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White River - Tools of Citizenship Quests 1.2 & Multiple Languages

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.
Most items you gain from the quests are tuned to only be slightly better than vanilla. Some only have a chance at being better than vanilla. I would be curious to know specifically which quests you are referring to.

 
Its about trying to prolong the game.  I like additional quests and I'm a big fan of Ravenhearst and these add a little something extra to keep working towards rather than as an early game boost.  For me I think its mainly Taz's Axe - that swings so much quicker than a normal one, meaning that you can blitz through a boulder with ease, Dundees Hunting Knife - yes you can find a toilet knife, but to have a decent blade after 2 days, but think thats a little early, Jason's Machete - I was rewarded with a T6 and have been able to behead most things that have come may way from early doors, likewise with Bambi's Compound Bow and Evergreen arrows, not much stands up to that.  I think you get where I'm coming from.  As I say, I really like it, but would i would like to be able to push it back to start in T2 trader quests so T2, T3 and T5 rather than T1, T3, T5.

Also could I check to see if this has been updated to work with 20.1exp?  A number of players inc myself have been receiving stackover flow errors and wonder if its the Mod or Exp itself.

 
Its about trying to prolong the game.  I like additional quests and I'm a big fan of Ravenhearst and these add a little something extra to keep working towards rather than as an early game boost.  For me I think its mainly Taza's Axe - that swings so much quicker than a normal one, meaning that you can blitz through a boulder with ease, Dundees Hunting Knife - yes you can find a toilet knife, but to have a decent blade after 2 days, but think thats a little early, Jason's Machete - I was rewarded with a T6 and have been able to behead most things that have come may way from early doors, likewise with Bambi's Compound Bow and Evergreen arrows, not much stands up to that.  I think you get where I'm coming from.  As I say, I really like it, but would i would like to be able to push it back to start in T2 trader quests so T2, T3 and T5 rather than T1, T3, T5.

Also could I check to see if this has been updated to work with 20.1exp?  A number of players inc myself have been receiving stackover flow errors and wonder if its the Mod or Exp itself.
I'll have to give this some thought as to how best to continue tuning these. I'm not sure that moving them all to T2 is the right answer as that moves away from one of the core ideas of this quest pack of extending the new player quest line.

I did find that Jason's quest had the wrong quality template applied (T3) instead of (T2), which is probably why you got a lucky roll and ended up with a T6. That definitely shouldn't be possible. I have seen with Taza's Axe even with a crappy Tier 1 stone axe I'm able to gather the necessary quest items on day 1. The "Vanilla" Taza's Axe IS already faster than a standard axe. That is the defining vanilla characteristic of Taza's axe. Bambi's bow requires bow parts which is not necessarily easy to come by quickly and typically requires getting lucky on the trader. And Everdeen's arrows requires 3 corn, which is not necessarily easy to come by either within first few days of playing unless you happen upon a corn farm or know where one is, and 3 blueberries.. which you'd either have to get lucky in finding a POI that just happenes to have blueberries, or you'd have to travel to the snow biome. Due to the design of the Jason & Dundee's quests, I'm not sure that it would be appropriate to create a second tier for them.

In my head I'm toying around with maybe:

* Increasing the number of bow parts needed for Bambi's Compound Bow from 2 to 5

* Lowering the quality tier that the Bambi's quests give out from T2 to T1 quality template.

* Slowing down the "default" speed of Taza's axe and increasing the randomness of the stats on the speed. This would make it so you'd have to get lucky on the RNG to get a Taza's axe that is noticeably faster than the vanilla Taza's axe.

* Increasing the quantity of rock needed to obtain Taza's axe

* Combining the 10z and Taza's axe quests so that the player has to first kill 10 zombies with a stone axe, then obtain the rock & plant fibers, then craft the 20 stone axes. Then the player would obtain the basic citizen's card along with the Taza's axe.

