Quest Editor

For all talk about quests. Creating, testing, bugs, and development progress.
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Jay_H
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Re: Quest Editor

Post by Jay_H » Fri Dec 21, 2018 12:58 pm

Hooray! It's back in action :D Thank you!
Try over 140 all-new quests in the first Daggerfall Unity Quest Pack.

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TheLacus
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Re: Quest Editor

Post by TheLacus » Fri Dec 21, 2018 3:18 pm

Jay_H wrote:
Fri Dec 21, 2018 12:58 pm
Hooray! It's back in action :D Thank you!
Great! But what do you mean with transferring the workspace? I see that your Github project contains two folders, PQP and QP1. Do you open vscode on the root folder (dfunity-questpacks) or you work directly inside StreamingAssets/QuestPacks and make a copy everytime you push to git?
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Jay_H
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Re: Quest Editor

Post by Jay_H » Fri Dec 21, 2018 6:53 pm

I permanently include my Github folder as part of the workspace, and I add and remove the working folders of DFU with each new version since I only keep a few installed at a time. Since I delete the old versions, I have to update the location of things like the Tables folder periodically. But rarely things like this happen where something breaks and I just remove everything and replace it, which in the past fixed the problem :D But now I know more specifically what to update when new releases of DFU come out.
Try over 140 all-new quests in the first Daggerfall Unity Quest Pack.

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TheLacus
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Re: Quest Editor

Post by TheLacus » Tue Jan 01, 2019 9:08 pm

Version 0.7.0 is released. As always, changelog and download. :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Jay_H
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Re: Quest Editor

Post by Jay_H » Tue Jan 01, 2019 10:01 pm

YES! Thank you! :D You have no idea how incredibly helpful this tool has been. The last time it wasn't working (a few weeks ago when I had the problem with workspaces) I tried writing two quests in a single night and had massive difficulty with it. This is a total game-changer.

I should mention Interkarma's going to enable "house" as a place value soon in addition to "house1," "house2," and so on, to allow flexibility in quests. I don't believe I saw that in your changes so I mention it for your next update.
Try over 140 all-new quests in the first Daggerfall Unity Quest Pack.

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TheLacus
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Re: Quest Editor

Post by TheLacus » Wed Jan 02, 2019 10:03 pm

Jay_H wrote:
Tue Jan 01, 2019 10:01 pm
YES! Thank you! :D You have no idea how incredibly helpful this tool has been. The last time it wasn't working (a few weeks ago when I had the problem with workspaces) I tried writing two quests in a single night and had massive difficulty with it. This is a total game-changer.
Thank you Jay_H, it's great to hear that is being useful. I'm always happy to help if there is any issue or suggestion :)
Jay_H wrote:
Tue Jan 01, 2019 10:01 pm
I should mention Interkarma's going to enable "house" as a place value soon in addition to "house1," "house2," and so on, to allow flexibility in quests. I don't believe I saw that in your changes so I mention it for your next update.
Interkarma added "house" to Quests-Places.txt table, so as long as tablesPath points to the correct folder it should be already usable inside actions that accept a place.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Jay_H
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Re: Quest Editor

Post by Jay_H » Wed Jan 02, 2019 10:26 pm

Oh good! Then that should take care of itself :) Thank you.
Try over 140 all-new quests in the first Daggerfall Unity Quest Pack.

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