I'm trying to make a mod that adds a UI element to either the right or left side of the Quest log screen (there is a lot of open space on this screen). The purpose being that each element would be a sort of quest tracker that would at least tell the player how long an active quest has before it expire/auto-fails. I know the game already tracks this in the log, but I would like to make it cleaner so the player does not have to scrolls through multiple pages of the log just to see how much time they have left.
With this in mind, I started looking for the pieces of data I was going to be using to put said text on the screen, mainly what displays in the quest log how many days an active quest has before it expires. I found some useful information, but not the thing I was exactly looking for. I have seen inside some of the .txt files for quests where this value would be placed, sometimes called "=queston_" followed by the word days, but this does not really lead me anywhere.
Help With A Quest Tracking Mod Idea!
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- Jay_H
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Re: Help With A Quest Tracking Mod Idea!
Quests use a "clock" variable to define their timer values. Almost every quest will have at least one of these. Take a look at this example: https://github.com/JayH2971/dfunity-que ... 8.txt#L128
The format is DAYS.HOURS:MINUTES. So the one called _timer_ is set for 30 days, zero hours, and zero minutes.
If a format has two numbers in succession, the game will randomly choose a value between the two figures. For _recharge_, the game will choose any value between 1 day+16 hours, and 1 day+23 hours.
If a value doesn't have days or hours included, like _escape_, it'll just use whatever value is displayed, in this case 5 minutes.
Now, the game already carries information about existing timers in a legible way, but it isn't immersive. See the quest debugger here: viewtopic.php?p=5252#p5252
If you wanted to show any running timers, the quest debugger has those lit up in green. However, there's no discernment about the timers; a timer to spawn a small enemy or to end the quest in failure have no distinguishing features, so a UI addition to show the timers would have that difficulty to surmount.
Code: Select all
Clock _timer_ 30.00:00
Clock _recharge_ 1.16:00 1.23:00
Clock _event_ 8:00 1.00:00
Clock _escape_ 0:05
If a format has two numbers in succession, the game will randomly choose a value between the two figures. For _recharge_, the game will choose any value between 1 day+16 hours, and 1 day+23 hours.
If a value doesn't have days or hours included, like _escape_, it'll just use whatever value is displayed, in this case 5 minutes.
Now, the game already carries information about existing timers in a legible way, but it isn't immersive. See the quest debugger here: viewtopic.php?p=5252#p5252
If you wanted to show any running timers, the quest debugger has those lit up in green. However, there's no discernment about the timers; a timer to spawn a small enemy or to end the quest in failure have no distinguishing features, so a UI addition to show the timers would have that difficulty to surmount.