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White River - Tools of Citizenship Quests 1.2 & Multiple Languages

I like your suggestion of BlackBart! I'll work to see if I can shift this modlet around (and provide backwards-compatibility on the rename) for the next release. Thanks for this and for sharing your additions. Your elite level addition has inspired me to add some new items to this modlet pack too. Work in progress. :) Thanks again

 
What do you think about a White River Legendary tier over Elite? Perhaps kill 100,000 zombies for the Legendary tier? To quote Richard Matheson in his book "I am Legend" Full circle. A new terror born in death, a new superstition entering the unassailable fortress of forever. I am legend." As a reward be able to craft "Eurytus' Bow" "Achilles Spear" "Thor's Hammer (Mjölnir)" "Sword (machete) of Damocles"

 
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What do you think about a White River Legendary tier over Elite? Perhaps kill 100,000 zombies for the Legendary tier? To quote Richard Matheson in his book "I am Legend" Full circle. A new terror born in death, a new superstition entering the unassailable fortress of forever. I am legend." As a reward be able to craft "Eurytus' Bow" "Achilles Spear" "Thor's Hammer (Mjölnir)" "Sword (machete) of Damocles"
Are there players out there who have reached 100k kills? :p

 
Are there players out there who have reached 100k kills? :p
Now that I think about it ... I'm doubtful. Though I wouldn't hesitate to think there may be a few out there with 10k kills on some of the longer-running campaigns.

 
I'm not sure what's wrong, but sometimes I get a bug that when I place the sealed crate with reward and try to destroy it, the cardboard box that shows up cannot be opened. I suspect this happens when I install a different mod which is incompatible with this one, but I can't figure out how to prevent this problem or how to fix it. :(

 
I've swapped Ivanka for Black Bart, with some poetic storyline. I've also added an Elite Citizenship card but did not apply it to all quests as it didn't make sense. I also added a new quest for Pavlichenko's rifle. I've got some other ideas planned for other quests to add.

I also hear they added the ability for the Localizations.txt to be automatically downloaded from the server. I have yet to test this, but if it works, would open the door for translation support. I'll test this soon and if it works, will begin the long work to update this modlet collection to this methodology. It would be rather complex to make this switch, but in the long run would allow more people to enjoy the modlet collection.

I'm still in the process of testing this A19_1.0 version on my server, but wanted to get this published for those other people who are interested in helping test. If you are interested in playing on a server with this already installed, please search for the server:

Server Name (Partial): SANITYS EDGE

Connection IP: 199.59.82.219:26900

As usual, please let me know if you find any bugs problems, or have any ideas to share!

 
Thanks @mr.devolver for passing word in. I've also noticed that the modset is broke with A19.1 and there is a bug with the elite citizens card quest where it loops over the number of zombies you've killed. I've got patches for these and a new quest or two in the works that I expect to be releasing this weekend. :) In addition, I've confirmed that Localization file DOES push properly from the server. This opens the door up for me to work through adding Descriptions for all the items and for non-English languages to be supported (once I convert everything to Localization). Stay tuned!

 
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Thanks @mr.devolver for passing word in. I've also noticed that the modset is broke with A19.1 and there is a bug with the elite citizens card quest where it loops over the number of zombies you've killed. I've got patches for these and a new quest or two in the works that I expect to be releasing this weekend. :) In addition, I've confirmed that Localization file DOES push properly from the server. This opens the door up for me to work through adding Descriptions for all the items and for non-English languages to be supported (once I convert everything to Localization). Stay tuned!
You're welcome! If you need any help with testing, debugging, let me know. I've been working on some quests of my own, so I had to learn a thing or two specifically for quests. :) I also like your projects, so maybe we could team up and make something together eventually, if you'd like. ;)

 
Running Alpha 19.  I've been getting a duplicate loot list id 144 error when just running the White River mods.  It looks like Jason's Machete is using it; I didn't see another one of the modlets using it, but 144 is specifically identified in the base loot.xml, so maybe that's why it's calling it a duplicate.

