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Laokia

Quest Tweaks & Added Skill Point Rewards

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Laokia's Quest Tweaks

 


Created 3 new versions of the mod for the A18.2 Stable Release.

 

CHECK HERE for details and downloads!

 

Will update this post soon with new arrangement and formatting!

 


Download V2 (Google Drive)

-- New version, tested and fully working with alpha 18.1 b8

-- NOTE: Upgrading will require quest log emptying unless using on a new game

Nov 17 - Reworked entire mod to fix issues with the trader rewards, possibly due to a bug within the game itself...

Nov 18 - Added the two missing challenge quests (easy difficulty) "That'll Do Pig" and "Stag Party".

 

Download Rare Quests Addon (Google Drive)

-- Works with V2, alpha 18.1 b8, details below

 

Download Auto Trader Tier Quests Addon (Google Drive)

-- A tool to help with fixing the loss of players' trader tier progress in existing games

 

Download Challenge Quests Only Version (Google Drive)

-- A version that only changes the challenge quests rewards to prevent loss of trader tier progress in existing games

 

Download V1 (Google Drive)

- Partially Working, bug with official/vanilla trader reward system

- Challenge quests will offer skill points if Adventurer level is 3+, they won't show for other quests

 


! WARNING #1 !

Due to the quest changes, this mod conflicts with saved player data in existing games!

Updating the mod from the old (semi-broken) version to V2 will also cause this issue!

 

Fixes:

- Use this mod with a NEW game

- OR Manually remove all quests from your character before adding this mod

---- Commands are necessary to remove completed/failed quests (see here for instructions)

---- This has to be done for EACH PLAYER individually on your server, unless they haven't taken/done any quests

 

 

If the player has not taken/done any quests other than the starting basic survival and white river citizen quests then this will not affect that player.

 

 

! WARNING #2 !

Removing the trader quests will RESET tier progress! Trader tier progression is tied to the tier quests themselves and not the tier completion quest.

 

Fixes:

- Use the 'Challenge Quest Only' version of this mod

- OR use the 'Auto Trader Tier Quests' addon to get back to the correct level (instructions here)

 


QUEST TWEAKS V2

 

Mod Description:

 

This mod just changes a few things in the quests. The tweaks themselves are pretty minor, just making some adjustments to things that bothered me. I also wanted to make the challenge quests a bit more worthwhile to do, because once you rank up your trader quests they really become little more than a diversion. You can only get them from loot, so I feel they should be a bit better.

 

Otherwise I added in a skill point book as a possible reward choice for both challenge and trader quests. However, you will need to have at least one point in the 'Daring Adventurer' perk to start seeing that option (possibly/likely will need 3 points in Adventurer).

 

 

 

Mod Changes:

 

- Added Lab Zombie (Zombie Scientist) to 'Lady Killer' quest to match amount of zombies in 'Man Eater' (5)

 

- Added Group to 'Kill the Wabbit' allowing use of any Shotgun to complete the quest

 

- Added ability to kill either a Stag OR a Doe for the 'Buy The Farm' quest

 

- Increased amount of Exp and Casino Coins for lootable challenge quests based on difficulty level

 

- Added trader rewards for lootable challenge quests to make them more worthwhile

 

- Added a skill point book as a potential reward choice for trader and challenge quests

 

- Added a Quest Food group as a possible reward, offered for challenge quests and buried treasure quests

 

 

Notes:

Must have at least the first level of the Intelligence tree perk 'Daring Adventurer' to have the possibility to be offered the skill point book reward choice. Will likely actually need 3 points in 'Daring Adventurer' to have the chance to be offered the skill point book.

 

 


RARE QUESTS ADDON

 

Mod Description:

This mod adds in a handful of new challenge quests. These quests are meant to be a rare find (about a 1-in-21 chance) within the challenge quest loot pool. These quests task players with killing tougher enemies- such as ferals and radiated zombies. The rewards are in line with the other rewards in my Quest Tweaks mod, including the skill point books.

