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White River - Tools of Citizenship Quests 1.2 & Multiple Languages

Hello @ll

Deutsch

Ich wundere mich das es heißt Multilanguage.... und doch alles bei mir auf English ist (v1.0 B336)

Die Locale Datei ist mit den Sprachen ist "Shifted".
Der Deutsche Text inhalt ist leer und befindet sich in der Tabelle "Latein-Amerika". Der Textinhalt Latein-Amerika befindet sich eine 1 Spalte weiter und so weiter. Drei Kommas zuviel?

Mit DeepL > English

The locale file with the languages is “Shifted”.
The German text content is empty and is located in the “Latam” table. The Latin American text content is located 1 column further on and so on. Three commas too many?



greetings
I've confirmed I do see this issue only in the combined version of the modlet. Many apologies. I will work towards publishing a correct version.
Ich habe bestätigt, dass dieses Problem tatsächlich nur in der kombinierten Version des Modlets auftritt. Ich entschuldige mich vielmals. Ich werde daran arbeiten, eine korrekte Version zu veröffentlichen.

 
Bugfix release posted v1.2:
* Localization fix for the combined modlet that removes the extra comma that was shifting all non-English languages one spot. (Thank you Marty2Live for reporting this!)
* Rewrite of the Juggernaut's quest objectives including both the rally point and the entity spawner.

I looked at the rally point objectives on both Bear Gryls and Spirit of Vengence and both are functional for me.

Thank you to everyone who posted bugs. If you or your users find any others, please post here and I'll do my best to post quick fixes.

 
Still testing that may take another day or two, but here is a release candidate of next version:
https://github.com/XelaNull/7DTD-WhiteRiver_ToC/archive/refs/heads/bugfix_1.3.zip

1.0.1.3 (bugfix release)
    - Localization Fixes:
        - Bear Grylls Claws "Bear" vs "Bears"
        - Kuva's "leather ponches" instead of "primitive outfits"
        - Dundee's Knife: Fixed the quest text for the initiate writ to be correct.
    - Deschain's Revolver: Quest was requiring the wrong number of doors
    - Bear Grylls: Steel claws starting quest text was broken and not displaying
    - Gupta's Bandages: Was giving back T2 citizen card instead of T3
    - Kuva's Blue Armor Schematics was not properly unlocking and was showing read before player had read it
    - Pavlichenko's Rifle: Scope reworked as a rifle component, and an extra leg to the quest chain. Configured quest to end as soon as you assemble the rifle Oddly, no scope is included in the completed rifle. (WIP)
    - Kuva's Armor: Rebalanced against vanilla, ensured all the same benefits of rogue attire plus alittle something something extra.
    - Daryl's Crossbow: Adjusted the requirements of the quest so that it requires you to provide whatever item it is that you get in reward. (crossbow for crossbow)

 
I noticed neither of the Bear Grylls quests give a rally point (Head to Rally Point: - - ). I'm currently using all of the Project Z mods with the New York Undead One B Map. Hopefully this can help fix the problem with it.

Also with the "Spirit of Vengeance" Is the vehicle un-craftable? I can't see it on the workbench.

Edit: I'm not using any of the Snufkin's Server Side Zombies or Vehicles.

 
Last edited by a moderator:
Currently getting an error when handing in the "Reward of Deschain's Revolver":

NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.TryNextComplete () [0x00063] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.BtnAccept_OnPress (XUiController _sender, System.Int32 _mouseButton) [0x00101] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnPressed (System.Int32 _mouseButton) [0x0000e] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.Pressed (System.Int32 _mouseButton) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiView.OnClick (UnityEngine.GameObject _go) [0x0003f] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at UIEventListener.OnClick () [0x0001c] in <a66e9d80326b43a3b1080261ae76f4a0>:0 
UnityEngine.GameObject:SendMessage(GameObject, String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessRelease(Boolean, Single)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:ProcessEvents()
UICamera:Update()


NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.OnOpen () [0x00014] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnOpen () [0x00017] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.OnOpen () [0x0007d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiWindowGroup.OnOpen () [0x00006] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (GUIWindow _w, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x000d0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (System.String _windowName, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x0004d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at EntityTrader.ActivateTrader (System.Boolean traderIsOpen) [0x00140] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at NetPackageTraderStatus.ProcessPackage (World _world, GameManager _callbacks) [0x0007b] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection, ClientInfo _clientInfo) [0x000f0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.Update () [0x00178] in <6d1a8548522e46dc83d70764cc5f4032>:0 


Edit: I can only claim the reward if the F1 menu is open; Reward menu only show's a treasure map that you don't get after you claim reward.

