Quest Editor [0.14.0]

For all talk about quest development - creation, testing, and quest system bug diagnosis.
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Allerka
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Re: Quest Editor [0.13.0]

Post by Allerka » Mon Apr 27, 2020 10:00 pm

Well, cool. I just started using VS Code at work a few months ago, and it's a great program. I'll have to try this out!

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Baler
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Re: Quest Editor [0.13.0]

Post by Baler » Mon Apr 27, 2020 10:32 pm

TheLacus wrote:
Sun Apr 26, 2020 9:30 pm
Version 0.14.0 is available on Nexus. :)

This is a quick update to support msg parameter and other actions that have been added recently. I have a few improvements planned but they will be added with 0.15.
Very cool! Thank You!
This really opens the door for people to write custom quests faster and easier.
DFU Discord Link: http://discord.gg/HXMrKU6

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Jay_H
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Re: Quest Editor [0.13.0]

Post by Jay_H » Tue Apr 28, 2020 3:12 am

msg fix is working great! Thanks TheLacus!

And yes, this utility almost writes quests for you. It is absurdly useful and I can't imagine doing it nowadays without it.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

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TheLacus
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Re: Quest Editor [0.14.0]

Post by TheLacus » Tue Apr 28, 2020 8:21 pm

Thanks, i'm glad you find it useful. 😃
I'm always happy to receive feedback and feature requests if there is any.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
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TheLacus
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Re: Quest Editor [0.14.0]

Post by TheLacus » Thu Apr 30, 2020 10:53 pm

For the next version i'm working on a "save inspector" mode that allows to inspect a snapshot of a started quest, directly inside the editor. This is how it works:
  • Json object is parsed from game save (specifically QuestData.txt).
  • When the cursor is hovering above a task, symbol or action, the object is queried using a few known properties (i.e. symbol.original for the name of a symbol) to retrieve its data.
  • If the resource is a task, list of children actions is removed.
  • The result is stringified and shown on tooltip as markdown text.
saveInspector0.png
saveInspector0.png (87.48 KiB) Viewed 189 times
I'm also experimenting with decorations for enabled/disabled tasks and clocks (with the same colors as the in-game debug overlay). This could make it easier to debug a save and understand what happened during the quest execution.
For example, the following quest has a pick one of action with four random choices. It's simple to notice that "wraith" option wask picked and monster succesfully killed before fallback timer could run off.

saveInspector1.png
saveInspector1.png (94.38 KiB) Viewed 189 times
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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Interkarma
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Re: Quest Editor [0.14.0]

Post by Interkarma » Thu Apr 30, 2020 10:57 pm

Oh that's exciting! Could make troubleshooting some things faster for sure.

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Jay_H
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Re: Quest Editor [0.14.0]

Post by Jay_H » Sat May 09, 2020 10:43 am

I'm trying the editor on the new quest commands, and got an error for "change foe:"

Image

Image

The "change foe" action is used exclusively for enemies, so I don't think it needs to refer to people.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

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TheLacus
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Re: Quest Editor [0.14.0]

Post by TheLacus » Sun May 10, 2020 3:19 pm

Thank you for the report.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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