gathering supplies for the doctor.' He in this context is the Trader, and if that Trader on that occasion is Jen, then maybe it shouldn't specifically mention gender.

There is only one female trader and the rest are males, so it wouldn't be so surprising that the trader this quest is all about is indeed a male. Furthermore the trader in the context of the quest is also imaginary. For all we know, the trader could be a trader from an allied, but different settlement than the one you're dealing with, that's also not known from the context. Keep in mind that these quests are not really tied to any specific trader, you can turn the items in to pretty much anyone the game considers a trader, so who the trader really is, is up to your imagination and the narrative of the quest has only roleplaying value, much less informative value in relation to actual game events (which as we know are pretty much non-existent at the moment).

Edited by mr.devolver (see edit history)
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3 minutes ago, mr.devolver said:

There is only one female trader and the rest are males, so it wouldn't be so surprising that the trader this quest is all about is indeed a male. Furthermore the trader in the context of the quest is also imaginary. For all we know, the trader could be a trader from an allied, but different settlement than the one you're dealing with, that's also not known from the context. Keep in mind that these quests are not really tied to any specific trader, you can turn the items in to pretty much anyone the game considers a trader, so who the trader really is, is up to your imagination and the narrative of the quest has only roleplaying value, much less informative value in relation to actual game events (which as we know are pretty much non-existent at the moment).

Correct, there is an 80% chance the trader will be male. As far as I experienced, the Trader is a tangible known entity (typically the nearest) that we collect the Quest Reward from. I'm not sure what is imaginary about that. The value of that 20% variable is subjective and perhaps I just put a little more emphasis on it than others which means there can be no overall consensus and it'll be left to ShoudenKalferas to decide.

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3 minutes ago, arramus said:

Correct, there is an 80% chance the trader will be male. As far as I experienced, the Trader is a tangible known entity (typically the nearest) that we collect the Quest Reward from. I'm not sure what is imaginary about that. The value of that 20% variable is subjective and perhaps I just put a little more emphasis on it than others which means there can be no overall consensus and it'll be left to ShoudenKalferas to decide.

 

Correct, the trader to which you turn the items to is known, but the problem is that it is only known to you and you only. The game doesn't really make difference between the traders you're dealing with, and so it's only up to your imagination who the trader actually is and here we are coming back to my original point. The trader is imaginary, because from the context of the quest narrative, it is not known whether it is the actual trader you're currently dealing with or a trader from another allied settlement. The game does not care about your personal roleplaying value, so you have to use your imagination to make it what you want it to be. I can and always will agree that ShoudenKalferas is the one who writes these quests, so he's the one to decide what the quest is all about, but he can only do so much. The game doesn't really allow him to go much deeper into questing and stories, so that's why I'm putting that emphasis on the roleplaying value and imagination. While he can write some base narrative for us, it's only up to our imagination how to interpret it, but the quest is written as is and we have to respect that...

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14 hours ago, egik152 said:

https://drive.google.com/file/d/1Q7LeKaIpJGCAmvXQ-lSMtGKPtuABa2yR/view?usp=sharing
Amelia's vehicle is not working, I can't put it on the ground.

Yikes. Will have a look at this tonight. I had a similar issue with the custom motorcycle. I ended up having to copy the code out of Snufkin's newest quest for A20 to get it working again and never truly got to the bottom of why it didn't work. But I'll get to the bottom of this and get it working. I also caught some warnings in the logs after I published this release related to the Veteran x 4 --> Random Elite quest code not working in the combined quest modlet, due to some out-of-order code. I've got that fixed and will work to publish a bugfix release tonight.

 

As far as localization text goes, I wrote some really indepth scripts that convert English text to all the languages using IBM Watson and it's super easy for me to do the language conversion. But admittedly, my eyes gloss over when looking at these localization.txt files. They can be a real bear to read through. I generally do try to use non-gender specific words such as "Them" and "They" when referring to the trader, due to Jen being female and not knowing which Trader the player accepted the quest from. But I also agree that its okay for the Gupta's quest to mention a male Doctor as the intention is for the doctor to be an imaginary individual that is part of the White River community and not specifically a trader. When I do the localization updates I'll adjust this Gupta's quest according to this standard and definitely appreciate the pointing out of this detail and discussion around the roleplaying element. Very very glad to read this as this is definitely what I had in mind and how I play through it myself. I don't specifically call out that element of the quest pack anywhere, so it's really great to see others approach it the same way.

11 hours ago, NovaZone said:

can't get the Declaration of Citizenship on an existing save, tried restarting the starter quest, doing T1 quests and looked through CM

For existing save, you should see it show up as a Trader T1 quest called "Put 10 fallen citizens to rest".

 

Not seeing the item show up in CM leads me to believe the quest pack may not even be loading for you. Please double check F1 console to make sure the quest(s) are loading without error.

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okay after a lot of tinkering it turns out the whole mod wasn't loading cause i didn't extract from zip correctly and it had one more folder to get though to get to configs and mod. everything's working now :D

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1 hour ago, chikuwa said:

Have you resolved the error regarding Amelia's vehicle?
I'm wondering if I'm going to install this mod on my server right now. 

@egik152

 

Hi chikuwa.

If you make 2 small changes, Amelia's vehicle will be fine. It shares similar properties to the Die Hard Chopper for your server.

 

Go to WhiteRiverToC_Amelias_Gyrocopter

 

1.
entityclasses.xml and change 1 thing for vehicleAmeliaGyrocopter:

 

<property name="LootListAlive" value="80"/>

to
<property name="LootListAlive" value="vehicleGyrocopter"/>

 

It is because containers are being given names instead/as well as numbers to help with mod compatability.

 

2.
items.xml and add 1 thing for vehicleAmeliaGyrocopterPlaceable:

<property name="Tags" value="vehicle,vengine,vfuel,canHaveCosmetic"/>

This is because we have the new vehicle mods and this is the default for this vehicle class. Add it above CustomIcon so it is similar to default vehicles.

 

I can see your server is always 20/20 these days and it is very hard to join. Players will love this mod as much as we all do if you haven't used it before.

20220106193551_1.thumb.jpg.dcbfaa08ee5f607546bc4932b1e6b08c.jpg

 

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Hey, got some warnings on loading. Looks like a lootgroup doesn't exist, the randomEliteQuests. I just saw that you plan to test the elite quests. Are these warnings intended as of right now? Really looking forward to the mod.

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I was testing this mod for our upcoming server launch because we loved it back in A19.  The problem is, the moment I loaded in I got errors pertaining to the loot.xml file in the mod.  The exact errors were:  

 

WRN XML patch for "loot.xml" from mod "White River - Tools of Citizenship" did not apply: <append xpath="/lootcontainers/lootgroup[@name='randomEliteQuests']" (line 22 at pos 3)

 

There were also

'ToCBooks' line 96 at pos 4

'randomEliteQuests' line 106 at pos 3

'ToCBooks' line 162 at pos 3

'randomEliteQuests' line 280 at pos 3

'randomEliteQuests' line 316 at pos 3

'randomEliteQuests' line 334 at pos 3

 

Again, our server LOVED these quests in A19 and hope that this is an easy fix for A20.

 

On a side note, if it helps, I used the all in one file instead of the one with individual quest files.  If you would recommend the other, please let me know.  Thanks.

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BUGFIX release candidate 1 has been published. In this bugfix release, contains the following:

  • Fixed issue with out-of-order randomEliteQuests/ToCBooks in the combined modlet, preventing the 4 x Veteran -> Random Elite Quest from working
  • Fixed wording/localization issue on the Gupta's quest
  • Fixed Amelia's Gyrocopter so it is place-able on the ground (Thanks arramus, for saving me the troubleshooting the bugfix on this!)
  • Fixed Remington's Steel Ammo quest and added it back to the main quest pack
  • Ensure balancing of Remington's quest and rewards so it is in line with the rest of the pack

Please let me know if ya'll find any other bugs or wording that should be adjusted. Assuming nothing else is found, I'll next tale a fresh stab at seeing if I can rebuild some of the tools & armor from vanilla code using Extends to a greater degree (and to shorten the modlet code). Then after that, I'll get back to working on the Dwarven Forge quest.

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thanks for the great work, the mod is awesome.
one question, because im very new to modding. if i upload the bugfix and replace all the files, will my players current progress be saved?

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Hi. So I am having a problem getting the map for  Amelia's Gyrocopter. When I go to the trader it comes up to selected it as a reward, but since its the only reward and I have the perk to select two rewards it won't let me get just the one. 

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3 hours ago, Covertdog said:

Hi. So I am having a problem getting the map for  Amelia's Gyrocopter. When I go to the trader it comes up to selected it as a reward, but since its the only reward and I have the perk to select two rewards it won't let me get just the one. 

Lol, this is both funny and sad, sorry to hear that. It feels like the game is kinda trolling you, doesn't it? :)

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14 hours ago, chikuwa said:

Please tell me how to deal with the error.

キャプチャ22.PNG

Not sure on this one. Looks like a problem with the MiniQuestBulletinBoard.. I'm happy to check out compatibility with it if you could link me to where you downloaded it.

 

I've got bugfix put in for Amelia's map reward offering (was simple fix). Found bug with Deschain's quest too where the player *sometimes* would not receive the actual gun.. which is a real bummer after spending the time to collect all the books.

 

Only time player progress gets reset is if there is a change to progression.xml, which I don't *believe* there is between last bugfixes.. but as stated on the first page, I would always strongly suggest that you take backup of your savegame data... just in case!

 

Aeyvi and I have been hard at work writing up quest text and designing the Dwarven Forge quest, which is going to be the most epic quest in the pack. Lots and lots of goodies are being packed into this one. I just know ya'll are going to love this one! Side-effect is its probably going to take some time to get this one fully written and tested.

 

Will look at publishing another bugfix release soon.

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