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UnReal World => Modding => Mod Releases => Topic started by: Privateer on December 28, 2020, 02:27:05 AM

Title: Player Questing by privateer v2.4
Post by: Privateer on December 28, 2020, 02:27:05 AM
 The Player Questing mod Ver. 2.4 (For URW v3.6)

Spoiler: show
(https://imgur.com/QQt7oES.png)


This Mod utilizes the F1 key
 These quests utilize a 'token' system and the use of optional items to select 'which' quest
you want to do.

It's best to only apply one 'token' per selection else only the last selected will be given.
 Once you select a quest, go to inventory, valuables, the task item will be there.
Hit F1 on the item for quest details.

 Completing the beginner quest(s) (free token) will grant items needed to produce the quest token.
Each beginner quest 'payment' is different and you need them all to get a quest token 'questing token'

What's in this mod:
Bird coops
Signs and Markers
Arrow quiver
Bees, honey and mead brewing
Brewing barrels and wooden mugs
Butter making
Questing for skill and profit

Here's a shot of the menus I'm working on right now.
also a brief explanation of the method I'm following.
Spoiler: show
 (https://www.unrealworld.fi/forums/index.php?action=dlattach;topic=6163.0;attach=1568)


I've clipped a new short video that shows gameplay with this mod.. And of course my dog barking in the background >_<
https://www.youtube.com/watch?v=YQR5Z3BRSjc (https://www.youtube.com/watch?v=YQR5Z3BRSjc)

//v 1.6 fixed missing menu file
//v 1.7 Switch to ownership of talisman to get quests
//v 1.8 Set initial rewards, with quest selection/item consumption resolved
//      Change beginner quests to simple gather jobs 2 at each location
//      Set original beg. quests to regular, set rewards for tasks
//v 1.9 Fixed missing removal of a beginners quest dialog 'item' on completion
//v 2.0 fixed Honey combs not being seen
//    fixed a name errors on beginners turn ins
//v 2.1 fixed egg and mushroom turn in reward naming
//v 2.2 Modified/confirmed (1) Adv. quest turn in,  quantity to assure proper completion.
//v 2.3 Fixed Sauna location typo(s), set proper 'Energy drink' turn in, Fixed skill misspelling
//v 2.4 Addition of roasting root vegetables in 2 lb. or less volumes.
//        Addition of carrot root vegetable to be implementation via quest reward.
//        Reset/verified the completion item and quest text for 'Energy drink' quest.


*Feedback appreciated*


Title: Re: Player Questing by privateer
Post by: Dungeon Smash on December 30, 2020, 03:58:09 AM
I like the looks of this a lot.
Title: Re: Player Questing by privateer v1.5
Post by: Privateer on January 11, 2021, 08:57:33 PM
Moving on Rewards now

(https://imgur.com/meYCsoD.png)
Title: Re: Player Questing by privateer v1.6
Post by: rudy on January 11, 2021, 11:06:46 PM
Just worked through one of the beginner quests with Privateer's help.

I like the use of F1 to give dialogue for quests very much.

There needs to be more clarity on quest directions, but Privateer is already aware and updating that.

The quest selection option is very clever too.

Overall, I think the quest menu system is more complex than it needs to be. I'd (personally) prefer a system where each quest had one associated item (that described the quest, and gave flavor to it), and one option to turn it in.

I don't think the turn-in need use overly complex mechanics, but can rely on the RP of the player. For instance, you could have a quest that told the player to go to a mountain top and bring a sacred wood. You would not be able to test in the recipe that they actually went to a mountaintop; that would be on the players. Simplifying the quest requirements to be more RP based would both make it easier to understand, and make the flexibility in what quests could be much broader.
Title: Re: Player Questing by privateer v1.6
Post by: Privateer on January 12, 2021, 07:25:33 AM
 Thank you for taking the time to leave feedback.
I appreciate others point of view to broaden my own thoughts and processes.
Title: Re: Player Questing by privateer v1.8
Post by: Privateer on January 19, 2021, 10:57:07 PM
Version update to v1.8 with the implementation of trade credit rewards in addition to skill up chances.
 Top post download has been updated

 Beginners quests are now spread out (2) in each type of settlement, completing all (6) beginners quest gives the items
needed to 'M'ake the item "Talisman of trust"

" A talisman is any object ascribed with special powers or meanings
 intended to protect, heal, or even harm individuals for whom they
 are made. Talismans are often portable objects carried on someone
 in a variety of ways, this one proves that your words can be trusted."

 This assurance allows you to get 'Quest token(s)' to perform profitable task/jobs/quests in all locations.

