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White River - Tools of Citizenship Quests 1.2 & Multiple Languages

I think the problem is that the links on the Mod Page are not updated.  Everytime I try downloading the newest version I get a version that shows last modified 1/16/22.  https://7daystodiemods.com/white-river-tools-of-citizenship/


This site (7daystodiemods.com) is an excellent site, but it is manually updated by a human, as best as I can tell. It's run by a 3rd party. If you want the newest version, you should always look to the first page in this forum thread. Please try downloading the mod from the download link on the first post in this thread.

 
Hi! Great mod! But I found a small SFX bug, specifically for Leon's SMG with silencer mod. I think it uses an old sfx? 

Currently it uses

mp5_s_fire




But upon checking on the game's original files, SMGs uses the following SFX
 

smg_s_fire



Other than that, all works great

 
The mod is working great, but I recently noticed two things that recently came to light.  First, while still only doing T4 missions, I completed the Deschain's Revolver quest and as part of the reward, I got the Hellbeast Quest starter.  This is an Elite Tier mission and yet I was given the quest starter without being an Elite Level Citizen.  Secondly, when I went with a group of friends to defeat the Demon, and we killed it, I did not get the quest completion upon the Juggernaut being killed.  We were all grouped but I did not get any credit so I had to abandon the quest.  Do I have to be the one to kill the demon?   Just two items I wanted to bring up.  If these are as intended than please disregard.

 
It is intended to get Hellbeast Quest at completion of Deschain's Revolver quest as the gun is intended and tuned to be used to help kill the beast.

As far as being grouped and killing the Juggernaut, I'll have to double check that one for a bug. I believe that should have been sufficient, so will have to check this on my test server to make sure its working properly. Will get back to you on this one.

 
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Your mod working with the server tools mod creates a bug.  The problem is in the coins. In server tools, there is a command to transfer coins in a bank to an electronic currency. Your coins count as coins too and disappear with regular coins. Is it possible to somehow exchange green, blue, etc. coins for another item?

 
Your mod working with the server tools mod creates a bug.  The problem is in the coins. In server tools, there is a command to transfer coins in a bank to an electronic currency. Your coins count as coins too and disappear with regular coins. Is it possible to somehow exchange green, blue, etc. coins for another item?


This sounds like more of a bug on the ServerTools side of things. I'm a bit surprised to hear this considering in the ServerTools config it asks you to specify an item name. The item names I use are different (but admittedly do contain the word "coin", but not "casinoCoin"). I've reached out to ServerTools on their Discord server under bug_reports channel to ask them about this.

 
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 The quest and item works, but the quest verbiage states you need to gather marksman rifles but as of A20 there are no Marksman Rifles in the game anymore.

 
 The quest and item works, but the quest verbiage states you need to gather marksman rifles but as of A20 there are no Marksman Rifles in the game anymore.
Thanks. I had this one on my todo list but managed to let it fall off my list before I fixed it. Got it fixed in the source code and will be fixed on next release.

This sounds like more of a bug on the ServerTools side of things. I'm a bit surprised to hear this considering in the ServerTools config it asks you to specify an item name. The item names I use are different (but admittedly do contain the word "coin", but not "casinoCoin"). I've reached out to ServerTools on their Discord server under bug_reports channel to ask them about this.
They explained to me how the ServerTools code functions, so I can add in a slight modification within this questpack to fix this. Will have it fixed in next bugfix release.

 
Спасибо. У меня был этот в моем списке дел, но мне удалось исключить его из списка, прежде чем я его исправил. Исправлено в исходном коде и будет исправлено в следующем выпуске.

Они объяснили мне, как функционирует код ServerTools, поэтому я могу внести небольшие изменения в этот пакет заданий, чтобы исправить это. Это будет исправлено в следующем выпуске исправления ошибок.
Thank you for your hard work, you are doing a great job and I sincerely respect you and wish you a long happy life)
With love from Russia

 
Nothing appears when opening the block questblock_toc_randomcrate_name . There are no items, there is no loot.

 
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I've got bugfixes added to the source code for Pavlichenko's localization, ServerTools compatibility, and Leon's SMG sound effect. I'm hoping to work through these last two bugs today and be able to publish another release candidate later today.