* For Everdeen's arrows, I'm thinking to lower the number of arrows you receive to maybe 25-75 (lowered by 50%), and increase the number of corn from 3 to 5, and the number of blueberries from 3 to 10.

I definitely do appreciate the honest feedback. And I'm certainly open to anyone's opinions on the above proposed changes. The underlying intent of the entire quest pack is to give more to do, and items that are worth pursuing but are not too OP. The quest pack should be reasonably playable and provide content for both new players and vet players alike.

I have not yet tested this on 20.1exp but will make it a point to do so this weekend.

 
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I'll have to give this some thought as to how best to continue tuning these. I'm not sure that moving them all to T2 is the right answer as that moves away from one of the core ideas of this quest pack of extending the new player quest line.

I did find that Jason's quest had the wrong quality template applied (T3) instead of (T2), which is probably why you got a lucky roll and ended up with a T6. That definitely shouldn't be possible. I have seen with Taza's Axe even with a crappy Tier 1 stone axe I'm able to gather the necessary quest items on day 1. The "Vanilla" Taza's Axe IS already faster than a standard axe. That is the defining vanilla characteristic of Taza's axe. Bambi's bow requires bow parts which is not necessarily easy to come by quickly and typically requires getting lucky on the trader. And Everdeen's arrows requires 3 corn, which is not necessarily easy to come by either within first few days of playing unless you happen upon a corn farm or know where one is, and 3 blueberries.. which you'd either have to get lucky in finding a POI that just happenes to have blueberries, or you'd have to travel to the snow biome. Due to the design of the Jason & Dundee's quests, I'm not sure that it would be appropriate to create a second tier for them.

In my head I'm toying around with maybe:

* Increasing the number of bow parts needed for Bambi's Compound Bow from 2 to 5

* Lowering the quality tier that the Bambi's quests give out from T2 to T1 quality template.

* Slowing down the "default" speed of Taza's axe and increasing the randomness of the stats on the speed. This would make it so you'd have to get lucky on the RNG to get a Taza's axe that is noticeably faster than the vanilla Taza's axe.

* Increasing the quantity of rock needed to obtain Taza's axe

* Combining the 10z and Taza's axe quests so that the player has to first kill 10 zombies with a stone axe, then obtain the rock & plant fibers, then craft the 20 stone axes. Then the player would obtain the basic citizen's card along with the Taza's axe.

* For Everdeen's arrows, I'm thinking to lower the number of arrows you receive to maybe 25-75 (lowered by 50%), and increase the number of corn from 3 to 5, and the number of blueberries from 3 to 10.

I definitely do appreciate the honest feedback. And I'm certainly open to anyone's opinions on the above proposed changes. The underlying intent of the entire quest pack is to give more to do, and items that are worth pursuing but are not too OP. The quest pack should be reasonably playable and provide content for both new players and vet players alike.

I have not yet tested this on 20.1exp but will make it a point to do so this weekend.


Thanks for being open to feedback, I think that its great that you are - other may think that the mod is perfect as the way it is, and it will be for some, but it just the way that  we play our game that we were looking for those extra things to make/do/work towards during a play thru. 

I think that the points that you have mention above that you are toying with all look great, especially killing 10z's with an axe - devilish!!  Also the collection of corn is easy now in A20 considering the number of farms there are on the outskirts of every town/city - especially if you take LOTL 1 to get additional harvest, so wonder if 5 is still too low?  Also Blueberry's are easier to find while looting houses now too - and often come in multiples of 5.

On Leons SMG quests - I got a T4 SMG from the Citizenship (T1) quest but when I did the Veteran quest (T2) I received the same level (for a lots of work 10 pistols and 5 SMG).  I would have expected a higher end gun or a higher spec'ed one.  Was I just unlucky in the random generation or was this an error?

Defo keep up the good work.  Cheers.

