Custom quest support

For all talk about quests. Creating, testing, bugs, and development progress.
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Jay_H
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Re: Custom quest support

Post by Jay_H » Sat Sep 08, 2018 9:56 pm

I think I know what happened. My fault. I didn't try restarting DFU, and now that I did, it's working. I think I must have altered the questfile only when DFU was open and not tried restarting. Also, I didn't bother attempting it from console :oops: Thanks for taking the time.
Try over 90 all-new quests in the first Daggerfall Unity Quest Pack.

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Interkarma
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Re: Custom quest support

Post by Interkarma » Sat Sep 08, 2018 11:54 pm

No problems! :)

This might still indicate a small flaw in the "start quest" action though. I've always intended quests to be started/stopped/inspected/tested while the game is running. Not sure what went wrong in this case.

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Jay_H
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Re: Custom quest support

Post by Jay_H » Sun Sep 09, 2018 1:33 am

It's how Hazelnut designed the Quest Pack quest lists. "Start quest" depends on the quest list, and the Quest Pack quest list is only refreshed when DFU starts, not in realtime (unlike the classic DFU quest lists.) Hazelnut, you can correct me if I'm wrong on that; it's been awhile since we got into this.
Try over 90 all-new quests in the first Daggerfall Unity Quest Pack.

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Interkarma
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Re: Custom quest support

Post by Interkarma » Sat Sep 15, 2018 5:21 am

Now the bulk of spell effects are done, I'm looking into quest support for the following two actions:
  • cast aSpell spell do aTask
  • cast aSpell spell on aFoe
Jay, hopefully this will give you some new toys to invoke for your narratives. :)

I'm also investigating feasibility of player being able to use any spell with an effect matching that defined by the quest action to satisfy spell requirement. This is unlike classic where player must use stock spell.

I don't have a firm ETA on this yet, but should be in next few weeks.

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Jay_H
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Re: Custom quest support

Post by Jay_H » Sat Sep 15, 2018 6:06 am

Yeah, I have some ideas stocked up :D This new idea you have would also be a nice addition if you decided to/found a way to add it, but I'm happy with anything whenever it comes.
Try over 90 all-new quests in the first Daggerfall Unity Quest Pack.

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Jay_H
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Re: Custom quest support

Post by Jay_H » Wed Oct 17, 2018 1:37 am

I have something of a funny question! :) I accidentally deleted 3 WIP quests from my hard drive with no backup. However, I have save files which are in the middle of each of these three quests. Is it possible for me to extract the quest file from the save game?
Try over 90 all-new quests in the first Daggerfall Unity Quest Pack.

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Interkarma
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Re: Custom quest support

Post by Interkarma » Wed Oct 17, 2018 3:04 am

Hmm - it's not impossible but its going to be clunky. You'll be able to recover the text and general flow of the quest, but it's not easy to get this out again from the compiled quest data I'm sorry. It's more runtime state than human state now.

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Jay_H
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Re: Custom quest support

Post by Jay_H » Wed Oct 17, 2018 3:33 am

Don't worry about it. It's a good lesson in data preservation, and it's not much to rewrite. It's part of that multi-quest line I was telling you about earlier.

Now it gives me a chance to do a better version 2.0 :) Thanks for answering.
Try over 90 all-new quests in the first Daggerfall Unity Quest Pack.

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