Quest Editor

For all talk about quest development - creation, testing, and quest system.
Post Reply
User avatar
TheLacus
Posts: 1305
Joined: Wed Sep 14, 2016 6:22 pm

Re: Quest Editor [0.19.0]

Post by TheLacus »

Version 0.19 is available from nexus, including support for npc location scopes added by Ferital.

User avatar
Jay_H
Posts: 3880
Joined: Tue Aug 25, 2015 1:54 am
Contact:

Re: Quest Editor [0.19.0]

Post by Jay_H »

Thank you for keeping this up to date :)

User avatar
Jay_H
Posts: 3880
Joined: Tue Aug 25, 2015 1:54 am
Contact:

Re: Quest Editor [0.19.0]

Post by Jay_H »

I'm getting a strange error with 0.19.0. If I try setting up messages 1001 through 1010 using the standard presets (QuestComplete, RumorsPostSuccess), VSC erases those phrases when I save the file and replaces them with [object Object]: [[object Object]]. I simply can't convince it to accept the preset phrases. Changing it to "Message: 1004" and so on seems to work, but the presets get replaced by VSC. It's very strange.

(I blocked out some spoilery information for a quest I'm writing in the image below)

Image

User avatar
TheLacus
Posts: 1305
Joined: Wed Sep 14, 2016 6:22 pm

Re: Quest Editor [0.19.0]

Post by TheLacus »

Sorry, it must be an issue with the formatter. As a temporary workaround you can disable Format on Type and Format on Save from settings and that should avoid the issue.

User avatar
Jay_H
Posts: 3880
Joined: Tue Aug 25, 2015 1:54 am
Contact:

Re: Quest Editor [0.19.0]

Post by Jay_H »

No problem, thanks for the alternative :)

User avatar
TheLacus
Posts: 1305
Joined: Wed Sep 14, 2016 6:22 pm

Re: Quest Editor [0.19.1]

Post by TheLacus »

I uploaded a new version with a fix.

User avatar
Jay_H
Posts: 3880
Joined: Tue Aug 25, 2015 1:54 am
Contact:

Re: Quest Editor [0.19.1]

Post by Jay_H »

Many thanks again for looking at and fixing the problem.

User avatar
Jay_H
Posts: 3880
Joined: Tue Aug 25, 2015 1:54 am
Contact:

Re: Quest Editor [0.19.1]

Post by Jay_H »

Hello, I'd like to request inclusion of the "promptmulti" action. It's a bit complex. You can see how I use it here:

https://github.com/JayH2971/dfunity-que ... 8.txt#L132

https://github.com/JayH2971/dfunity-que ... er.txt#L42

Each number designates one of Daggerfall's pre-existing buttons (and some more Hazelnut added in the Roleplay Realism mod). I have an index of these numbers here:

https://github.com/JayH2971/dfunity-que ... s.txt#L131

The format is "button number:useful note _task_" in repeating order. This provides a series of clickable buttons when making a decision. You can see the quest action page here: https://github.com/Interkarma/daggerfal ... lti.cs#L23

User avatar
Hazelnut
Posts: 2970
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Quest Editor [0.19.1]

Post by Hazelnut »

The thread with full details is here FYI: viewtopic.php?p=54663
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

Post Reply