 
Thanks for being open to feedback, I think that its great that you are - other may think that the mod is perfect as the way it is, and it will be for some, but it just the way that  we play our game that we were looking for those extra things to make/do/work towards during a play thru. 

I think that the points that you have mention above that you are toying with all look great, especially killing 10z's with an axe - devilish!!  Also the collection of corn is easy now in A20 considering the number of farms there are on the outskirts of every town/city - especially if you take LOTL 1 to get additional harvest, so wonder if 5 is still too low?  Also Blueberry's are easier to find while looting houses now too - and often come in multiples of 5.

On Leons SMG quests - I got a T4 SMG from the Citizenship (T1) quest but when I did the Veteran quest (T2) I received the same level (for a lots of work 10 pistols and 5 SMG).  I would have expected a higher end gun or a higher spec'ed one.  Was I just unlucky in the random generation or was this an error?

Defo keep up the good work.  Cheers.


Maybe the answer is to add a third ingredient to the quest. Maybe 3 x potato? You bring up good point on the Living Off the Land perk.. I'll plan on making corn 7 instead of 5, which would require 4 corn. This is where we get to the thought that we want the quest to be accessible to new players who may not know about LOTL, but also not have it tuned so low that an extremely small amount of effort is required to complete.

I double-checked Leon... it looks like the basic version of the quest used a T2 quality template range and the veteran uses T3 quality template range. So it looks like it's probably a combination of you being lucky on basic, unlucky on vet. I'll drop the basic quest down to T1 quality template which should ensure that a T4 quality wont drop for a newish player on the basic quest. You are correct in that quest, the Leon's quest only has two SMG items.. the degraded SMG and the regular SMG. Between the Basic and Vet versions of the quest, it just hands out a higher tier on the regular SMG. With the right perks, creating 10 pistols and 5 SMGs is not terribly difficult as it is. So if I go down the route of making a vet version of the Leon's SMG, I may need to also look at changing the required items to complete the veteran quest.

 
Having an issue with the kuva's armor quest, I've done the base quest step and just started the elite one but the map shows no location and everywhere is considered "nearby"

 
Pavlichenko Rifle Veteran Quest

I have just taken started the Veteran Pavlichenko Rife quest and it asks for 5 marksmen rifles, but the rifle doesn't exist in the game any more. Not sire if this has been picked up elsewhere but thought i would highlight just in case.

Also the localisation needs to be amended too

image.pngimage.png

 
Just ran through both of these reports on the test/experimental server. Kuva's worked fine for us. When we ran through Pavlichenko, we found it did NOT ask for "5 marksmen rifles" and did indeed ask for 5 lever-action rifles. We ran through the Pavlichenko several times and oddly one of the times we ran into the map marker saying "nearby" for the quest while standing in the Trader, and there was no marker for the quest. But when we ran through it again following the same procedure, it worked fine the next time.

The only real bug we found that was consistently repeatable is the questitem_vetcoin_pav not having proper localization. No title and no descriptive text on it.

We're running the combined A20_1.0k modlet on our experimental server.

FYI -- I'm still hard at work on the Dwarven Forge (now renamed: The Tribe of the Little People) quest. I've got some really nice goodies in store as reward coming out of this one. Also have some really terrific custom zombies in store for this one thanks to @arramus. Sadly, life got in the way and I'll have to take a few days break from modding to catch up on some other work.

 
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Just ran through both of these reports on the test/experimental server. Kuva's worked fine for us.
No idea what fixed it for me, but logged into the server I play on today and right as I spawned in the quest made the sound as if I read the map and now I've got a location for it. Sorry I don't have any info on what might've caused it or fixed it

 
Really liking these quests.  So I did the Amelias treasure map dig, found the coffin.  Read the book.  But it says Head to Rally Point: 0.0m.  Is this intended?

 
This is just the smallest most insignificant thing but while in creative I noticed there are 2 Deschain hats. One: Deschain's cowboy hat and the other Deschain's Cowboy Hat. 