 

This mod is an addon, so it relies on files within the main Quest Tweaks mod (or the challenge only version). This mod will NOT work without one of those mods, and will not work with the old version of the quest tweaks mod. A standalone version will be uploaded once I have the time to setup a dedicated modlet thread (and the time to keep everything updated and bug-free).

 

Mod Changes:

 

- Adds tougher challenge quests

 

- Enemies may be feral or radiated (or legendary)

 

- Adds these quests as rare (1-in-21) pulls anywhere challenge quests can be found

 

Notes:

Must be used with either Quest Tweaks V2 or the Challenge Quest Only version.

 

 


Also to note, I think that this mod works well with EpicSpire's Trader Tier Reward System A18. I actually made it after looking to see if I could find a mod that already did everything I had in mind, and EpicSpire's was the only mod I found that really fit.

 

Thanks Ozzland for taking a look at the mod and helping me troubleshoot it!

 

Thanks snowman909 for pointing out a huge save-breaking flaw with the mod. I'm so sorry!

 

Thanks alcsaar for asking permission to use some of the code.

 

Thanks Rathlon for bringing to my attention that clarification on a few things was very much needed. And for actually pointing out a flaw before I knew it was a flaw.

 

Thanks KinaUndead for bringing some major flaws to my attention. Also for the support, thank you!

 

 

DISCLAIMER

Anyone is free to use any portion of the code from this mod, credit appreciated but not necessary. This does include using the code in your own mod that you release publicly.

Edited by Laokia
Edits for clarification (see edit history)

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Hey Laokia,

Tried this mod tonight and it gives warning on the first 6 set commands.

 

Remarking those out the rest of it loads fine.

  • Like 1

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Thanks Ozzland! I found out the problem with that bit of code. I couldn't figure a way around it to do what I had originally intended, but I did change things up to accomplish nearly the same thing.

 

I'm still sick but I was able to concentrate a bit more do some testing today at least. And I checked fairly thoroughly to make sure everything was working right, but something could have easily slipped my mind. Fixed version is uploaded.

 

Anyway, thank you so much! That helped a lot.

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Thanks much I'll pull the new build and give it a try tonight.

I appreciate your work.

 

Get feeling better.

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Hi

 

I love the idea of the mod, but when I tried adding it to a server I've been running for the last few days it completely reset my characters levels and perks, including perks I'd gotten from magazines.

  • Like 1

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I saw this as well twice when I added mode and when I updated with fix, I assumed it was something else since I am running 50+mods.

 

Normally I don't change or update modes during a playthrough but since it is exp I have been getting it ready but doing just that.

 

Laokia, Any thoughts on what could be causing that if it is your mod?

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Oh no, I am so sorry snowman! I'm an idiot for not testing this on my existing save file, I am so so sorry that I've messed up your save. I did not realize that the mod would cause issues, but I do now know why it causes problems.

 

By changing the quests I have changed the data they save to the player quest log. Since the original data for the quests is overridden by the mod, the game cannot read the player file properly when it has old quest data. Unfortunately I could not figure out a workaround to this within the mod... I tried removing certain quests from the mod because it seemed that some quests were affected and others were not, but it did not seem to help.

 

So it seems that to use the mod with an existing game, the quests have to be manually removed from the character. The only way I know to remove quests that have been completed/failed is by using the removequest console command. For reference I'll put instructions and a list of the quest commands for easy copy & pasting.

 

EDIT:

Sorry Ozzland, I was typing this reply and did not see your post. I tried to fix it, but I must be changing or accessing something that is saved to the player data files. I am not sure if it is just one/a few of the quests in my mod that is causing the issue, or if it is all of them. I need to test that to narrow down and see if I can possibly make this mod safe for existing saves... Or make a version of it for use with existing saves.

