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[Request/Help] Making a character class mod

Tristam

Refugee
I'm currently in the thralls of making a character class mod that uses the reward system from quests to allow people to build a class. The idea is this:

You start off with a Generic Class item

Craft a Specific Class Quest Paper using it (we'll go with Soldier - Pistol ver for this example)

Use the Soldier Pistol Quest Paper to start the Soldier Pistol Quest 01.

The quest should be simply "Go to the Trader."

At the trader, you're rewarded your pick of items just like if you completed a normal quest. Each Soldier Pistol Quest should start the next, ending with your character fully geared. That's phase 1.

Phase 2: Setup the 5 quests and their rewards to give the player their gear. Soldier Pistol Quest 01 will offer a range of weapons, Soldier Pistol Quest 02 will offer various ammo, Quest 03 will offer food and/or water, Quest 04 will offer clothes, and Quest 05 will be filled with Misc. items based on what class you picked. In this case, things like repair kits.

My issue is that I can't seem to get the trader to bring up the rewards for me. I'm using the "White River Citizen 1 - Journey to Settlement" as a basis and sorta Frankensteining other quests into the file to try to make something happen, but no dice so far. If anyone could point me in the right direction or just do it outright, I'd be most grateful.

This was inspired by Valmod Tallon's Spawn Helper

https://7daystodie.com/forums/showthread.php?31730-A16-Valmod-Pack

https://7daystodie.com/forums/showthread.php?111693-Tallons-Modlets-)

This is what I have so far:

entityclasses

https://pastebin.com/H1csmbHD

recipes

https://pastebin.com/bCDeCM36

items

https://pastebin.com/6ccHdT2f

quests

https://pastebin.com/sJgPCwCC

loot

https://pastebin.com/s2uCevfh

blocks

https://pastebin.com/mALaUEX7

https://www.mediafire.com/file/186534gxp94l90e/Tristam_Spawn_Helper.rar/file

Any help would be appreciated.

 
Yeah, I don't see how the dialogue XML will help. I've looked into other quest mods and they don't touch on it at all. They don't reference the vanilla XML or anything either, they make their own entries and such. Granted, none of the ones I'm checking let you PICK your rewards like the vanilla quests do, either, so that's probably the difference. But I don't know any quests mods that do that. Can someone point me in the right direction?

 
Picking is definitely via dialogs... I'd look again.

Some stuff tfp is doing may be hard coded, but dialogues offer choices.

 
I'll take another gander at it, but I'm honestly stomped atm. I can't make anything from scratch, I use other mods' resources as a basis and I don't see anything or anyone touching dialogues to make that happen. That being said, I still don't know of any other mod that attempts to, but I'll keep looking. I'm starting to think other modders don't do it for are a reason.

 
I think if the dialogues give the on screen choice at the traders is what Guppy is referring to

Code:
<statement id="currentjobs" text="Do any of these tasks sound like something you can do?">
		<quest_entry id="test_sleepers" type="add" listindex="0" />
		<quest_entry id="test_fetch" type="add" listindex="1" />
		<quest_entry id="test_fetchsleep" type="add" listindex="2" />
		<quest_entry id="test_hiddensleep" type="add" listindex="3" />
		<response_entry id="nevermind" />
	</statement>
If I had time I would have ago but I have some real life stuff going on atm ... perhaps look at what the big mods are doing with xml and classes in Ravenhurst or Darkness Falls.

 
Yeh it's a female dog because dialogues refer back and forth to localization, so it's hard to follow.

Telric has a mod that does weird quests, may be worth checking that one out.

 
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