[MOD] Quest Offer Locations

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Macadaynu
Posts: 27
Joined: Sun Mar 07, 2021 1:18 pm

[MOD] Quest Offer Locations

Post by Macadaynu »

I don't know about you but I prefer to know where I'm going, before agreeing to go there.

Quest offers are a bit of a crap shoot in terms of distance, you just have to accept them and pray to the gods you're not sent to the other side of the Iliac Bay. This is especially annoying when you don't like yourself and disable all fast travel options. :lol:

That's where this mod comes in, tell me where the quest location is and how long it will take me to get there before I accept it.

Demo here (WIP):


This will still work with player controlled journeys when using Travel Options (you then get the time in hours and mins). I still need to fix the text formatting as you an see.

Would you guys be interested in this sort of thing? I'd need to ask for a few changes to base classes if so

Cheers

mushr00m3717
Posts: 3
Joined: Wed May 06, 2020 2:08 pm

Re: [MOD] Quest Offer Locations

Post by mushr00m3717 »

Yes, it would be very helpful with such a feature. :D

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Daniel87
Posts: 259
Joined: Thu Nov 28, 2019 6:25 pm

Re: [MOD] Quest Offer Locations

Post by Daniel87 »

Thank you, I rarely finished quests as the distance was not part of the deal. Finally!

FoldedDice
Posts: 7
Joined: Sun Feb 09, 2020 1:32 am

Re: [MOD] Quest Offer Locations

Post by FoldedDice »

This would fix a major frustration of mine. In this vanilla game this matters very little, but in a playthrough where fast travel has been modded out it becomes very useful to know how far away a quest location is before accepting.

Out of curiosity, is this feature being hard-inserted into the default quests, or are modded quests compatible out of the box as well? I'd say that would have a big impact on people interest in it.

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Macadaynu
Posts: 27
Joined: Sun Mar 07, 2021 1:18 pm

Re: [MOD] Quest Offer Locations

Post by Macadaynu »

FoldedDice wrote: Wed Apr 14, 2021 2:57 pm This would fix a major frustration of mine. In this vanilla game this matters very little, but in a playthrough where fast travel has been modded out it becomes very useful to know how far away a quest location is before accepting.

Out of curiosity, is this feature being hard-inserted into the default quests, or are modded quests compatible out of the box as well? I'd say that would have a big impact on people interest in it.
This should work out of the box, it's just a replacement for the quest offer popups, so as long as the quest mods are using that, it should work.

Jarlyjarljarl
Posts: 53
Joined: Sat Aug 01, 2020 6:37 am

Re: [MOD] Quest Offer Locations

Post by Jarlyjarljarl »

This is something I consider essential and will be waiting for it with great anticipation.

Jarlyjarljarl
Posts: 53
Joined: Sat Aug 01, 2020 6:37 am

Re: [MOD] Quest Offer Locations

Post by Jarlyjarljarl »

Any updates on this?

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Macadaynu
Posts: 27
Joined: Sun Mar 07, 2021 1:18 pm

Re: [MOD] Quest Offer Locations

Post by Macadaynu »

Jarlyjarljarl wrote: Thu Apr 29, 2021 5:09 pm Any updates on this?
My free time is quite limited at the moment but I'll be picking this one up again as soon as I get the chance

Thanks

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Macadaynu
Posts: 27
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Re: [MOD] Quest Offer Locations

Post by Macadaynu »

Hi I've picked this up again and am ready to get a release sorted, but I need the protection levels for a few fields modifying. Could anyone help me with this please?

The fields are as follows:

DaggerfallGuildServicePopUpWindow:
IGuild guild; (to be made protected)
List<QuestData> questPool; (to be made protected)
OfferQuest(); (to be made a virtual method)

DaggerfallQuestOfferWindow:
StaticNPC.NPCData questorNPC; (to be made protected)
FactionFile.SocialGroups socialGroup; (to be made protected)

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