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White River - Tools of Citizenship Quests 1.2 & Multiple Languages

@Souhank -- I just ran through this again and the quests only ask you to craft one declaration of citizenship and when you do, it gives you one quest, which when you complete.. completes properly. The game mechanics (And the quest pack) *do* allow you to hold more than one of the same quest at the same time. But the in-game mechanics don't work properly if you complete more than one of the same quest at the same time. It ends up breaking one or more of the quests, requiring you to drop those quests (as they aren't completable). The quest pack is functioning properly and as designed. This is left this way on purpose so that if you lose your citizenship card or would like to pursue a 100Z or 1000Z card, you have the ability to do the basic quest again a second or third time. The trick is to stagger them so they don't complete at the same time. Say if you are working on two 100Z quests, start one, kill 50 zombies, then start the second one, and kill another 50 zombies, then turn in the first quest which completed, kill 50 more, then turn in the second quest.
is there anyway i can get this on vanilla through the mod launcher :)

 
These quests are totally broken and exploitable. The code is bloated with redundant entries that should have been addressed by creating master items and extending those rather than coding each individually. There should be checks written in to prevent multiple 10z, 100z, and 1000z quests from being done at the same time as I have tested crafting and completing 300 10z quests simultaneously. There is no limit in the game on how many quests can be active at the same time that I have reached so far (400+ in testing so far) and it literally takes more time to read and accept each quest than kill the whole 10 zombies needed to max out every attribute and perk.

 
First off, I want to let you know that I and my entire group (The Fluffy Bunnies) just LOVE your quests and hope that more are to come.  They are easily the best thing we have seen in a while and definitely help relieve the boredom of only doing fetch, dig or clear quests.  However, we have found an issue with the Kuva's Red Armor quest.  It appears that when you go to make the writ the quest does not recognize the Red Dye.  I have tried finding the dye, buying the dye, getting the dye from another player and even using Admin Commands to spawn it and nothing seems to work.  I will say that we are also using the 42 Total Dye Workstation from https://7daystodiemods.com/server-side-xml-mods-by-highope/  Could that be an issue?  If not and its a bug can you let me know to fix it until you have time to update the mod?  If it IS the issue, can you let me know how to fix it so it will work with that other mod since we have a few people that love having more dye colors than vanilla.  Thank you again for some really great quests.

 
Anyone remember how to start the Spirit of Vengeance quest (kill the big demon)? I started it and started fighting him but ran out of bullets - so took off back to my base to stock up on more bullets and when I returned he wasn't there anymore. So I abandoned the quest and forgot what I need to start it again...

Like materials or something or a letter or...?
Thanks.


Nevermind - I figured it out. I forgot about creating the different quests cards that reward you the Elite/Veteran cards etc which gives you different quest choices. I'm doing the 1000 zombie quest again. Going to load up on 7.62 bullets, Recog and Fort Bites next time...  He's going down NEXT TIME...

 
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Griz1231 said:
These quests are totally broken and exploitable. The code is bloated with redundant entries that should have been addressed by creating master items and extending those rather than coding each individually. There should be checks written in to prevent multiple 10z, 100z, and 1000z quests from being done at the same time as I have tested crafting and completing 300 10z quests simultaneously. There is no limit in the game on how many quests can be active at the same time that I have reached so far (400+ in testing so far) and it literally takes more time to read and accept each quest than kill the whole 10 zombies needed to max out every attribute and perk.


Pretty harsh criticism here. The game currently does not let you complete more than one quest at a time that are named the same. So hypothetically if you created 20 citizenship quests to kill 10 zombies, then went out and killed the 10 zombies.. the game would only let you turn in one quest. Although with that said, you aren't the first person to suggest it is a bit OP to have this specific quest give a skillpoint. I'll take another stab at seeing if I can come up with some way to restrict this quest somehow. At the moment, offhand, I don't know of any way to do this. If you have a suggestion here, I'd appreciate it. It does seem a bit unfair to call the entire modpack broken and exploitable because one quest in it gives out 1 SP. You can easily change that one quest to not give a skillpoint out and fix this.