 
Last edited by a moderator:
So,, i just have a suggestion for another weapon :

Ash's Shotgun 

there needs to be more shotguns.. whenever people make weapon packs they go overboard on all the other weapons but the shotgun is usually the one least looked at.

So,, i just have a suggestion for another weapon :

Ash's Shotgun 

there needs to be more shotguns.. whenever people make weapon packs they go overboard on all the other weapons but the shotgun is usually the one least looked at.

 
Currently getting an error when handing in the "Reward of Deschain's Revolver":

NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.TryNextComplete () [0x00063] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.BtnAccept_OnPress (XUiController _sender, System.Int32 _mouseButton) [0x00101] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnPressed (System.Int32 _mouseButton) [0x0000e] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.Pressed (System.Int32 _mouseButton) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiView.OnClick (UnityEngine.GameObject _go) [0x0003f] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at UIEventListener.OnClick () [0x0001c] in <a66e9d80326b43a3b1080261ae76f4a0>:0 
UnityEngine.GameObject:SendMessage(GameObject, String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessRelease(Boolean, Single)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:ProcessEvents()
UICamera:Update()


NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.OnOpen () [0x00014] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnOpen () [0x00017] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.OnOpen () [0x0007d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiWindowGroup.OnOpen () [0x00006] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (GUIWindow _w, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x000d0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (System.String _windowName, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x0004d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at EntityTrader.ActivateTrader (System.Boolean traderIsOpen) [0x00140] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at NetPackageTraderStatus.ProcessPackage (World _world, GameManager _callbacks) [0x0007b] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection, ClientInfo _clientInfo) [0x000f0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.Update () [0x00178] in <6d1a8548522e46dc83d70764cc5f4032>:0 


Edit: I can only claim the reward if the F1 menu is open; Reward menu only show's a treasure map that you don't get after you claim reward.
The error is in this block from quests.xml

<quest id="+Reward of Deschain's Revolver">
      <property name="name_key" value="questreward_toc_desch_name"/>
      <property name="subtitle_key" value="questreward_toc_desch_subtitle"/>
      <property name="description_key" value="questreward_toc_desch_description"/>
      <property name="icon" value="ui_game_symbol_map_trader"/>
      <property name="repeatable" value="false"/>
      <property name="category_key" value="quest"/>
      <property name="difficulty" value="easy"/>
      <property name="offer_key" value="questreward_toc_desch_offer"/>
      <property name="statement_key" value="questreward_toc_desch_statement"/>
      <property name="response_key" value="questrewarddialog_toc_desch"/>
      <property name="group_name_key" value="quest_toc_desch_group"/>
      <property name="shareable" value="false"/>
      <property name="completiontype" value="TurnIn"/>
      <property name="reward_choices_count" value="3"/>
      <objective type="ReturnToNPC">
        <property name="phase" value="2"/>
        <property name="nav_object" value="return_to_trader"/>
      </objective>
      <objective type="InteractWithNPC">
        <property name="phase" value="3"/>
        <property name="nav_object" value="return_to_trader"/>
      </objective>
      <reward type="SkillPoints" value="1"/>
      <reward type="Exp" value="1500"/>
      <reward type="LootItem" id="groupQuestcasinoCoinT2" value="1"/>
      <reward type="Item" id="questitem_toc_citizencard_name" value="1"/>
      <reward type="Item" id="questitem_citizen_completion_ticket" value="1"/>
      <reward type="LootItem" id="groupWhiteRiverTOCDeschain" value="1" isfixed="true"/>
      <reward type="LootItem" id="groupWhiteRiverTOCDeschainAmmo" value="1" isfixed="true"/>
      <reward type="LootItem" id="groupTreasureMaps" ischosen="true" isfixed="true" value="1"/>
      <reward type="LootItem" id="groupQuestT3RangedMods" ischosen="true" value="1"/>
      <reward type="LootItem" id="groupQuestT2HeavyArmorBonus" ischosen="true" value="1"/>
      <reward type="LootItem" id="groupQuestT2LightArmorBonus" ischosen="true" value="1"/>
    </quest>

The two loot items I have highlighted red do not exist in the games, those need to be removed or replaced with something else. 

