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Quest Additions


ThunderSn1per
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I have been speaking with a few other members of the community on an issue I have been trying to overcome in questing.

There are two things I'd really like to see to assist others in creating quests that can make some really interesting lore and sideline stories in addition to the main game.

 

1. I'd like to see an easier implementation that allows the default container in a FetchFromContainer objective be able to be changed into a custom loot container. Being able to create a loot container and apply that to the quest could open up all sorts of opportunities to tell stories through quests.

 

2. Currently in a quest you must return to a trader to re-use RandomPOIGoto, it would be really nice to chain a longer quest into requiring multiple POIs to be visited and as such we would be able to use RandomPOIGoto at any point. Currently if used twice within a single quest it points to the same POI which requires the player to logout in order to reset the flag and let them activate the second rally point.

 

Bonus points would be given if we are able to have the XML files or some documentation on all properties available for each of the given tags etc.

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On 8/12/2022 at 12:15 AM, ThunderSn1per said:

Currently if used twice within a single quest it points to the same POI which requires the player to logout in order to reset the flag and let them activate the second rally point.

Not throwing stones at your gripe. But what is it you want? Hitting up the same POI on a Tier5 (clear/fetch/both) is mundane, I agree. And TFP is well aware. But I don't get the 'logout' part though. So it resets the Trader quest? It's still the same POI, as it is now there's only a few unique T5's in the entire generated world. A21 will give us a few more we hope. And maybe even a surprise connected to the repetition. Now, I can see the value of a 'chain quest'. It's already embedded in the code (looking at the quest description). We've not been able to make it happen as yet.

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4 hours ago, Melange said:

Not throwing stones at your gripe. But what is it you want? Hitting up the same POI on a Tier5 (clear/fetch/both) is mundane, I agree. And TFP is well aware. But I don't get the 'logout' part though. So it resets the Trader quest? It's still the same POI, as it is now there's only a few unique T5's in the entire generated world. A21 will give us a few more we hope. And maybe even a surprise connected to the repetition. Now, I can see the value of a 'chain quest'. It's already embedded in the code (looking at the quest description). We've not been able to make it happen as yet.

 

So I've made a custom quest in the past that would have sent the player to a random POI to fetch an item and then another random POI to "use" that item and finish the quest, as you can see in this quest there would be two instances of the "<objective type='RandomPOIGoto'>" and if this objective is used twice within the same "<quest>" tags, it points to the same POI, which cannot be "quested" upon without logging out and back in. Instead you would receive the message "This area is not available for questing at this time, please come back later"

 

I assume our current work-around is to create two quests in "parts" but it would be nicer to have this all possible within a single quest, for several reasons, not the least of which being it would keep the quest log cleaner without Part 1, 2, 3, 4 etc.

 

EDIT: I didn't answer the initial question "what is it you want?" -> What I would like implemented is that "RandomPOIGoto" as an objective is essentially standalone since as per the example, it appears to be tied to the quest "creation" and any subsequent callbacks to this objective are tied to the same POI. If it were standalone and could truly create an array of Random POIs instead of just a single entity then this would allow multiple different locations within a single quest.

Edited by ThunderSn1per (see edit history)
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@ThunderSn1per Well, I didn't fully grasp that it's mod mechanics you were aluding to. I should have reread the OP. And since I don't meddle with what's "under the hood" in this game you can understand my not getting FetchFromContainer and RandomPOIGoto terms that are used in the code. I have nothing to contribute here, I'll find the door...

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