 


REMOVING QUESTS:

 

- Ingame Press 'F1' to open the console

- Use the removequest QUESTID command to remove all quests in your character's quest log

---- You only need to remove quests that your character has listed in their log

---- This will NOT remove any rewards obtained from already completed quests

 

Trader Tier level is tied to the amount of tier quests completed, not the tier completion quests themselves. Unfortunately this means that if you remove the trader quest entries your tier progress will be reset. I have made a challenge quest only version of the mod so that the trader quests will not be interfered with. I have also made an addon that adds automatic tier quests that can be used to quickly return to the correct amount of trader tier progress if you still decide to use my mod.

 

Challenge Quest Only Mod Version

 

Auto Trader Tier Quest Mod Addon -- ( More Details )

 

 

COPY & PASTE COMMANDS:

 

[table]

[tr]

 

[td]

CHALLENGE QUESTS:

removequest challenge_ladykiller

removequest challenge_killthewabbit

removequest challenge_buythefarm

removequest challenge_thatlldopig

removequest challenge_stagparty

removequest challenge_drunkanddisorderly

removequest challenge_nurseyoubacktohealth

removequest challenge_itsybitsyspider

removequest challenge_maneater

removequest challenge_nailsomechicks

removequest challenge_buythefarm

removequest challenge_starvingtourists

removequest challenge_dogdaysareover

removequest challenge_imalumberjackandimokay

removequest challenge_blitzdefense

removequest challenge_givemeaz

removequest challenge_dishonorabledischarge

removequest challenge_cableguysnevermadeit

removequest challenge_dontfeedthebears

removequest challenge_silenceofthelambs

removequest challenge_yournothingspecial

[/td]

 

[td] [/td]

 

[td]

TRADER QUESTS:

removequest tier1_fetch

removequest tier2_fetch

removequest tier3_fetch

removequest tier4_fetch

removequest tier5_fetch

removequest tier6_fetch

removequest tier1_clear

removequest tier2_clear

removequest tier3_clear

removequest tier4_clear

removequest tier5_clear

removequest tier6_clear

removequest tier2_fetch_clear

removequest tier3_fetch_clear

removequest tier4_fetch_clear

removequest tier5_fetch_clear

removequest tier6_fetch_clear

removequest tier1_buried_supplies

removequest tier2_buried_supplies

removequest quest_tier1complete

removequest quest_tier2complete

removequest quest_tier3complete

removequest quest_tier4complete

removequest quest_tier5complete

[/td]

 

[/tr]

[/table]

 


Edited by Laokia
Removed some unneeded removequests (see edit history)

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No problem at all, we are in experimental and expect things to happen. It is a great mod and I appreciate all your time and effort!

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Looking forward to trying this out. It should be compatible with my modlet as long as the tier quest line wasn't sltered.

 

The individual quests are not linked to the tier quest line except for being tagged as tier 1 and so on. So altering the rewards for those will not affect my mod.

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I'm running this on the stable build of the game and did two low tier quests and gained no points.

I'm wondering if this mod conflicts with SMX modlets.

And yes this is on a new game start.

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@Ozzland -

Thank you <3

 

 

@EpicSpire -

It seems to be working fine with your mod from what I can tell. I did not touch any of the tier completion quests, and I made sure that the shorthanded code I used to edit the trader quests would not apply to the tier completions. I'm running your mod, but I did tweak the skill point rewards slightly (right now they sit between your default amounts and your low progression amounts- medium progression I guess?).

 

 

@Rathlon -

I will keep it in mind to test with SMX when I am able. However, I decided not to have skill points be a possible reward for Tier 1 quests, so you would not start seeing them until Tier 2. All of the lootable challenge quests EXCEPT the "That'll Do Pig" and "Stag Party" (the only two easy difficulty challenge quests as defined by the vanilla game) have a chance to offer skill points as a reward so long as you have at least one point into the Intelligence tree perk 'Daring Adventurer'.