I've clipped a new short video that shows gameplay with this mod.. And of course my dog barking in the background >_<
https://www.youtube.com/watch?v=YQR5Z3BRSjc (https://www.youtube.com/watch?v=YQR5Z3BRSjc)
Title: Re: Player Questing by privateer v1.8
Post by: JP_Finn on January 20, 2021, 05:02:43 AM
It’s organic, when you can hear dog barking in the background.
Title: Re: Player Questing by privateer v1.8
Post by: Míriel on February 02, 2021, 01:21:09 AM
  Hi, I really like this mod. Thank you for this great idea, Privateer. It was a bit difficult at first to understand the quest acquiring system but the video helped a lot.
  I'm currently in the settlement part of the begginers quest and I think I found a minor issue, the growing up token in the trunks quest isn't removed by its completion.
   While I'm waiting for the hives to produce honeycombs I was checking the recipes in the All manners of things menu and I'm not sure what are meant to be the different types of bones and antlers in the carving recipe. I noticed I can use elk antlers and bones in both parts but I'd like to know what you had in mind for the "antler animal" and "antler hunter" categories and in the bones also.
 
Title: Re: Player Questing by privateer v1.8
Post by: Privateer on February 02, 2021, 01:48:25 AM
  Hi, I really like this mod. Thank you for this great idea, Privateer. It was a bit difficult at first to understand the quest acquiring system but the video helped a lot.
  I'm currently in the settlement part of the begginers quest and I think I found a minor issue, the growing up token in the trunks quest isn't removed by its completion.
   While I'm waiting for the hives to produce honeycombs I was checking the recipes in the All manners of things menu and I'm not sure what are meant to be the different types of bones and antlers in the carving recipe. I noticed I can use elk antlers and bones in both parts but I'd like to know what you had in mind for the "antler animal" and "antler hunter" categories and in the bones also.

 Thank you for taking the time to leave feedback!

You are correct there is a [remove] missing in that location and I've fixed it, thank you for that!

I probably out thought myself but where I was going with the bone and antler task(s) was to allow working either bone or antler
from one simple task. Since all bone and antler contains 'specific' animal tags ie; Reindeer, elk and more for bone a large number of 'tasks' would be needed given my thinking. So the first task chops a 1lb working piece of antler or bone, the second has option for doing either bone/antler carving of the 1 lb item, while providing a stable naming of the product for 'quest turn in' eg: Bone carved with animal scene
vs it coming out with something like:
Pig bone carved with animal scene

 The whole engraving thing is/was an idea of having different (virtual of course) outputs from one menu, which allows for different item selection ie Bone OR Antler

 It was primarily an idea to add carving via simplified menus with a projectable product name.
Another underlying issue is whether the output is really the material it says, but since there is no purpose at the moment that is lesser imo.

Title: Re: Player Questing by privateer v1.8
Post by: Míriel on February 02, 2021, 05:04:04 AM
It's always nice to receive a fast reply :). I will post other feedback as I progress in the quests.
Title: Re: Player Questing by privateer v2.0
Post by: Privateer on February 02, 2021, 07:14:22 AM
 So I looked and started a new play and found more errors by me >_<
I have updated the top link with fixes to some naming and ingredient issues in the beginners quest reward.

fixed
\\ Honey combs not properly called out in recipe
\\ Several beginner quests did not produce fur as reward due to a tag error with [name:] and [NAME:]
 \\ v2.1 fixed mushroom and egg beginners quest turn in names

Please get v2.1 files before turning in any beginners quests so you don't waste your efforts.

>>>Top post updated to v 2.0<<<

 Found that at least my mistakes are consistent >_< Sorry for the incomplete updates. Trying to fix and play thru
and I made it kind of hard. I'm 5 out of 6 complete (attached) need to find some eggs to complete 'beginners'

*A special thank you to @Míriel for motivating me to look at this again as it was totally buggered since I moved beginners quests out to separate locations.

>>>Top post updated to v 2.1<<<
Title: Re: Player Questing by privateer v2.1
Post by: Privateer on February 02, 2021, 09:20:03 PM
Attached is a view of the menu system and a description follows below on how to interact with them.

 - There are three menus at this point;
  -ALL MANNER OF THINGS
  -TRAILS & TREVAILS
  -PASS THE HAT


 The 'ALL MANNER OF THINGS' menu creates the questing token(s) and Advanced questing item.
It also contains a few items (from my other stuff) that may be used to complete some quests.