 
I noticed neither of the Bear Grylls quests give a rally point (Head to Rally Point: - - ). I'm currently using all of the Project Z mods with the New York Undead One B Map. Hopefully this can help fix the problem with it.

Also with the "Spirit of Vengeance" Is the vehicle un-craftable? I can't see it on the workbench.

Edit: I'm not using any of the Snufkin's Server Side Zombies or Vehicles.
Bear Grylls seems to work for me in singleplayer but not on dedicated servers. Players are getting no rally point.

 
Bear Grylls seems to work for me in singleplayer but not on dedicated servers. Players are getting no rally point.
yeah on dedicated server side it doesn't spawn rally point. Maybe it could be to find a normal bear then a zombie bear instead of rally point?

The error is in this block from quests.xml

<quest id="+Reward of Deschain's Revolver">
      <property name="name_key" value="questreward_toc_desch_name"/>
      <property name="subtitle_key" value="questreward_toc_desch_subtitle"/>
      <property name="description_key" value="questreward_toc_desch_description"/>
      <property name="icon" value="ui_game_symbol_map_trader"/>
      <property name="repeatable" value="false"/>
      <property name="category_key" value="quest"/>
      <property name="difficulty" value="easy"/>
      <property name="offer_key" value="questreward_toc_desch_offer"/>
      <property name="statement_key" value="questreward_toc_desch_statement"/>
      <property name="response_key" value="questrewarddialog_toc_desch"/>
      <property name="group_name_key" value="quest_toc_desch_group"/>
      <property name="shareable" value="false"/>
      <property name="completiontype" value="TurnIn"/>
      <property name="reward_choices_count" value="3"/>
      <objective type="ReturnToNPC">
        <property name="phase" value="2"/>
        <property name="nav_object" value="return_to_trader"/>
      </objective>
      <objective type="InteractWithNPC">
        <property name="phase" value="3"/>
        <property name="nav_object" value="return_to_trader"/>
      </objective>
      <reward type="SkillPoints" value="1"/>
      <reward type="Exp" value="1500"/>
      <reward type="LootItem" id="groupQuestcasinoCoinT2" value="1"/>
      <reward type="Item" id="questitem_toc_citizencard_name" value="1"/>
      <reward type="Item" id="questitem_citizen_completion_ticket" value="1"/>
      <reward type="LootItem" id="groupWhiteRiverTOCDeschain" value="1" isfixed="true"/>
      <reward type="LootItem" id="groupWhiteRiverTOCDeschainAmmo" value="1" isfixed="true"/>
      <reward type="LootItem" id="groupTreasureMaps" ischosen="true" isfixed="true" value="1"/>
      <reward type="LootItem" id="groupQuestT3RangedMods" ischosen="true" value="1"/>
      <reward type="LootItem" id="groupQuestT2HeavyArmorBonus" ischosen="true" value="1"/>
      <reward type="LootItem" id="groupQuestT2LightArmorBonus" ischosen="true" value="1"/>
    </quest>

The two loot items I have highlighted red do not exist in the games, those need to be removed or replaced with something else. 
I changed it; thanks!

 
Bear Grylls seems to work for me in singleplayer but not on dedicated servers. Players are getting no rally point.
For both Bear Grylls quests I messed around with them for a bit with different tier of knuckles, with and without mods etc and it didn't work.
I then edited it so it was only to kill a bear without a rally point. Even after killing a bear it didn't work (Stayed at 0/1).. even with adding a check="false" to the item requirement

Maybe someone knows where I went wrong for this one to work:

<quest id="+Initiate Quest For Bear Grylls Iron Knuckles">
<property name="name_key" value="initiatequest_toc_claws_name"/>
<property name="subtitle_key" value="initiatequest_toc_claws_subtitle"/>
<property name="description_key" value="initiatequest_toc_claws_description"/>
<property name="icon" value="ui_game_symbol_zombie"/>
<property name="repeatable" value="true"/>
<property name="category_key" value="quest"/>
<property name="difficulty" value="easy"/>
<property name="offer_key" value="initiatequest_toc_claws_offer"/>
<property name="statement_key" value="initiatequest_toc_claws_statement"/>
<property name="response_key" value="initiatequestdialog_toc_claws"/>
<property name="group_name_key" value="initiatequest_toc_claws_group"/>
<property name="shareable" value="false"/>
<property name="reward_choices_count" value="1"/>

