Custom quest support

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Jay_H
Posts: 2056
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H » Sat Mar 30, 2019 6:35 am

I'm using a method to hook one quest from a questgiver into another that's totally unrelated. Since this would double the reputation gain, I want to change the chained quests to the non-existent faction "na," like the Perpetual Quests use.

Code: Select all

JHFG020, FightersGuild, M, 1, 0, entry into JHMFB??
JHFGB00, na, P, 0, 0,
JHFGB01, na, P, 0, 0,
JHFGB02, na, P, 0, 0,
JHFGB03, na, P, 0, 0,
However, none of the quests on faction "na" respond to the quest action "start quest." They work fine if they have the Fighters Guild faction like JHFG020 does, but if I change them to na like seen above, they refuse to start. The player log doesn't register anything at all about it. Also, the "na" faction works fine for Perpetual Quests but not here.

For now I'll be using a workaround to prevent huge reputation gains, but this is a bit of a curious problem.
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Jay_H
Posts: 2056
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H » Thu Apr 25, 2019 8:39 pm

I forgot to report this as a bug, or at least a design problem: http://forums.dfworkshop.net/viewtopic. ... 130#p23587

I designed this quest using the exiting condition:

Code: Select all

_timer_ task:
    when pc exits anywhere
    say 1003
    end quest
This works fine if you do the quest all in one go, but if you load a saved game inside a building and then exit it, the game tends to consider it leaving a location. If I understood correctly, this condition should only correspond to exteriors like farmhomes and cities, but leaving a building upon game load triggers it.
Come join the Unofficial Daggerfall Unity Discord.
Try the first Daggerfall Unity Quest Pack with roughly 210 all-new quests.
I write quests but have no technical knowledge.

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Hazelnut
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Re: Custom quest support

Post by Hazelnut » Sun May 12, 2019 3:09 pm

Jay_H wrote:
Sat Mar 30, 2019 6:35 am
I'm using a method to hook one quest from a questgiver into another that's totally unrelated. Since this would double the reputation gain, I want to change the chained quests to the non-existent faction "na," like the Perpetual Quests use.

Code: Select all

JHFG020, FightersGuild, M, 1, 0, entry into JHMFB??
JHFGB00, na, P, 0, 0,
JHFGB01, na, P, 0, 0,
JHFGB02, na, P, 0, 0,
JHFGB03, na, P, 0, 0,
However, none of the quests on faction "na" respond to the quest action "start quest." They work fine if they have the Fighters Guild faction like JHFG020 does, but if I change them to na like seen above, they refuse to start. The player log doesn't register anything at all about it. Also, the "na" faction works fine for Perpetual Quests but not here.

For now I'll be using a workaround to prevent huge reputation gains, but this is a bit of a curious problem.
Hmm, sorry I've been absent Jay. TBH I forget exactly how it all works, but I think if quests are started with the start quest action then theres no faction id to have rep increase allocated. If you don't want these quests availiable to be dispensed by the quest giver of FG, then they don't need entries in the lists. However, they need to be in same folder as a defined init quest since that defines the directory as a source of quest files. That worked nicely for your perpetual packs but i didn't consider what you're doing. So, is adding an init quest entry something that fits into this? Do you have one in the pack, or does the quest discovery system need a tweak?

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Jay_H
Posts: 2056
Joined: Tue Aug 25, 2015 1:54 am

Re: Custom quest support

Post by Jay_H » Mon May 13, 2019 5:03 pm

Hazelnut wrote:
Sun May 12, 2019 3:09 pm
Hmm, sorry I've been absent Jay. TBH I forget exactly how it all works, but I think if quests are started with the start quest action then theres no faction id to have rep increase allocated. If you don't want these quests availiable to be dispensed by the quest giver of FG, then they don't need entries in the lists. However, they need to be in same folder as a defined init quest since that defines the directory as a source of quest files. That worked nicely for your perpetual packs but i didn't consider what you're doing. So, is adding an init quest entry something that fits into this? Do you have one in the pack, or does the quest discovery system need a tweak?
No, I'm just glad you're back :) If things are as you describe then I'm very happy. In all cases when I'm chaining multiple quests together, I don't want a reputation to gain faction from the subsequent ones. I'll keep the faction IDs unchanged throughout each chain and I think it'll work fine.
Come join the Unofficial Daggerfall Unity Discord.
Try the first Daggerfall Unity Quest Pack with roughly 210 all-new quests.
I write quests but have no technical knowledge.

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