 In 'TRAILS & TREVAILS' menu all the current quests are assigned. In the top section are the beginners quests, one task (1) (two quests) and the two (2) turn in tasks for that location.
 Below that are the 'locations' where Advanced quest tasks are.

 The 'PASS THE HAT' menu is all the Advanced quest turn in tasks.
Title: Re: Player Questing by privateer v2.1
Post by: Míriel on February 07, 2021, 07:11:40 AM
  I'm having soo much fun with this mod ;D that I kept postponing the feedback to play some more.
  The brewing barrel is cute and very well thought out, even though in my excitement I first used a pot to brew mead (and now I have to buy another), my second batch is now in the appropriate container fermenting away. Now I want to become a brewer in game and create all possible flavors of mead.
  The quests descriptions are engaging and spirited, I'm looking forward to sand mushroom time so I can see if I can perform a little switch ;).
   That's it so far, I have to go back to stop some greedy birds raid to my source of honeycombs.
  I 'm glad to have been of any help to this project. Great mod, once again.
Title: Re: Player Questing by privateer v2.2
Post by: Privateer on February 07, 2021, 10:44:55 PM
 Minor version update to v2.2
Made a slight change in one (1) advanced quest 'Hostile Takeover"
The quantity change assures that 'you' the player decide how to complete the quest.

 The top link is updated to URW_questing v2.2
Title: Re: Player Questing by privateer v2.2
Post by: Míriel on February 12, 2021, 01:08:28 AM
  Had to take a break in questing :'( but now I've returned with feedback updates.

  The sick girl quest has a very moving description that reminded me of a fable I read as a child.
  The tribute shrine is a much needed addition to the game, now I can properly mourn my beloved animals.
 
  I found two typos in the diy file, one that interfered with the quests acquiring and completion, sauna stove was misspelled as suana stove, the other one was a lacking D in the hideworking skill used in quiver making.
  In the Weary repairman quest I'm unsure if the wooden cup of pipe juice is made differently from the usual boiled beverages since my cup of boiled bear pipe root isn't being accepted.

  To be continued ;)
Title: Re: Player Questing by privateer v2.3
Post by: Privateer on February 12, 2021, 08:15:45 PM

 I thought there was a mixture turn in that I had not 'properly' finished.
Thanks for your notes and helping find these issues  :)

The top post download has been updated.
 URW questing has been updated to v2.3 with the fixes your listed.

 //v 2.3 Fixed Sauna locations, set proper 'Energy drink' turn in, Fixed skill misspelling
Title: Re: Player Questing by privateer v2.3
Post by: Privateer on February 13, 2021, 11:33:19 PM
 Top post updated to v2.4

 After re-checking 'energy drink' quest for clarity and function, it didn't work as intended.
I've updated the Quest text as well as the turn in so that they should now function as intended.

 Added preliminary for a new root vegetable and variable weight root vegetable roasting.
(The new flora will be introduced through/as quest reward)
Here's the readme list for v2.4

//v 2.4 Addition of roasting root vegetables in 2 lb. or less volumes.
//      Addition of carrot root vegetable to be implementation via quest reward.
//      Reset/verified the completion item and quest text for 'Energy drink' quest.
Title: Re: Player Questing by privateer v2.4
Post by: abbo1993 on February 15, 2021, 12:44:43 PM
Hello, I've downloaded the mod but I don't understand how questing actually work, I get this beginners token but I don't know what to do with it, I'm also using BAC perhaps this is the problem?
Title: Re: Player Questing by privateer v2.4
Post by: Privateer on February 15, 2021, 03:02:35 PM
Hello, I've downloaded the mod but I don't understand how questing actually work, I get this beginners token but I don't know what to do with it, I'm also using BAC perhaps this is the problem?

 You should see three (3) 'Make' menus named:
All manner of things, (which you see if you are getting beginners token)
Trials & Trevails, (place where all quests are) spend tokens here.
Pass the Hat, (place where quests are completed) collect rewards here.

and one (1) cooking menu:
Brewing or Quest recipes, (depending on version, where items are cooked/made/brewed)

If you don't see them it sounds like a conflict or over max number of menus
Title: Re: Player Questing by privateer v2.4
Post by: abbo1993 on February 15, 2021, 10:39:29 PM
I got a sauna token but what am I supposed to do with it? all the menus are in place so the mod works, I just can't seem get how this token system work.
Title: Re: Player Questing by privateer v2.4
Post by: Privateer on February 15, 2021, 11:27:46 PM
I got a sauna token but what am I supposed to do with it? all the menus are in place so the mod works, I just can't seem get how this token system work.