 

I made the skill points be a reward that can be chosen- if the RNG decides to offer it. As it is, the vanilla game code has 2 reward choices for each trader quest marked as 'fixed'. This means that if you do not get the 'Daring Adventurer' perk, you should theoretically only ever see the two fixed choices. I made the skill points non-fixed so you should have a random chance to be offered that reward equal to the chance of being offered the other 4 non-fixed default vanilla choices. So basically you have a 1-in-5 chance to be offered the skill points as long as you have the perk to get at least 3 offers to choose between. For the lootable challenge quests I also made 2 fixed choices (food and ammo) to keep them somewhat in line with the trader quests- but for those I made less choices overall so you have a 1-in-3 chance to be offered the skill point reward.

Edited by Laokia
Forgot to finish typing o.o (see edit history)

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Running this mod on a dedicated environment that already has a bunch of player data

 

For existing characters on a dedicated server, is it necessary to "manually remove all affected quests from your character before adding this mod" per character?

 

On my test dedicated server:

1. Add the mod

2. I reproduced the connect / error / character mismatched quests / player death / player reset issue

3. Removed the mod

4. Re-imported my character data from my live environment

5. Ran all of the "removequest" commands and watched them disappear from the quest log

6. Add the mod

7. Connect without error

 

^^ this is where my question above starts... There are lots of characters on my dedicated server, did the commands work in a single character context, or did they remove the quests from all players' quest logs?

 

My guess is the commands only worked for my character and this mod won't realistically work in the case of preexisting character data in large volumes... That sucks, because I really want to run it. I wasted all kinds of time today researching a way to run "removequest" commands for all players on connect. That would be SO COOL if that mechanic exists either 'as is' or with a server management component.

 

Thanks,

Aaron

Edited by moosemilker (see edit history)

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Aaron,

 

So sorry for the late reply! Unfortunately the removequest commands do have to be run on a per-character basis. I really wish that there was a command to remove the quests from everyone...

 

The other potential solution is to edit the saved character files themselves to remove the quest data. Unfortunately I could not find a way to do this easily. I don't have the necessary knowledge to code a program to allow editing of the .ttp files. There is and old A16 editor by Karlovsky120 but they have abandoned work on it. They left the source code so someone could bring the editor up to date, but I could not find anyone who had done so.

 

Sorry, for now it looks like it's not possible. I could have missed something but...

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Do not think it is compatible with SMX stuff, friend has 16 completed missions in, and a lot of points into adventurer, feel like they should of gotten one by now at least.

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KinaUndead, I'm sorry for not noticing your posts. For some reason I am not receiving any email notifications about thread replies even though I have everything set up for that, even so far as having the 7 days forums in my contacts. Not sure what is going on with that. I've even had a few PMs that I haven't gotten an email notice for, while others I have gotten the notice.

 

This does work with the current version of the game. I always check and so far nothing in the code has changed to require any updates to the mod files. That is odd that the option for skill points has not shown up... I will test with the full set of SMX mods and will also complete several quests with the adventurer upgrades to see if there's anything going on that I didn't account for. It has been working during my gameplay but... I will definitely look into it. And if it does conflict with SMX (which it shouldn't) I will try to find a workaround for that.

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Note: This mod does NOT conflict with SMX

 

New Mod Version Available

 

I have uploaded a new version of the mod. I had to rework pretty much everything in the mod to get it working as intended. I spent a while testing the trader reward offers and there seems to be a bug at the moment that causes the rewards they offer to not shuffle (which it states in the xml files should happen). This was causing not only my modded skill points to not be offered, but also the 6th official-vanilla option to not be offered.

 

With the update to my mod, I also changed the official-vanilla reward offers so that the 6th reward would be included in the top five offered rewards. In order to make the skill points NOT be a sure thing for players with Adventurer level 3 and make it just be a chance of being offered, I had to create an item to give the skill points. I tried to make the item directly give the points, but I couldn't quite figure that one out, so instead I made it give an auto-complete quest that awards a skill point. This means that you can technically trade skill points with other players should you want to, not something I had intended but I'm not opposed to it either.