The code being bloated and redundant. I am aware that there is some duplication of vanilla code when I create a custom weapon, for example. But this doesn't affect the usability of the modpack and as best as I've seen in my testing doesn't affect the playability or performance of even a moderate gaming machine.

First off, I want to let you know that I and my entire group (The Fluffy Bunnies) just LOVE your quests and hope that more are to come.  They are easily the best thing we have seen in a while and definitely help relieve the boredom of only doing fetch, dig or clear quests.  However, we have found an issue with the Kuva's Red Armor quest.  It appears that when you go to make the writ the quest does not recognize the Red Dye.  I have tried finding the dye, buying the dye, getting the dye from another player and even using Admin Commands to spawn it and nothing seems to work.  I will say that we are also using the 42 Total Dye Workstation from https://7daystodiemods.com/server-side-xml-mods-by-highope/  Could that be an issue?  If not and its a bug can you let me know to fix it until you have time to update the mod?  If it IS the issue, can you let me know how to fix it so it will work with that other mod since we have a few people that love having more dye colors than vanilla.  Thank you again for some really great quests.
I'll take a look at this soon and let you know what I find.

 
@raymondbarberjr Okay so HighHope's Red Dye mod appears to add a ton of new dyes to the game that have the same visible name as the existing dyes. There are actually TWO different items that show up in the admin list of items with the name "Dye: Red" item# 1157 is the correct item to use with the mod. I don't see any evidence that his mod removes the original vanilla dyes... but he adds all his to the loot table.. and there are MANY more of them than the original. So this greatly decreases your chances of finding the "correct" red dye. Sadly, there isn't anything I can do about his mod working that way. Even if I were to create my own dye item in my mod instead of using the vanilla, that would not increase the chances of finding this dye instead of HH's.

On top of that, I am sadly now able to confirm that with the 19.6 version, the game now allows players to turn in countless/infinite number of the zombie quest.. making this modpack exploitable. Even setting repeatable=false on the quest does not prevent this. The only way I can see around this is to give new players the declaration of citizenship quest item, and make it so they can NOT craft new declarations. I can also add the base citizenship card to the world with a low drop rate. This should ensure no one can abuse this mechanic until they fix the repeatable=false flag on the quest code.

 
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White River Tools of Citizenship A19.6_1.0:

 
Modified the way a new player obtains the +Declaration of Citizenship quest starter to kill 10 zombies. Instead of it being craftable, now you are given one of these from the trader initially, or you may find one randomly in the loot inside a zombie lootbag. This means this questpack can still be either dropped into a new game or an existing game. I *DID NOT* retest the Darkness Falls compatibility modlet with A19.6. I do acknowledge the above report that there might be an issue with the compatibility modlet and I'll take a look at that for the next release. I wanted to make sure to pus this bugfix out first to eliminate the exploit that was possible. TFP changed the quest code between A19.4 and A19.6 which is what allowed that exploit to occur. Many apologies for the long delay since my last posts earlier this year. Like many families in this pandemic, I experienced loss that took time for me to come to terms with.
 
CHANGELOG:
Changes:
  • Reduced all citizenship quest skillpoint rewards by 1, effectively ensuring the 10z quest no longer gives players a skillpoint.
Bugfixes:
  • Fixed bad exploit that was allowing players to create infinite number of declarations of citizenship, then killing 10 zombies, and obtaining infinite skillpoints. Now the player is given ONE Declaration of Citizenship from the trader when they start. Beyond that, they may randomly find other previous citizen's cards in zombie lootbags.
 
White River Tools of Citizenship A19.6

So one thing I am all of a sudden seeing is:

When I complete a quest for them - and you get the crates...  I have busted open the crates to loot the boxes - and the boxes are NON-INTERACTIVE. I don't know what's causing this all of a sudden. But it's not just that - I went to do the quest for the red gear (Kauva or whatever) and when I found the location, dug down to reveal the chest to open - it was ALSO non-interactive....

Has this happened to anyone else or is there a fix for it?

Thanks.

