Custom quest support

For all talk about quests. Creating, testing, bugs, and development progress.
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Interkarma
Posts: 2589
Joined: Sun Mar 22, 2015 1:51 am

Re: Custom quest support

Post by Interkarma » Sat May 12, 2018 9:55 pm

That's a weird one. Oh well, at least it doesn't seem quest related for now. Let us know if you can reproduce sometime and we can take another swing.

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Jay_H
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Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H » Sat May 19, 2018 5:31 am

Let's say I wanted to alter _BRISIEN to add some "start quest" tasks to it, to alter the beginning of Daggerfall, without modifying the _BRISIEN.txt in the quest folder. Is that feasible? Or is replacing the original the only way to mod this kind of addition in?
**INDEFINITE HIATUS** Current priority list: 1. Writing new DFU quests; 2. Writing Archaeologist content; 3. Revamping classic DF quests. Only in free time, no guarantees made.

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Interkarma
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Joined: Sun Mar 22, 2015 1:51 am

Re: Custom quest support

Post by Interkarma » Sat May 19, 2018 8:03 am

Replacing would be the only way right now.

What we need is a "quest launcher" mod or something to make it easy just to package quests and and set their startup conditions. For example it could have the intelligence to start custom quests at beginning of game, or when player enters a certain location, or if quest not already running, or whatever people can think of.

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Jay_H
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Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H » Sat May 19, 2018 2:58 pm

No problem at all. I can always go the regular route of making a _BRISIEN.OLD file and including installation instructions.

After all, compared to modding for TES 3-5, modding DFU is a dream :D
**INDEFINITE HIATUS** Current priority list: 1. Writing new DFU quests; 2. Writing Archaeologist content; 3. Revamping classic DF quests. Only in free time, no guarantees made.

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