<objective type="FetchKeep" id="resourcePaper" value="1" phase="1"/>
<objective type="FetchKeep" id="resourceForgedIron" value="100" phase="1"/>

<objective type="EntityKill" id="animalBear" value="1" phase="2">
<property name="nav_object" value="kill"/>
</objective>

<requirement type="Quests.Requirements.Holding" id="meleeWpnKnucklesT1IronKnuckles" phase="2" check="false"/>
<reward type="Item" id="initiateschemitem_toc_claws_name" value="1"/>
<reward type="Item" id="questitem_toc_declaration_name" value="1"/>
<reward type="Item" id="questitem_initiate_completion_ticket" value="1"/>
<reward type="Item" id="modMeleeClubBurningShaft" ischosen="true" count="1"/>
<reward type="Item" id="casinoCoin" value="560"/>
<reward type="Exp" value="1000"/>
</quest>



But in the end I changed some localizations and also how the quests work to the following (Works now on the dedicated server)

 

<quest id="+Initiate Quest For Bear Grylls Iron Knuckles">
  <property name="name_key" value="initiatequest_toc_claws_name"/>
  <property name="subtitle_key" value="initiatequest_toc_claws_subtitle"/>
  <property name="description_key" value="initiatequest_toc_claws_description"/>
  <property name="icon" value="ui_game_symbol_zombie"/>
  <property name="repeatable" value="true"/>
  <property name="category_key" value="quest"/>
  <property name="difficulty" value="easy"/>
  <property name="offer_key" value="initiatequest_toc_claws_offer"/>
  <property name="statement_key" value="initiatequest_toc_claws_statement"/>
  <property name="response_key" value="initiatequestdialog_toc_claws"/>
  <property name="group_name_key" value="initiatequest_toc_claws_group"/>
  <property name="shareable" value="false"/>
  <property name="reward_choices_count" value="1"/>
 

  <objective type="FetchKeep" id="resourcePaper" value="1" phase="1"/>
  <objective type="FetchKeep" id="resourceForgedIron" value="100" phase="1"/>
  <objective type="FetchKeep" id="meleeWpnKnucklesT1IronKnuckles" value="1" phase="1"/>
    
  <reward type="Item" id="initiateschemitem_toc_claws_name" value="1"/>
  <reward type="Item" id="questitem_toc_declaration_name" value="1"/>
  <reward type="Item" id="questitem_initiate_completion_ticket" value="1"/>
  <reward type="Item" id="modMeleeClubBurningShaft" ischosen="true" count="1"/>
  <reward type="Item" id="casinoCoin" value="560"/>
  <reward type="Exp" value="1000"/>
</quest>


Same changes got made for the Steel Knuckles. It'll be our temp dedicated fix for now.
Edit: When completing the quest after making my changes it doesn't remove items from inventory. This is intended.

 
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Currently getting an error when handing in the "Reward of Deschain's Revolver":

NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.TryNextComplete () [0x00063] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.BtnAccept_OnPress (XUiController _sender, System.Int32 _mouseButton) [0x00101] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnPressed (System.Int32 _mouseButton) [0x0000e] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.Pressed (System.Int32 _mouseButton) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiView.OnClick (UnityEngine.GameObject _go) [0x0003f] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at UIEventListener.OnClick () [0x0001c] in <a66e9d80326b43a3b1080261ae76f4a0>:0 
UnityEngine.GameObject:SendMessage(GameObject, String, Object, SendMessageOptions)
UICamera:Notify(GameObject, String, Object)
UICamera:ProcessRelease(Boolean, Single)
UICamera:ProcessTouch(Boolean, Boolean)
UICamera:ProcessMouse()
UICamera:ProcessEvents()
UICamera:Update()