 
White River Tools of Citizenship A19.6

So one thing I am all of a sudden seeing is:

When I complete a quest for them - and you get the crates...  I have busted open the crates to loot the boxes - and the boxes are NON-INTERACTIVE. I don't know what's causing this all of a sudden. But it's not just that - I went to do the quest for the red gear (Kauva or whatever) and when I found the location, dug down to reveal the chest to open - it was ALSO non-interactive....

Has this happened to anyone else or is there a fix for it?

Thanks.
@SugarfreeAre you running other modlets or just this quest pack?

 
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@SugarfreeAre you running other modlets or just this quest pack?
I have about 40 assorted mods running from all different creators. But I have done these quests before - and have gotten the Trader reward crates and been able to open them before. It's all of a sudden that I can't... Let me try to think to my recent mods installed and see if anything might be causing a conflict...

 
I have about 40 assorted mods running from all different creators. But I have done these quests before - and have gotten the Trader reward crates and been able to open them before. It's all of a sudden that I can't... Let me try to think to my recent mods installed and see if anything might be causing a conflict...
I do a run-through test of Kuva's Armor tomorrow to make sure there isn't any issue with the base quest pack. If there are any other quests you've seen this behavior on, please let m eknow.

 
So I did something - maybe not knowing what I was doing.
If you want to update a mod - how do you do that? I (re)downloaded the mod for the White River and replaced my existing files. It dropped me back to level 1, as well as my game stage to level 1 and erased all the skill points I have gotten and all the books (recipes/schematics) I have read. One thing it did do - is now when loot from mobs drop - there is ALWAYS  a green White River Citizenship card in the loot bag. I have like 10 of them already...  I think that might have been an unintended bug to the new updates to this mod?

So anyway - I took my experience gain to 300% because I feel like I was jipped out of everything and since my base is still intact and basically a level 60+ base it's not like I'm going to be upgrading it anymore...

Hell at THIS point I might just start a completely new seed. I dunno. All the loot I'm getting now is back to beginner levels.
...meh. These mods are awesome but also not...
But without them 7 Days To Die is basically over after 7 days 😕

New seed might not be so bad I guess since I'm basically at level 1 all over again anyway.

 
So I did something - maybe not knowing what I was doing.
If you want to update a mod - how do you do that? I (re)downloaded the mod for the White River and replaced my existing files. It dropped me back to level 1, as well as my game stage to level 1 and erased all the skill points I have gotten and all the books (recipes/schematics) I have read. One thing it did do - is now when loot from mobs drop - there is ALWAYS  a green White River Citizenship card in the loot bag. I have like 10 of them already...  I think that might have been an unintended bug to the new updates to this mod?

So anyway - I took my experience gain to 300% because I feel like I was jipped out of everything and since my base is still intact and basically a level 60+ base it's not like I'm going to be upgrading it anymore...

Hell at THIS point I might just start a completely new seed. I dunno. All the loot I'm getting now is back to beginner levels.
...meh. These mods are awesome but also not...
But without them 7 Days To Die is basically over after 7 days 😕

New seed might not be so bad I guess since I'm basically at level 1 all over again anyway.
I have to admit, I'm a bit surprised to hear this considering how little I changed from the previous version. I'm sorry that this happened to you. I've added a disclaimer to the download link on the front page warning that this is always a risk and to make sure to backup save game files. This is an alpha version, after all. Did your original issue go away? Are containers lootable?

When I tested the loot drop rate on the citizenship card from the zombie lootbags, I was seeing something around 30% drop rate.. so I'm a bit surprised to see you indicate that it's dropping on every single bag. I'll take a second look at this today and recalculate the real-world drop rate again.

 
I have to admit, I'm a bit surprised to hear this considering how little I changed from the previous version. I'm sorry that this happened to you. I've added a disclaimer to the download link on the front page warning that this is always a risk and to make sure to backup save game files. This is an alpha version, after all. Did your original issue go away? Are containers lootable?