 Sorry if I didn't understand your situation;
1) Open "All manner of things"
  a) Select "Beginners quest token"
    i) This is a free task, hit esc then space, you now have the beginners token.
2) Go to a location eg: Settlement, village etc.
  b) Select "Trials & Trevails"
    i) Select the beginners task for where you are,
    i) You need to 'use' the "Beginners quest item" to fill one (1) of the optional line items in the task.
    i) You will get an item that will be in the valuable section of inventory. Use F1 on that item to see the quest text.
3) Once you've completed the task return to the location
  c) For beginners quests two (2) at each site, the turn in task is below the quest task
    i) For advanced quests the turn in tasks are in the "Pass the hat" menu

To get the sauna "item" you must have gone to "The sauna" menu in a settlement, and since you didn't "have or spend a Quest token" but completed the task any way a useless item is created.

Let me know if you need more assistance
Also the top post has a short video which shows the method for using this as I know it's confusing to start.
Title: Re: Player Questing by privateer v2.4
Post by: abbo1993 on February 16, 2021, 12:17:01 AM
I saw your video, I think I might have a mod conflict because when It gets to use a quest token it says that it doesn't work for the task, I will try a clean installation and see if it works.
Title: Re: Player Questing by privateer v2.4
Post by: abbo1993 on February 16, 2021, 12:32:16 AM
Ok now it works, thanks for the answers, one last thing though, how do you earn the villagers trust? I've done 3 basic quests for them and I can't still get the quest token to do the advanced one.
Title: Re: Player Questing by privateer v2.4
Post by: Privateer on February 16, 2021, 12:39:14 AM
Ok now it works, thanks for the answers, one last thing though, how do you earn the villagers trust? I've done 3 basic quests for them and I can't still get the quest token to do the advanced one.

 There are six (6) different beginners quests. There are two (2) assigned at each type 'place'; settlement, village, and fort village.
Each quest has it's own 'unique' reward. Once you've completed all six (6) you can create the Talisman of trust 'item". Now you can free make Quest tokens.
Title: Re: Player Questing by privateer v2.4
Post by: abbo1993 on February 16, 2021, 12:45:40 AM
Get it, so I have to complete the tasks at various settlements and villages, ok thanks for the answers again.
Title: Re: Player Questing by privateer v2.4
Post by: Privateer on February 25, 2021, 06:23:51 PM
Get it, so I have to complete the tasks at various settlements and villages, ok thanks for the answers again.

 Yes, but specifically the two (2) in a settlement, the two (2) in a village and the two (2) in a fortress village to complete the beginners quests.

 Looks like v2.4 is working properly, as I'm not hearing any issues.
Title: Re: Player Questing by privateer v2.4
Post by: Tinker on June 25, 2021, 11:32:47 AM
A quick question that may save me some grief.

I have the enhanced encyclopedia mod which has a very heavily modded Game.nfo file that I would like to keep, is it possible to add the changes made  in Player questing to my .nfo file? That is move everything after line 2854 and add the index entries at the top of the file, it seems like it should work.
Title: Re: Player Questing by privateer v2.4
Post by: ineedcords on June 25, 2021, 02:28:57 PM
The Player Questing mod Ver. 2.4
<snip>
I can't like a post in this subforum but I appreciate you taking the time to create this/support it in the long run/demo it with a YouTube video.
Having just seen this, haven't tried the mod yet but it looks interesting and is my list now.

Well done!
Title: Re: Player Questing by privateer v2.4
Post by: Privateer on June 25, 2021, 06:56:57 PM
A quick question that may save me some grief.

I have the enhanced encyclopedia mod which has a very heavily modded Game.nfo file that I would like to keep, is it possible to add the changes made  in Player questing to my .nfo file? That is move everything after line 2854 and add the index entries at the top of the file, it seems like it should work.

AFAIK you could move into "a common .NFO file" Though I have not tested this, I am not aware of what if any limits are relevant for the .NFO file.
Title: Re: Player Questing by privateer v2.4
Post by: Tinker on June 26, 2021, 09:46:43 AM
Yes it seems to work OK, if anything pops up later I will report back.

Having a personal .nfo file will complicate any updates to Questing, EE or even the vanilla game but that is the price to pay and it not complicated.
Title: Re: Player Questing by privateer v2.4
Post by: Privateer on July 06, 2021, 06:34:16 PM
Note: I do not plan to update this mod for URW v3.7 until URW v3.7x is finalized and With so many additions to the base game I would not suggest using this on the beta as many item "Encyclopedia" entries may be lost.