Also, when I crafted the Declaration of Citizenship, the trader it sent me to was 2.5 km away when I know for a fact there were at least two traders closer to me.  I also created the writ for the Bambi Bow and it sent me to that same trader.  Is it sending me to one specific trader intentional, or should it be sending me to the nearest one?

Thank you for making this and sharing it.

 
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@Lyssabet I will have a patch out tomorrow for the loot list issues. It looks like the base game added additional lootcontainers between A19 and A19.1 that interfere with the ids that this modset uses. I do have this patched already in my development version and am just wrapping up a couple last things before issuing a new release.

As far as the trader selection, this is controlled by the base game and outside the bounds of the mods themselves. My wife and I have run into this when we started a game and were apart with each of us being closer to a different trader. Then even after one of us ran to the other it was still trying to point one of us back to the initial closest trader to when we started the game. The best fix for this that we've seen is to drop the quest (Abandon the declaration quest), talk to the new closest trader, THEN craft the new declaration of citizenship. It should then send you to the proper closest trader. Sorry for the problem on this one, but there isn't anything I can do about this at the code level. The mod just says to send the player the "trader" and the game selects which trader.

Do check back for a patch release/fix to the lootcontainers tomorrow. Please be aware that multiple mods are affected by this problem (it's not just the one apparent one that throws an error).

 
Through testing today I've discovered that the game has changed the way the "Goto Trader" quest objective works, to cycle through all available traders. It never sends the player back to the closest trader and there doesn't appear to be an option to do so. If I leave this object off the quest and instead just use "InteractWithNPC" (Talk to Trader), then there is no compass marker to tell the player where to find their Trader, but then talking to any trader would work to complete the objective. The entire modset is coded right now with "Goto Trader" steps on each of the quests so that a friendly map marker is given to the player to tell them how to get back to the Trader. But due to these changes, I cannot leave the modset like this.. it would be sending players literally all over the map to visit every trader. To boot, once the player has visited every trader, the game does not repeat the cycle and instead says "Locate Trader: NO TRADER" leaving the player unable to complete the quest.

The best I can come up with, with the way the game is coded right now is to have the Declaration of Citizenship quest have a "Goto Trader" option which would send the player to each trader each time the player pursues becoming a citizen. The beginner quest ALSO does this, which would result in the player having to visit TWO different traders at the beginning of the game. Then after that, just trust that the player has one of the traders marked on their map to be able to return to.

It's a bit infuriating on this change. It wouldn't be so bad if they offered a flag in the code to bypass this cycling behavior, or properly marked on the compass where to find the trader to talk to.. but at the moment neither is an option. :(

 
Through testing today I've discovered that the game has changed the way the "Goto Trader" quest objective works, to cycle through all available traders. It never sends the player back to the closest trader and there doesn't appear to be an option to do so. If I leave this object off the quest and instead just use "InteractWithNPC" (Talk to Trader), then there is no compass marker to tell the player where to find their Trader, but then talking to any trader would work to complete the objective. The entire modset is coded right now with "Goto Trader" steps on each of the quests so that a friendly map marker is given to the player to tell them how to get back to the Trader. But due to these changes, I cannot leave the modset like this.. it would be sending players literally all over the map to visit every trader. To boot, once the player has visited every trader, the game does not repeat the cycle and instead says "Locate Trader: NO TRADER" leaving the player unable to complete the quest.

The best I can come up with, with the way the game is coded right now is to have the Declaration of Citizenship quest have a "Goto Trader" option which would send the player to each trader each time the player pursues becoming a citizen. The beginner quest ALSO does this, which would result in the player having to visit TWO different traders at the beginning of the game. Then after that, just trust that the player has one of the traders marked on their map to be able to return to.