NullReferenceException: Object reference not set to an instance of an object
  at RewardLootItem.SetupReward () [0x00022] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BaseReward.get_Icon () [0x00008] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.GetBindingValue (System.String& value, System.String bindingName) [0x002a0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingItemStandard.GetValue (System.Boolean _forceAll) [0x00013] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at BindingInfo.RefreshValue (System.Boolean _forceAll) [0x0001a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.RefreshBindings (System.Boolean _forceAll) [0x00010] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.Refresh () [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.set_Reward (BaseReward value) [0x00007] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInEntry.SetBaseReward (BaseReward reward) [0x00000] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.SetupOptions () [0x00151] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.set_CurrentQuest (Quest value) [0x0002a] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInRewardsWindow.OnOpen () [0x00014] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiController.OnOpen () [0x00017] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiC_QuestTurnInWindowGroup.OnOpen () [0x0007d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at XUiWindowGroup.OnOpen () [0x00006] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (GUIWindow _w, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x000d0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at GUIWindowManager.Open (System.String _windowName, System.Boolean _bModal, System.Boolean _bIsNotEscClosable, System.Boolean _bCloseAllOpenWindows) [0x0004d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at EntityTrader.ActivateTrader (System.Boolean traderIsOpen) [0x00140] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at NetPackageTraderStatus.ProcessPackage (World _world, GameManager _callbacks) [0x0007b] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection, ClientInfo _clientInfo) [0x000f0] in <6d1a8548522e46dc83d70764cc5f4032>:0 
  at ConnectionManager.Update () [0x00178] in <6d1a8548522e46dc83d70764cc5f4032>:0 


Edit: I can only claim the reward if the F1 menu is open; Reward menu only show's a treasure map that you don't get after you claim reward.
This is fixed in the release candidate version I posted yesterday.

So,, i just have a suggestion for another weapon :

Ash's Shotgun 

there needs to be more shotguns.. whenever people make weapon packs they go overboard on all the other weapons but the shotgun is usually the one least looked at.

So,, i just have a suggestion for another weapon :

Ash's Shotgun 

there needs to be more shotguns.. whenever people make weapon packs they go overboard on all the other weapons but the shotgun is usually the one least looked at.
Noted and added to To-Do list! And, I agree. :) Nice suggestion, could really have some fun with this one

 
I really appreciate the extra information on the Bear Grylls quest's rally point. I had noticed similar but hadn't had the time to take it to the extent of narrowing it down to specifically working single player but not dedicated servers. That's really disappointing as Spirit of Vengence has basically the same rally point code. would appreciate any comparison ya'll could make to that quest at least to confirm you are seeing the same behavior.

The vanilla game doesn't have many rally point examples that don't use a POI to trigger. I even tried rewriting it as a gameevent but that also didn't fix it. If someone has any other quest code they are aware of that is working with a rally point, please share.

I suppose I could change the quest to work similar to how some other ones work.. maybe give the player a map to go dig something up, which has maybe a quest starter item/paper. Maybe I could find some kind of item that looks like a whistle and could call it the bear whistle which when used spawns the bear to kill. I think this kind of methodology would work for it. Since ya'll have helped me confirm that this is a dedicated server issue (which is why I wasn't catching it on my local testing), I'll see what else I can come up with to do away with these rally points that are being problematic.

 
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I really appreciate the extra information on the Bear Grylls quest's rally point. I had noticed similar but hadn't had the time to take it to the extent of narrowing it down to specifically working single player but not dedicated servers. That's really disappointing as Spirit of Vengence has basically the same rally point code. would appreciate any comparison ya'll could make to that quest at least to confirm you are seeing the same behavior.

The vanilla game doesn't have many rally point examples that don't use a POI to trigger. I even tried rewriting it as a gameevent but that also didn't fix it. If someone has any other quest code they are aware of that is working with a rally point, please share.

I suppose I could change the quest to work similar to how some other ones work.. maybe give the player a map to go dig something up, which has maybe a quest starter item/paper. Maybe I could find some kind of item that looks like a whistle and could call it the bear whistle which when used spawns the bear to kill. I think this kind of methodology would work for it. Since ya'll have helped me confirm that this is a dedicated server issue (which is why I wasn't catching it on my local testing), I'll see what else I can come up with to do away with these rally points that are being problematic.
For the Bear Grylls you could set it so we need to make bait using Raw Meat + Other Food items for the normal bear to spawn in and Rotting Flesh + Raw Meat + Other Food Items. After a 30 second countdown a Bear/Zombie Bear would appear?