 
Loving this mod! Some of the quests a way more challenging than I expected and that is a great thing. The only issue I've found is that Amelia's Gyro has altitude issues with some mountains. I a RWG 8k map and it cannot get above some of the mountains. Is there anyway to fix that? Thanks!

 
Loving this mod! Some of the quests a way more challenging than I expected and that is a great thing. The only issue I've found is that Amelia's Gyro has altitude issues with some mountains. I a RWG 8k map and it cannot get above some of the mountains. Is there anyway to fix that? Thanks!
Very glad to hear this. I've tried very hard to strike a balance between having quests accessible and workable for new players but also enough complexity for more veteran players to also be challenged. I looked into the "ceiling" value for Amelia's gyrocopter in the vehicles.xml file and found it was set below the vanilla gyrocopter. I've set it slightly above vanilla in next release that is upcoming. Thanks for reporting!

This is just the smallest most insignificant thing but while in creative I noticed there are 2 Deschain hats. One: Deschain's cowboy hat and the other Deschain's Cowboy Hat. 
Found cause of this and have bugfix in place on next release upcoming. Thanks for letting me know on this.

 
Very glad to hear this. I've tried very hard to strike a balance between having quests accessible and workable for new players but also enough complexity for more veteran players to also be challenged. I looked into the "ceiling" value for Amelia's gyrocopter in the vehicles.xml file and found it was set below the vanilla gyrocopter. I've set it slightly above vanilla in next release that is upcoming. Thanks for reporting!

Found cause of this and have bugfix in place on next release upcoming. Thanks for letting me know on this.
Of course, thank you!

 
I noticed today when I had a T4 Veteran Daryl’s Crossbow and compared it to my T4 Elite Daryl’s Crossbow that the Veteran had significantly more damage.  When I looked at the code of the mod for Daryl’s Crossbow I found that the Elite version was using the Veteran identifier and not the Elite.  I made the change and it appears to have resolved the issue.

In items.xml

line 92 (the veteran version) it reads, <effect_group name="vetitem_toc_daryl_name">

line 214 (the elite version) it reads, <effect_group name="vetitem_toc_daryl_name">

I changed it to read, <effect_group name="eliteitem_toc_daryl_name">

Let me know if this was an error in the mod or if it was intended, I just thought that an Elite version of a T4 Compound Crossbow should do more damage than a veteran version of a T4 Iron crossbow

 
Hello, I tried using this on my server and it bugged out upon loading, the error code it gave me was that there was duplicate steel ammo files, is this due to another mod which adds steel ammo into the game? for more info I use Khaine's Steel Ammo mod, which was the one mentioned on your description Many Thanks.

 
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Hi there. We’ve been using this mod since A19. I love the improvements you’ve made for this alpha, especially doing away with the extra skill points and loot crates. It’s less OP early to mid-game. Thanks for all the work you’ve put in.

We did find an issue with the Bear Claws Iron Knuckles quest. The rally point automatically comes up as 0.0 m. I downloaded the mod again in case there had been an update, and had a peek into the quests.xml to see if I could spot an error, but no luck. Any ideas?

 
Hey, QQ about the Amelia and Beast quests.  Is there a way to specify the mission/rally point location instead of it being randomly generated?  I ask because we have had situations where the rally point appears in or very near a players LCB and base.  If I could set a specific coordinate for the rally point that would be great.  If its not possible, I understand.

 
I'm sorry if this question has already been asked and answered. I'm new to modding 7d2d and I can't tell if this is something I can play on my own without a server. Is this single player as well as server?

 
I'm sorry if this question has already been asked and answered. I'm new to modding 7d2d and I can't tell if this is something I can play on my own without a server. Is this single player as well as server?


Yes. If you play singleplayer, your game starts a local server and connects to it.

In fact every 7D2D game is multiplayer from the start, you just would need to open some ports to allow friends to connect to your "single player" game.

 
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