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Custom POI and Questing

ThunderSn1per

New member
Hello all,

I have been working on creating a new POI and wanted to add my own custom quest to this. It is technically slightly different and I've added the Quest Tag in the prefab properties, however, I am not sure how to add the tag to the quests.xml file as I can only find reference to "extra_tags" used as a property and a variable (when the quest uses another as a template)

I can't seem to get this work and am not sure if I am simply missing something? The quest tag would render this quest only available at my POI which is the intent.

 
You might want to take a look at how Darkness Falls implements this. The trader Eve gives you a mission that always sends you to a special bunker, and Dr. Anna will always send you to a specific research lab. I think part of it might involve using SCore, which I believe adds the ability to send someone to a specific POI (in vanilla, that only seems to work for sending someone to a Trader).

 
Hello all,

I have been working on creating a new POI and wanted to add my own custom quest to this. It is technically slightly different and I've added the Quest Tag in the prefab properties, however, I am not sure how to add the tag to the quests.xml file as I can only find reference to "extra_tags" used as a property and a variable (when the quest uses another as a template)

I can't seem to get this work and am not sure if I am simply missing something? The quest tag would render this quest only available at my POI which is the intent.
Did you find a solution to this? I have a custom quest which I have created in a POI but I have no idea how even change the text from "Test Quest", it doesn't seem to be located anywhere

 
BadZombie said:
Did you find a solution to this? I have a custom quest which I have created in a POI but I have no idea how even change the text from "Test Quest", it doesn't seem to be located anywhere
I'd be happy to help you. Although it would be best if you add me on Discord or something as talking here isn't easy. Feel free to DM me on here and we can work something out :)

I can help with the more basic things like changing certain text in a quest. However, this specific problem I'm having here, no I have no solution for this yet, except for DLL mods which usually require EAC to be turned off and disable achievements.

 
As far as I know you can just set the extra_tags in the quest, and then reference that same custom tag in the QuestTags in the POI's xml.

 
As far as I know you can just set the extra_tags in the quest, and then reference that same custom tag in the QuestTags in the POI's xml.
Odd you mentioned that, I have tried to set them in the quests.xml but it doesn't seem to work, unless I'm being stupid and placing it wrong.

The Quest Property XML (obviously there is more like objectives but I don't believe relevant?)

<quest>
<property name="name_key" value="quest_TSIQ_Friend1"/>
<property name="subtitle_key" value="quest_TSIQ_Friend1_subtitle"/>
<property name="description_key" value="quest_TSIQ_Friend1_description"/>
<property name="icon" value="ui_game_symbol_quest"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="difficulty" value="medium"/>
<property name="difficulty_tier" value="2" param1="difficulty"/>
<property name="offer_key" value="quest_TSIQ_Friend1_offer"/>
<property name="statement_key" value="quest_TSIQ_Friend1_statement" />
<property name="response_key" value="quest_TSIQ_Friend1_response" />
<property name="login_rally_reset" value="true"/>
<property name="completiontype" value="TurnIn"/>
<property name="completion_key" value="quest_TSIQ_Friend1_completion"/>
<property name="shareable" value="true"/>
<property name="extra_tags" value="redhuntfriend"/>
</quest>




The POI XML:

<?xml version="1.0" encoding="UTF-8"?>
<prefab>
<property name="CopyAirBlocks" value="True" />
<property name="ExcludeDistantPOIMesh" value="False" />
<property name="ExcludePOICulling" value="False" />
<property name="DistantPOIYOffset" value="0" />
<property name="AllowTopSoilDecorations" value="False" />
<property name="DifficultyTier" value="2" />
<property name="ShowQuestClearCount" value="1" />
<property name="TraderArea" value="False" />
<property name="PrefabSize" value="45, 16, 26" />
<property name="RotationToFaceNorth" value="2" />
<property name="Zoning" value="none" />
<property name="YOffset" value="-5" />
<property name="EditorGroups" value="rural, house old" />
<property name="Tags" value="town,residential,countrytown,countryresidential,rural,rural_filler,ruralfiller,nodiagonal,culdesac" />
<property name="QuestTags" value="clear, fetch, redhuntfriend" />
<property name="SleeperVolumeSize" value="14, 6, 19#20, 3, 18#20, 3, 20#25, 2, 21" />
<property name="SleeperVolumeStart" value="3, 5, 4#21, 1, 5#21, 5, 3#18, 13, 3" />
<property name="SleeperVolumeGroupId" value="0,1,2,3" />
<property name="SleeperVolumeGroup" value="S_-Group_Generic_Zombie,4,24,S_-Group_Generic_Zombie,5,11,S_-Group_Generic_Zombie,3,16,S_-Group_Generic_Zombie,6,17" />
<property name="SleeperIsLootVolume" value="True,False,True,True" />
<property name="SleeperIsQuestExclude" value="False,False,False,False" />
<property name="SleeperVolumeFlags" value="0,0,0,0" />
<property name="SleeperVolumeTriggeredBy" value=" # # # " />
</prefab>






Am I genuinely putting something in the place?

 
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