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Note: This mod does NOT conflict with SMX

 

New Mod Version Available

 

I have uploaded a new version of the mod. I had to rework pretty much everything in the mod to get it working as intended. I spent a while testing the trader reward offers and there seems to be a bug at the moment that causes the rewards they offer to not shuffle (which it states in the xml files should happen). This was causing not only my modded skill points to not be offered, but also the 6th official-vanilla option to not be offered.

 

With the update to my mod, I also changed the official-vanilla reward offers so that the 6th reward would be included in the top five offered rewards. In order to make the skill points NOT be a sure thing for players with Adventurer level 3 and make it just be a chance of being offered, I had to create an item to give the skill points. I tried to make the item directly give the points, but I couldn't quite figure that one out, so instead I made it give an auto-complete quest that awards a skill point. This means that you can technically trade skill points with other players should you want to, not something I had intended but I'm not opposed to it either.

 

Oof, I suppose that would explain why they were never showing up haha. Awesome fix though! To be honest I did consider actually possibly moving to something else for 'better compatibility'? Though... eh I do just like this mod better, and you've already gone above and beyond to show concern, care, and compassion for your work which is something I'd stand by. I did actually like the idea of physical, trading skill points which the other did do... but, on top of that you'd pretty much wrapped up like everything I wanted out of this system in one update as well lol, AND ontop of fixing the vanilla trader!

 

(Now just to break it to a couple people that we're going to need to take away their quest log progression...) :cower:

 

Does doing this actually set them to having to complete through tiers again? Or does the game still somehow know what tier they were on despite the quest log wipe. I ask mostly because I use this in conjunction with epicspire's and I'm just trying to avoid being able to regain those skill points a second time for free through completing a tier, or even having to mess with anything other than just simply removing the quests if I don't have to.

Edited by KinaUndead (see edit history)

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Ah, not quite understanding whether the version of Nov. 17th fixes "Trader rewards do not seem to be shuffling as intended??" or it has that as an outstanding issue that still needs to be resolved?

 

Due to the nature of how it affects save games I just wanted to clarify before putting it on a server due to go live tomorrow, thanks.

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@KinaUndead:

Ah, I will check that. I did do a dumb and 'fixed' the tier completion quests (which also had the 6th 'choice' problem) but I should have left those alone. I'm going to release that as an optional add-on I think, because losing the progress on the tiers actually does lose something more than just the visual loss of quest log entries. *derp*

 

Alright, just checked without my tier edits and... *headdesk* Oh. I had assumed that the tier completion quests themselves would be what the current tier level would be based on. Unfortunately it seems that the tier is based on the number of completed quests from the previous tier rather than just the completion quest being based on that. So removing the tier quests does reset the tier which... is pretty frustrating. I suppose making that addon is pointless then.

 

I have tried to make a workaround to this, and other than just not messing with the trader quests at all I haven't been able to come up with a solution. I will make a challenge quest only version available though. I'm sorry, I wish I could make this seamless.

 


I created an add-on mod that adds some auto completing tier quests. This won't solve the problem, but you can use it to get everyone back up to the appropriate progress level fairly easily. Have EpicSpire's mod off until everyone gets back to their levels, then add it back in. The auto quests do not give any rewards, but the players will still get the item/dukes/exp for the tier completion quests, just not EpicSpire's added skill points. I guess you could call it compensation for the trouble....? Heh...

 

A server admin has a few options for accessing these quests.

Option 1: They can spawn in the added 'Trader Auto' and talk to him to get and turn-in the quests.

Option 2: They can spawn in (or use the creative menu to access) items which will give the quests.

Option 3: They can use the givequest command, but I believe this would have to be done per player.

 

NOTE: If you spawn the trader, you will have to remove him from the mod to get rid of him. Just delete the npc.xml, entityclasses.xml, and dialogs.xml files from the modlet. This will cause an error the first time, but the game will just deal with it by not spawning him in. The items.xml can also be safely deleted once you are done with it, but you will need to keep the quests.xml to keep the tier quest entries.

