I've extended the timer to 26 hours instead of 15, and have added many more "dud" events (which means nothing happens this time). Further, I did the "no tavern" fix and the duplicate fix recommended by Cliffworms. You've all been a great help, thank you.
Now that I'm thinking about it, I probably want to extend that to any Fighters Guild as well since people sleep there, and maybe shops as well. And we can't even deal with owning your own house for now...
EDIT: For some reason "shop" isn't a valid parameter in the quest editor for a location. I thought it was a valid place name.
Jay_H's Random Little Quests
- Jay_H
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- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: Jay_H's Random Little Quests
Um, in the new update I think you forgot to zip them up in a questpack folder. It's just the loose quest files in a zip-file.
- Jay_H
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Re: Jay_H's Random Little Quests
Very likely! I'm handling like 5 different mods here with different structures, this was sure to happen Thanks Ralzar.
- Jay_H
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Re: Jay_H's Random Little Quests
I'm calling this a released mod. I've added a bunch of new events that I think balance it out, and I'm not getting new bug reports now. I think this is good enough for the general public?
If you stay indoors at night, there's nothing in this mod that'll pose any danger to you. Beware, taxes are now implemented within the cities! (They don't cost much.)
RLQ will now trigger in cities, hamlets, and villages. That means tavernhomes and templehomes are exempt.
I've changed to a flat 1/3 chance of triggering an event per day, no matter how many possibilities there are. The events are divided by season.
I want to add much more in the future, so this is just a basic release.
If you stay indoors at night, there's nothing in this mod that'll pose any danger to you. Beware, taxes are now implemented within the cities! (They don't cost much.)
RLQ will now trigger in cities, hamlets, and villages. That means tavernhomes and templehomes are exempt.
I've changed to a flat 1/3 chance of triggering an event per day, no matter how many possibilities there are. The events are divided by season.
I want to add much more in the future, so this is just a basic release.
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: Jay_H's Random Little Quests
One of the events is a merchant who needs a loan. This loan is consistently 341 gold each time. Maybe randomize this to make it feel less like the same event each time?
- Jay_H
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Re: Jay_H's Random Little Quests
I added a lesser one for 152 gold too
The limitation there is that I have to define a gold amount; I can't choose from a range. So I'll probably make about 10 of these and mix them in. (Probably should've done that before release, really.)
The limitation there is that I have to define a gold amount; I can't choose from a range. So I'll probably make about 10 of these and mix them in. (Probably should've done that before release, really.)
- Ralzar
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- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: Jay_H's Random Little Quests
Hey, then you can make a few variants. I can even imagine one being "Haha! You fool" as the scammer runs away
- Jay_H
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- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: Jay_H's Random Little Quests
I've implemented 10 different loan amounts now. The new version will be on Nexus when it's finished uploading. Thanks Ralzar.
- Hazelnut
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Re: Jay_H's Random Little Quests
Can't you create an item of gold in a range using
Item _loan_ gold range 250 to 750
or whatever you need the range?
Item _loan_ gold range 250 to 750
or whatever you need the range?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods