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Initial Quest Modding

Riamus

Well-known member
So it appears that if you have a custom map where the first trader you go to is not within a certain distance of wilderness, they will not give you the new initial buried supplies quest, which means you cannot get any quests from that trader until you go to a trader who is close enough to wilderness.  This is especially problematic for mega city maps.  I was looking through the files and I can see the initial quest, but nothing that indicates how far you need to be from the wilderness or how far the quest can be from the trader.  Can someone point me to the right place to in some way make it possible to receive this initial quest if you do not have wilderness near the trader?  It can be the ability to set a distance so you can increase that distance, making it easier to find a location even if it's not as close as you might want, or just disabling the initial quest, or (better) making it so the initial quest can be within a town.  I am pretty sure that I have done buried quests in the past within towns.  I'm not sure if that's still possible for normal buried supplies quests, or if that is no longer possible.  Any help, ideas, or suggestions would be great.  Thanks.

 
So it appears that if you have a custom map where the first trader you go to is not within a certain distance of wilderness, they will not give you the new initial buried supplies quest, which means you cannot get any quests from that trader until you go to a trader who is close enough to wilderness.  This is especially problematic for mega city maps.  I was looking through the files and I can see the initial quest, but nothing that indicates how far you need to be from the wilderness or how far the quest can be from the trader.  Can someone point me to the right place to in some way make it possible to receive this initial quest if you do not have wilderness near the trader?  It can be the ability to set a distance so you can increase that distance, making it easier to find a location even if it's not as close as you might want, or just disabling the initial quest, or (better) making it so the initial quest can be within a town.  I am pretty sure that I have done buried quests in the past within towns.  I'm not sure if that's still possible for normal buried supplies quests, or if that is no longer possible.  Any help, ideas, or suggestions would be great.  Thanks.


I didn't have that issue, I did a RWG map and I went to Joel in the Wasteland and he gave me the quest in the wasteland.

But you could try remove the filter for same biome.  When you compare the RandomGoToNPC objective in the starter quest with normal buried supplies quests, that is the only difference (well, there is also a difference in distances).

<remove xpath="//quest[@id='intro_buried_supplies']/objective/property[@name='biome_filter_type']"/>




I am working on my trader mod right now but just getting rid of that quest altogether

Code:
<remove xpath="//quest_list/quest[@id='intro_buried_supplies']"/>
 
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I didn't have that issue, I did a RWG map and I went to Joel in the Wasteland and he gave me the quest in the wasteland.

But you could try remove the filter for same biome.  When you compare the RandomGoToNPC objective in the starter quest with normal buried supplies quests, that is the only difference (well, there is also a difference in distances).

<remove xpath="//quest[@id='intro_buried_supplies']/objective/property[@name='biome_filter_type']"/>




I am working on my trader mod right now but just getting rid of that quest altogether

<remove xpath="//quest_list/quest[@id='intro_buried_supplies']"/>

It isn't the biome restriction.  If you put a trader in the middle of a town rather than outskirt (like you'd have in a mega city), the trader won't give you the initial buried supplies quest.  It apparently needs to be close enough to wilderness to give you that quest.  And if you can't get that initial quest, you can't get any quests.  Removing it entirely may be the only option unless there's a way to make that quest work in town (i.e. on tiles).

I did find the quest details for changing distance.  I somehow overlooked that initially.  Still, for a mega city map or any large city, if the trader isn't anywhere near wilderness, you might need a really large distance... and then you could end up with that large distance if you are at a trader that is next to the wilderness, so it isn't ideal.  Is there any way to make it work on tiles?

 
Last edited by a moderator:
It isn't the biome restriction.  If you put a trader in the middle of a town rather than outskirt (like you'd have in a mega city), the trader won't give you the initial buried supplies quest.  It apparently needs to be close enough to wilderness to give you that quest.  And if you can't get that initial quest, you can't get any quests.  Removing it entirely may be the only option unless there's a way to make that quest work in town (i.e. on tiles).


It's not limited to wilderness, I just don't think you can have it generate inside of mega cities using the default distances for the quest.

I am working on trying to get rid of it myself (removing it doesn't work) so if I come up with something, I will let you know.

One thing I might try is replacing the tutorial quest from a dig style quest to a T1 POI Clear quest.  If that works, you can do that for Mega cities since they should have T1 POIs in it.

But it is late and I got to go back to work tomorrow so that may be another day activity.

 
FYI

This changes it to a simple go outside, activate nearby rally marker, and return

Code:
    <remove xpath="//quest[@id='intro_buried_supplies']/objective[@type='StayWithin']"/>
    <remove xpath="//quest[@id='intro_buried_supplies']/objective[@type='TreasureChest']"/>
    <remove xpath="//quest[@id='intro_buried_supplies']/objective[@type='FetchFromTreasure']"/>
    <remove xpath="//quest[@id='intro_buried_supplies']/action[@type='SpawnGSEnemy']"/>
    
    <set xpath="//quest[@id='intro_buried_supplies']/objective[@type='RandomGotoNPC']/property[@name='distance']/@value">100-125</set>
    <remove xpath="//quest[@id='intro_buried_supplies']/objective[@type='RallyPoint']/property[@name='activate_event']"/>    

    <set xpath="//quest[@id='intro_buried_supplies']/objective[@type='ReturnToNPC']/property[@name='phase']/@value">3</set>
    <set xpath="//quest[@id='intro_buried_supplies']/objective[@type='InteractWithNPC']/property[@name='phase']/@value">3</set>
 
@Riamus I got it to work with a T1 clear, but having issues trying to get it to work using all of the T1 fetch code and adding the special code for the tutorial quest.  I am probably missing something simple when I am writing it up (keeping the ID the same right now).

I will be working on a mod for my use to make this change and will let you know when I am finished in case you wanted to use it (or recommend it for Mega city maps).

 
@Riamus I got it to work with a T1 clear, but having issues trying to get it to work using all of the T1 fetch code and adding the special code for the tutorial quest.  I am probably missing something simple when I am writing it up (keeping the ID the same right now).

I will be working on a mod for my use to make this change and will let you know when I am finished in case you wanted to use it (or recommend it for Mega city maps).
I appreciate that.  Thanks.  It's not a good thing that the very first quest you're supposed to complete can prevent access to all further quests if traders aren't in a good location for the quest type, or at least prevent you from doing any quests until you find a trader who is in a good location for that quest.

 
I appreciate that.  Thanks.  It's not a good thing that the very first quest you're supposed to complete can prevent access to all further quests if traders aren't in a good location for the quest type, or at least prevent you from doing any quests until you find a trader who is in a good location for that quest.


I messed up the clear quest (it was sending me over 1 km away) so for now, I tackled it differently.

https://github.com/BFT2020/V1QuickStarterQuest.git

Simply stay there and talk to the trader to complete it, no rewards but it should work everywhere and able to quickly go to the real quests from the trader

Also did a bit of work on a localization file for it

 
@Riamus FYI



Way I think you can simply bypass the starter quest altogether by linking it with the White River quest.  Though if people cancel that one, they would still have to do the initial starter quest.

 
@Riamus FYI



Way I think you can simply bypass the starter quest altogether by linking it with the White River quest.  Though if people cancel that one, they would still have to do the initial starter quest.
That may be the best option.  Thank you.

 
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