I have an idea for the "Spirit of Vengeance"
A while ago I had this mod where you would get a quest and it would send you to a location to dig up the traders vehicle. Could be a bicycle, minibike or motorbike. Depending on the tier of quest you did would determine how many zombies would spawn around you until you returned the vehicle back to the trader. You could potentially do something similar to this with the "Spirit of Vengeance". You'd fail the quest if the vehicle got too damaged and you'd have to ride the vehicle back to the trader, if the vehicle was put in your inventory.. you'd fail the quest.

 
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For the Bear Grylls you could set it so we need to make bait using Raw Meat + Other Food items for the normal bear to spawn in and Rotting Flesh + Raw Meat + Other Food Items. After a 30 second countdown a Bear/Zombie Bear would appear?

I have an idea for the "Spirit of Vengeance"
A while ago I had this mod where you would get a quest and it would send you to a location to dig up the traders vehicle. Could be a bicycle, minibike or motorbike. Depending on the tier of quest you did would determine how many zombies would spawn around you until you returned the vehicle back to the trader. You could potentially do something similar to this with the "Spirit of Vengeance". You'd fail the quest if the vehicle got too damaged.
I like your suggestion on the food. I'm going to run with that instead of the bear whistle. I don't think we're done anything like that elsewhere in the pack. I'll give you credit in the quest's ModInfo and quest pack credits!

Not sure on the Spirit of Vengeance quest. I'd like to first confirm that others are seeing the rally point issue with that one before I go hacking and slacking at the quest code.

 
Hello everyone,

I'm encountering an issue in the quest to get Amelia's gyrocopter. I've dug up her coffin, and now I'm being asked to reach a rally point to build a base to fight the wendigo. The problem is that the quest only says "Reach the rally point" but doesn't indicate where it is. I don't see any icon on the map either.

Can anyone help me, please? Is this a bug?

Best regards

 
Hello everyone,

I'm encountering an issue in the quest to get Amelia's gyrocopter. I've dug up her coffin, and now I'm being asked to reach a rally point to build a base to fight the wendigo. The problem is that the quest only says "Reach the rally point" but doesn't indicate where it is. I don't see any icon on the map either.

Can anyone help me, please? Is this a bug?

Best regards
Solo or dedicated server?

 
ShoudenKalferas said:
I like your suggestion on the food. I'm going to run with that instead of the bear whistle. I don't think we're done anything like that elsewhere in the pack. I'll give you credit in the quest's ModInfo and quest pack credits!

Not sure on the Spirit of Vengeance quest. I'd like to first confirm that others are seeing the rally point issue with that one before I go hacking and slacking at the quest code.
I just tested the Spirit of Vengeance and also the Amelia's Gyrocopter quests on my dedicated server. It seems the quests with the rally point don't want to work.

 
I just tested the Spirit of Vengeance and also the Amelia's Gyrocopter quests on my dedicated server. It seems the quests with the rally point don't want to work.
Appreciate you confirming this for me. I've nearly got a new revision of Bear Grylls which comes with it good news and bad news. The good news is I've got the quest working end to end. Your suggestion to use a crafted bait has worked splendidly, and serves an additional unexpected benefit of providing the player an item they can craft to basically spawn a bear (meat/food). Due to how it works, the player could choose to wait to use the bait until they are in a defensible structure. The bad news is the required changes to this quest we've confirmed is wiping player progression (items on character and player level). So along with the next release will come a recommendation to use it on a new game only.

Oonce I'm done tidying up Bear Grylls, I'll take a look at fixing Spirit of Vengeance and Amelia's with some other methodology than rally points.

 
I don't know if anyone else has had this issue, but my husband and I play multiplayer together, and we found that Everdeen's Arrows don't show up as an option on the wheel for Bambi's Killer Compound Bow (both at the citizen level). We haven't tested the veteran bow yet. Also, when I use Everdeen's Arrows on my primitive bow, they appear as invisible except for the fletching part. They're still functional, so it's not a huge deal, but it takes some getting used to trying to aim without being able to see the arrow point. 

Thank you for these awesome quests! 

 
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