Custom quest support

For all talk about quest development - creation, testing, and quest system.
imsobadatnicknames
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Re: Custom quest support

Post by imsobadatnicknames »

Jay_H wrote: Sat Aug 01, 2020 2:52 am Sometimes the quest format is strict enough that it bugs out with certain errors. If you can post the files, someone might be able to see.
Hmmmmm, I don't think it's due to any code errors, since I copied the code from PBA to every other file and just replaced the type of building the quest chooses and the type of npc it spawns inside, so the syntaxis is pretty much the same. But I guss I'll post the files just in case someone wants to give them a look.
Jay_H wrote: Sat Aug 01, 2020 2:52 am Also, the startquest console command only works on quests inside /StreamingAssets/Quests. It can't read from Questpacks.
That's... really weird, because both PBMASTER and PBA are inside /StreamingAssets/Questpacks/Populatedbuildings, so I shouldn't have been able to start them from the console at all and it still worked. I really have no idea what's going on here.

EDIT: I just moved the rest of the files to /StreamingAssets/Quests and tried to start them using the console and I still got the "Quest ID 'PBB' could not be found" message, so I doubt the file folder is the reason why the console can't start them. I also tried to start some quests from my thieves guild questpack from the console and it worked, so it seems like startquest can actually start quests inside the questpacks folder.

EDIT 2: I rewrote everything except for PBA and it seems to be working alright now. Idk what happened honestly, must have fucked something up when copypasting it or something
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Populatedbuildings.rar
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Interkarma
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Re: Custom quest support

Post by Interkarma »

Your quest is failing to parse which just shows the "not found" message in the console. Keep an eye on the quest_log.txt output in persistent data path for more detailed info when writing quests. The error in this case is:

Code: Select all

Parsing quest pbap.txt
Parsing quest pbap.txt FAILED!
Foes data table does not contain an entry for Sorcerer

imsobadatnicknames
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Re: Custom quest support

Post by imsobadatnicknames »

Interkarma wrote: Sat Aug 01, 2020 4:28 am Your quest is failing to parse which just shows the "not found" message in the console. Keep an eye on the quest_log.txt output in persistent data path for more detailed info when writing quests. The error in this case is:

Code: Select all

Parsing quest pbap.txt
Parsing quest pbap.txt FAILED!
Foes data table does not contain an entry for Sorcerer
Hmmmmmmmmm could've sworn Sorcerer was a valid class. Guess I was mistaken about that, thank you!
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Interkarma
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Re: Custom quest support

Post by Interkarma »

These are matched from Quests-Foes.txt. "Sorceror" is a valid enemy match but "Sorcerer" isn't. :(

Tipton misspelled the class name here in his TEMPLATE decompiler. We inherit this table and need to keep the same spelling for backwards compatibility with classic quests. What I could do is add a second entry for correct spelling with same enemy ID. That should do the trick.

Edit: Added correct spelling matched to same class ID. Legacy quests decompiled by TEMPLATE will still parse and new quests can use correct spelling from version 0.10.26.

https://github.com/Interkarma/daggerfal ... 759197a208

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Jay_H
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Re: Custom quest support

Post by Jay_H »

I highly recommend using TheLacus' quest editing tools, stickied in this forum. It shows where the problems are very quickly, and has saved me hundreds of hours of proofreading and troubleshooting:

Image

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Interkarma
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Re: Custom quest support

Post by Interkarma »

Hell yes. TheLacus' quest tools are incredible!

imsobadatnicknames
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Re: Custom quest support

Post by imsobadatnicknames »

Thank you so much for the help everybody! I managed to get the mod running correctly this morning and it's now on the Nexus! Turns out, aside from the misspelled class, the other quests weren't parsing because the town I was at lacked the appropriate buldings, which I should have figured out sooner.

Thanks for putting up with so many dumb questions :mrgreen:

Now, I kinda wanna ask something regarding more traditional quest-writting.
Is there a way to create a mob that's allied with the player? I know it's possible to do it through the "cm" console command, but idk if it's possible through the quest system. I have this idea for some high-level guild quests where the questgiver informs you that the guild is under attack, and as soon as you go outside enemies start spawning and you have to kill a large number of them to defend the guild. But if I just did that I feel like it'd be weird if you were the only one fighting to defend the guild, so It'd probably be interesting to be able to create some NPCs to fight by your side in a full-on battle
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Jay_H
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Re: Custom quest support

Post by Jay_H »


imsobadatnicknames
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Re: Custom quest support

Post by imsobadatnicknames »

Jay_H wrote: Sun Aug 02, 2020 5:32 am Take a look at this one ;) https://github.com/JayH2971/dfunity-que ... HKN004.txt
Oooooh so you assign teams pretty much the same way the console does. Cool, thank you! Tho now I'm reconsidering bc this completely dwarfs what I had planned heheh.
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Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
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Re: Custom quest support

Post by imsobadatnicknames »

Is there any way to make the quest system actually check if you have a certain ammout of gold in your inventory, as well as remove that same ammount of money if certain conditions are met?

I'm trying to use the quest system to give the player the ability to hire mercenaries. It's basically a quest that randomly spawns an NPC inside certain taverns that will charge you some gold and give you a "mercenary contract" that summons a party of adventurers to help you fight when used.

Everything else about it is working perfectly
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I just haven't figured out the money part. Trying to use "take _fee_ from pc" does nothing (presumably because it'd only work if I had used "get item _fee_" previously in the quest?). I tried to check out the code of quest in QuestPack 1 where someone offers to sell you a treasure map to see hw it worked and turns out the part that is supposed to check if you have enough money has two dashes on the side to make the game ignore it, and I couldn't find anything anywhere in the code that tried to take the gold from you, so I'm guessing the questgiver saying that they'll give it to you for x gold is purely for aesthetics?
Last edited by imsobadatnicknames on Mon Aug 10, 2020 9:55 pm, edited 2 times in total.
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Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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