 

[table=width: 500]

[tr]

[td]Item Codes:

 

qt_tier1auto

qt_tier2auto

qt_tier3auto

qt_tier4auto

qt_tier5auto[/td]

 

[td]Item Names:

 

Tier 1 Auto Quest

Tier 2 Auto Quest

Tier 3 Auto Quest

Tier 4 Auto Quest

Tier 5 Auto Quest[/td]

 

[td]Quest IDs:

 

tier1_auto

tier2_auto

tier3_auto

tier4_auto

tier5_auto[/td]

[/tr]

[/table]

 

Here is the addon. I will also put it on the OP and link to the directions here.

 

Oh, and here is the challenge quest only version if you'd prefer to use that.

 


@Reytag:

Sorry, I worded that poorly. It was pretty late by time I got it posted. The rewards shuffling is an issue with my original mod and the vanilla game, but my new mod, the Nov 17 one, does fix this issue. Unfortunately that means it changes more than my original version so is more likely to be broken if a new game update comes out.

 

It should be alright as long as you keep backups of the server save files. I won't make any changes to the mod that would end up breaking it, at least not without pushing the changes to a new version like I have done with this update.

 

I uploaded a very slightly modified version just now. Sorry for taking so long to reply, I should have just responded to you and then double-posted to get everything else out that involved testing. x-x

 


As a somewhat unrelated note, I figured since I was making addons and alternate versions I might as well release the companion mod I made a while back. I was going to create an actual all-in-one modlet thread before uploading it, but since I made a version to go with this mod I don't see the harm in putting it out as an addon.

 

Rare Challenge Quests Addon

 

This just adds in a handful of new challenge quests. They are all more difficult than the vanilla quests (spawning ferals and radiateds and whatnot). They are also- or they should be- pretty rare. I added them into a separate loot group that is called from the normal challenge quest lootgroup, so there is a 1-in-21 chance to pull one of the added rare quests. Since this version was designed around the Quest Tweaks, all the rewards are in line with those in the main mod.

 


New update for V2 mod. The 'That'll Do Pig' and 'Stag Party' quests were the only two that did not have tweaked rewards and my OCD couldn't handle it. If you have upgraded to V2 and since done either of those quests, you may need to remove those two from your quest log.

 

! WARNING !

Updating from the old version of the mod to V2 will require another quest log wipe on existing games. I'm so sorry about that. The old version works, however the Skill Points will only show as an option on challenge quests and only if you have Adventurer level 3. If you do have the appropriate level, the skill points will always be offered as the fifth reward in the old version.

 

INSTRUCTIONS TO UPGRADE:

- Keep the old version installed.

- Login to your saved game

- Remove all quest entries (manually, sadly, see here)

---- Remember which trader quest tier you were on (tier complete in quest log)

- Save and Exit the game

- Replace the old mod with the new one

- Return to the game, quest tier progress will be reset

---- Use the trader tier auto quest addon to regain your tier progress

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@Laokia

 

Thanks, really appreciate the clarification and your efforts in improving the mod and your extensive install and upgrade notes. Great work!

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If I'm not wrong I think 18.2 stable requires changes to the quest related localization.txt

Is there any plan to update this soon, just trying to gauge if or when we can upgrade the server with our current mod collection.

 

Thanks!

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@Reytag:

 

Thanks for mentioning this! I had not been online for this past week so I missed the update drop entirely. It seems like there may be a few changes to quest-related things so it might take a little time to figure out what all I need to edit. Plus I want to try to make sure that I won't be breaking any saves, lol. I wish I could say I'd have it done tonight but I'm actually not feeling well (it is causing my vision to blur pretty bad which is impacting my ability to read/type). I will definitely have an update out within the next few days and might even have it tonight but with how much trouble I'm having I don't want to make mistakes by trying to rush it.

 

I am pretty excited about this fix in the notes:

Fixed

  • Quest rewards past the initial 2 chosen rewards were not randomizing order correctly.