  • Party Juggernaut kill: I've validated Juggernaut kill does register for singleplayer. I still have yet to test the Juggernaut kill as a member of a group. Specifically, letting someone OTHER than the quest holder kill it. I'm still testing on this one to try and recreate it.
  • Random Elite Quest: I also ran through the 4 Veteran card -> random elite quest and was not specifically able to recreate the "no items, no loot", but I did find that some of the quests were not specified with a count of 1. This resulted in the player receiving two quest starters instead of one. I found this was caused by some of the quests not having a default count of items to provide. I suppose its possible that it might have triggered against one of them with a quantity of 0. I've set in the code a default value of 1. This should make sure that only one item is offered in the crate. I ran through 20 crates and it seems to be working properly at this point. I also ran through the entire quest and found the Trader wasn't offering any reward choices, which as we saw on a different quest, the Trader dialog requires reward choices for Daring Adventurer perk. I've added additional quest rewards to this on the Trader dialog to ensure this quest works, even with Daring Adventurer perk. Based on the current modified (not yet released) code, it appears to be working as intended in both the combined and non-combined versions.
 
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I ran through testing the random elite quest and the Spirit of Vengeance quest with another person and both tested out fine for both of us. In a group, it doesn't matter who kills the Juggernaut, only the person with the quest gets the Writ card. Both players get the exp from the tough kill. And four veteran cards got crafted into a writ of elite random quest, which when read directs the player to the trader, which gives a sealed random elite crate, and when opening the crate up there was an elite quest starter.

 
I've got bugfixes added to the source code for Pavlichenko's localization, ServerTools compatibility, and Leon's SMG sound effect. I'm hoping to work through these last two bugs today and be able to publish another release candidate later today.

  • Party Juggernaut kill: I've validated Juggernaut kill does register for singleplayer. I still have yet to test the Juggernaut kill as a member of a group. Specifically, letting someone OTHER than the quest holder kill it. I'm still testing on this one to try and recreate it.
Feel free to share your IP address when hosting, or set up a chance to join the testing on this one and we can join the party.

 
BUGFIX release A20_1.0k_rc4:

  • Adjusted the Pavlichenko's Rifle Localization code
  • Added code to the quest coins to improve ServerTools compatibility
  • Fixed the sound effect for the silencer with Leon's SMG
  • Added Trader quest rewards to the random elite to ensure compatibility with Daring Adventurer
  • Fixed code related to the random elite quest items to ensure a count of 1 when they are offered through the sealed random elite crate
Todo:

  • Regenerate the non-English localization for Pavlichenko to ensure accuracy. They *Should* be right today, but this is extra step to make sure.
You can play this A20_1.0k_rc4, or whatever the newest code I'm testing on my test server at:

192.198.83.134:26900

 
Might have found an exploit while performing the Elite Spirit of Vengeance quest and Elite Molino quest. I used the same elite card for both but when turning them into the trader I received the elite card back as well as a veteran card.

 
Might have found an exploit while performing the Elite Spirit of Vengeance quest and Elite Molino quest. I used the same elite card for both but when turning them into the trader I received the elite card back as well as a veteran card.


It looks like the Elite Molino quest is improperly giving out a Veteran's card. Both quests take and give back an Elite card. I've corrected this in the source code and the bugfix will be available in the next release. Thanks for the report.

 
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Howdy!  Been tryin to search to find out what my problem is, or if I just don't understand how this works.  I've been googling and reading before I came here I promise :)

"The modlet collection provides multi-tier quest lines. Once the new player reaches the trader, they are given a +Declaration of Citizenship item. This allows them to begin a quest to volunteer to help lay to rest 10 old residents now turned zombie."

So as I understaand it this is server side only.  When I get to trader I don't get the +Declaration of Citizenship item.  Looking for guidance here.  Maybe the mod is in conflict with another mod?  I don't really have that many running and none that modify trader like this one.  

Edit: Solved my own issue.  I went to go back to the mod and clean it out to reload it on the server and found 2 folders.  So the zip was a folder, then another folder, then the mod.  I had to go down one more folder in the zip and load that up.  Now it works.  Oops :(

 
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We have just installed this mod on our server and are enjoying the additional tasks that it brings to our game play, but we are finding that the T1 quests are a little OP for the beginning of the game, so I was wondering if its possible to get the T1 quests to appear at Trader Lvl2 rather than at first greeting with Trader.  I'm hoping that it is easy to do and just a case of changing a value in an XML, but not 100% sure of which one it could be.  Keep up the good work.

 
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