It's a bit infuriating on this change. It wouldn't be so bad if they offered a flag in the code to bypass this cycling behavior, or properly marked on the compass where to find the trader to talk to.. but at the moment neither is an option. :(
This is a little bit confusing. If you want to send the player back to the trader he got the quest from, the game does it this way:

<objective type="ReturnToNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>

<objective type="InteractWithNPC">
<property name="phase" value="4"/>
<property name="nav_object" value="return_to_trader" />
</objective>


obviously property phase would have to be adjusted accordingly with your quest, but yeah this should work.

 
I tried your suggestion but this doesn't seem to work either. The quest immediately moves to the second phase "Talk to Trader" with no quest map marker and no compass indicator. :( If you or anyone else has any suggestions on this, please let me know. I've tried asking on the #modcreators-help channel on the official 7DaysToDie Discord server as well: https://discord.gg/3gYanE

 
I tried your suggestion but this doesn't seem to work either. The quest immediately moves to the second phase "Talk to Trader" with no quest map marker and no compass indicator. :( If you or anyone else has any suggestions on this, please let me know. I've tried asking on the #modcreators-help channel on the official 7DaysToDie Discord server as well: https://discord.gg/3gYanE
It's probably because that quest didn't have an NPC who would give it to you in the first place. If you assign that quest to a trader, that ReturnToNPC should send the player back to the trader.

 
Thanks for your patience for this release! I appreciate all the feedback. If anyone has any further ideas how to continue to expand the collection of quests, please do feel free to share. Please note that due to me having to change all of the quest code to accommodate changes TFP made to A19.1, anyone with an active quest will likely have it dropped. I'm very sorry for this, but this change was unavoidable and required otherwise it would result in completely broken gameplay. I'm real excited to offer you the biggest release yet of this modlet pack of quests. I hope you and your players see as much enjoyment out of it as my wife and I do. :) The download link is on the first post.

As usual.. if you run into any problems or bugs.. please post!

The biggest single update yet for the modset!

* Fixed lootcontainer id issue introduced in A19.1. Reassigned all lootcontainer ids with a 10 number gap from the last vanilla.
* Fixed issue with the use of "GoTo" Trader objective on all quests. This unfortunately will have the side-effect of terminating any active quests.
* Added improved trader reward acceptance integration (Thanks mr.dvolver!)
* Split Elite Citizens card quest into four sections, as apparently the game can't handle you killing 1,000 Zombies in a single objective.
* Split the Terminator Crossbow out of the Bambi's questline, and instead made an Elite Compound bow named "Forest Prince" under the Bambi quest.
* Created a new Veteran/Elite quest "Daryl's Zombiekiller Crossbow" after the Walking Dead character.
* Added a quest Brass for Lead that gives community members the option to dig up some lead and turn it in for brass. This should make brass less scarce and help players who enjoy building more than exploring.
* Added a quest to obtain Qwik-Crete, Fast-Drying Concrete blocks, and the recipe to make them. Guaranteed to dry in under 5 minutes! Weaker when wet, but just as stury once dry.
* Converted Khaine's Steel Ammo to a quest. Stronger ammo, but degrades your guns faster.
* Added a Rick Danger Auger and Rick Danger Improved Auger (Veteran and Elite). The Elite version of this cuts through mountains like butter. Both have a larger gas tank than vanilla but also eats through gasoline much faster, and degrades faster.
* Started the process of converting some mod to use Localization entries.


The next release I'm planning to be a bugfix and Localizations release. Now that I've tested that Localizations DOES automatically pull down from the server, I'll be looking to switch the entire modlet collection over this methodology, to open the door for non-English translations.

Big thanks @mr.devolver for the help coming up with a fix to the crazy A19.1 quest "GoTo" trader breakage, better quest rewards integration with the trader, and spending hours exploring the possibility of adding the quests to the trader dialog!
 
Bug reporting this because I  saw warning in my server log after installing this mod first time and checked items.xml for that warning mod. No playtesting done yet.

Everdeens Arrows is trying to apply to "Bambis Terminator Crossbow" which doesn't exists anymore.

Don't know if it should apply to Daryls or new Bambis crossbow, seems it doesn't.

 
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