 

Granted that means that I will have to test that it is working with the mod edits and will most likely have to again have two versions to make sure I won't be breaking anything. They also mentioned changing the 'Kill the Wabbit' quest to work with the double barrel shotgun so my tweak that changed that is no longer needed, but I do not know how removing it will affect things. I will work on it and will post again once I get a tested, working update ready. I'm sorry it has taken me so long to get to this and that it might be a couple days before I can finish the edits.

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@Laokia: Understood, we took the server down 2 days ago to restart due to some buggy loot mods, took the opportunity to make some other changes while I am at it, got most if not all mods updated to 18.2.

 

My group is like a bunch of rabid dogs though, I don't think I can hold them off any longer, lol.

Will start the server again without the quest mods and see if I can add them afterwards although it looks tricky as I know some are avid questers and they will start doing them right away, will see if I can hold them off.

 

Sorry to hear you aren't well, get well soon and take it easy, just tackle it when you are better and feel confident about it.

Thanks and have a good weekend!

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Sorry I wasn't able to do this yesterday. The health issues at the moment are caused by allergies, the swelling of my sinuses is insane right now. Yesterday was extra bad due to a front coming through. Luckily it's better today (only my ears seem to be swollen, don't need hearing to mess with code, lol) so I was able to whip all this up and test it.

 

Everything seems to be working well. I made a few different versions... I wish messing with the quests didn't screw up the character files, but alas. Thanks for your patience, and I hope you have a great weekend as well! Also a great holiday since that's coming up (or possibly already here depending on what/if you celebrate).

 


 

Fast Tier Levelling Mod Addon Tool

This just updates the localization files to be inline with the A18.2 change that combined the quest localizations with the main localization file. This will work with A18.2 with or without any of my mods.

 


 

Simple A18.2 Upgrade Versions:

 

Main Mod

 

Challenge Quest Only Mod Version

 

Rare Challenge Quests Mod Addon

 

These are only recommended for those who wish to continue their A18.1 or earlier saves that used these mods to A18.2. They only change the localization files and remove the now-redundant 'Kill the Wabbit' quest tweaks. Should be safe, but backup all character saves first. You may need to remove any 'Kill the Wabbit' quest entries from players' quest logs.

 

If you plan to do a full restart OR if you don't mind manually removing all quest log entries, then I would recommend using one of the new version options. They remove the now-redundant fixes for quest rewards not shuffling properly and in general seem to work much better with much cleaner code.

 


 

Fully Updated Mod for A18.2 Stable - Skill Book Quest Version

 

Main Mod

 

Challenge Quest Only Version

 

Rare Challenge Quests Addon

 

This version of the mod is fully updated to work with alpha 18.2 stable. All the relevant vanilla game fixes and changes have been accounted for and the mod has been reworked back inline with my original vision. This version adds a reward option to get one or more Skill Book items, which can be read to obtain a Skill Point from an auto-completing quest. The amount of books given has a chance to vary from higher tier/difficulty quests (up to a max of 3 books).

 

This is unlike the direct skill point version, which gives a set number. The result is that with this version you may get more points from lower tier quests, but you may also get less points from higher tier ones, based on RNG. Also unlike direct skill points, the books can be stored or given to other players.

 


 

Fully Updated Mod for A18.2 Stable - Direct Skill Points Version

 

Main Mod

 

Challenge Quest Only Version

 

Rare Challenge Quests Addon

 

This version of the mod is fully updated to work with alpha 18.2 stable. All the relevant vanilla game fixes and changes have been accounted for and the mod has been reworked back inline with my original vision. This version adds a reward option to get 1 or more Skill Points directly to the player. The amount of skill points offered will depend upon the tier/difficulty of the quest, with the higher tier quests giving a max of 3 skill points.

 

This is unlike the skill book version, which can give a varied amount based upon RNG. The result is that with this version you will always get the set amount for the tier you are doing, and higher amounts start being given at higher tiers than the book version.

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