When I tested the loot drop rate on the citizenship card from the zombie lootbags, I was seeing something around 30% drop rate.. so I'm a bit surprised to see you indicate that it's dropping on every single bag. I'll take a second look at this today and recalculate the real-world drop rate again.
It's fine. I like starting over and exploring and taking all the game experience with me into the new seed. I'll find out as I go about the looting and all that jazz as I progress into this new seed. I did delete some other mods though that I didn't necessarily need/want so hopefully that alleviates some of the issues. We'll see.

 
Just an FYI. the Update adds the green cards to Zombie loot with a probability of 50!   This essentially makes it so all you get are the green cards!

 
Hi, i'm in need of some guidance. i have installed other modlets manually and have had no issue, but i'm suspecting i'm doing something wrong and i can't figure it out.
I have tried extracting it and having the folders like a dumbdumb like this
D:\Steam\steamapps\common\7 Days To Die\Mods\7DTD-WhiteRiver_ToC-WhiteRiverToC_19.6_1.0
Obviously didn't work.
I then re-read the readme file and have the folder

D:\Steam\steamapps\common\7 Days To Die\Mods\
And in there, the 23 folders including the REQUIRED one, still, doesn't work.

I've also tried aislating the mods, i removed all the ones i have working (10 of them) and reloaded into my game, went searching for a new trader (just in case) and it still doesn't work.

What am i doing wrong?

I've tried this on a server hosted by a local computer and it doesn't show, i'm now trying this on a NEW single player game and nothing. Help please, this seems like it adds so much more to do to the game, i'm really looking forward to playing this

 

 
Hi, i'm in need of some guidance. i have installed other modlets manually and have had no issue, but i'm suspecting i'm doing something wrong and i can't figure it out.
I have tried extracting it and having the folders like a dumbdumb like this
D:\Steam\steamapps\common\7 Days To Die\Mods\7DTD-WhiteRiver_ToC-WhiteRiverToC_19.6_1.0
Obviously didn't work.
I then re-read the readme file and have the folder

D:\Steam\steamapps\common\7 Days To Die\Mods\
And in there, the 23 folders including the REQUIRED one, still, doesn't work.

I've also tried aislating the mods, i removed all the ones i have working (10 of them) and reloaded into my game, went searching for a new trader (just in case) and it still doesn't work.

What am i doing wrong?

I've tried this on a server hosted by a local computer and it doesn't show, i'm now trying this on a NEW single player game and nothing. Help please, this seems like it adds so much more to do to the game, i'm really looking forward to playing this

 
Check the console (F1) to make sure that the mods are loading. Although it sounds like your second attempt followed the right directions. When you look through console you should see a line that indicates that the mods are loading. Do this right after you boot up your server or single player game. Then once you are in-game, work through the new quests at the start. The final one leads you to the Trader, which results in receiving the quest that starts you towards receiving your citizen's card. If you skip past the normal new quests at the start, that may be why you are having issues. Try that and let me know!

 
ShoudenKalferas said:
Check the console (F1) to make sure that the mods are loading. Although it sounds like your second attempt followed the right directions. When you look through console you should see a line that indicates that the mods are loading. Do this right after you boot up your server or single player game. Then once you are in-game, work through the new quests at the start. The final one leads you to the Trader, which results in receiving the quest that starts you towards receiving your citizen's card. If you skip past the normal new quests at the start, that may be why you are having issues. Try that and let me know!
Hi there! Sorry for the late reply, i just checked the page again, almost missed this. Luckily i managed to make it work! But kind of not the way it was intended, i had to start looting zombies like crazy and then the citizen card started dropping, the trader never gave me any, nor did i get any mission to receive it from the trader, in the end it still worked out.
Only issue i'm having at the moment is i cannot for the life of me get the special super charged engine for the Amelia Earhart mission, i also cannot find any info as to where i can get it, and i'm scared to think that i might have gotten one and i sold it by mistake, but i don't think so. My bf said he THINKS he got one by harvesting cars, so i've spent two days in game harvesting cars and i got nothing, i have salvage operations maxed out and on the second day i also ate a harvesting candy to see if i was just unlucky, but nope. Any tips?

 
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