Hello, I am using the "Quest Locations In Titles" mod at the same time as your mod, but unfortunately, the new quest added by this mod does not display the name of the POI
Could you add the location for the new quests and maybe also add them to the vanilla mission so we would not need both mods? if you cannot add the vanilla quests (because of the original author's copyright), make a new file with your quests only which would have the POI locations in the title.
Hello :) I like your work and I'm really enjoying the variety of quests that your mod offers: they integrate very well into the gameplay and offer a touch of fresh air to a now stale concept. Can I suggest adding location on the quest menù selection please? Or at least some compatibility patch with UI that are offering that (as AGF - V1.1 - HUD PLUS for example)?
Hey Pancake, First off I wanted to thank you for such a cool mod, It's making questing a lot more fun and diverse! But I wanted to tell you that there is a bug in the missions where you can optionally get the Satchels, leaving the White river Supplies even after finishing the quest. Is that an issue you are aware of? and if so, is there a patch in the works? Regardless this won't get me to uninstall the mod, but If I could not go into creative mode after completing these missions it would be a plus hahah.
Hello! Thank you for this mod, played it in earlier builds before. Planning to connect your mod with my tierX quest-progression, may i do some additions to that? no conversions to existing quests, just relist to needed tiers and add with extra difficulty to other tiers.
DefendSafehouse works fine if you edit a couple of lines in the quest file. But I can't make other quests work, although there are no errors in the console, they just don’t appear in the list of trader's quests. So yes, I’m also really looking forward to updating this great mod
I compared the quest file V1.0 with the same file of A21 version and based on this I made the following edits: Delete the line <property name="difficulty" value="medium"/> Edite the line <property name="biome_filter" value="burnt_forest" param1="biome_filter" /> like this <property name="biome_filter" value="" param1="biome_filter"/> And it is important to completely replace all rewards with those that are now in the new version (you can simply copy the rewards from clear quest for example). Finelly add the quests to all traders you like for example: <append xpath="/quests/quest_list[@id='trader_rekt_quests']"> <quest id="tier1_courier_rescue"/> <quest id="tier2_courier_rescue"/> <quest id="tier3_courier_rescue"/> <quest id="tier4_courier_rescue"/> <quest id="tier5_courier_rescue"/> </append> As for the other quests, the mistake was on my part and they also work, but the above changes also need to be made.
Hi Pancake, I come back to you after a bit of testing your mod. I haven't had a lot of time to play these months so it took time. I tested speed clears and defend safehouse mainly, because the other I've seen on IzPrebuilt series and it is pretty clear that I won't have many problems, but they will be tested on their own session.
Speed clears I haven't had any problem so far. But defend safehouse, the zombies do not obey the speed rules. They are in nightmare speed even if I set them to be slow no matter the time or the type. Instead, doing a rank 2 defend safehouse produce zombies that are very fast. This would pose no threat on a normal playthrough but I wasn't expecting this so I had a few moments of panic due to how I set up this specific game (old farmer who doesn't use high tier weapons and stays mainly on safe places without too many zombies + my own mods to increase spawns and power of zombies = slow dudes but one slap and you regret it instantly :D). Which was fine but I was wondering if you classify it as a bug ou as a feature ? In the latter case that's fine, but I did not read anything on this.
I might have to watch your video for the presentation and see if I did not understand well since the beginning.
Overall great job for the mod. Mine (quest mod) is still at the stage of ideas on paper ! See you on either Youtube or here. Depending on what I watch.
Sorry for the really late response on this - but I did take note of your feedback and others of course from here. The zombie speed for defend the safehouse was supposed to be a feature - that they would speed up for 5 or 10 seconds after a zombie was killed - sort of a soft enrage mechanic. However there's no warning of it, and it goes against all player expectation, so I'll be removing that in the next release.
I'm working on the quests to do further refinements as well as get the working well for 1.0
Hi ! Yeah I expected you were busy too. So that's the reason... as I killed Z at regular intervals, the speed boost was always on, or it seemed to be the case.
Hope you can find you way through the new version. It can be a nightmare for some of us !
102 comments
I am using the "Quest Locations In Titles" mod at the same time as your mod, but unfortunately, the new quest added by this mod does not display the name of the POI
Could you add the location for the new quests and maybe also add them to the vanilla mission so we would not need both mods?
if you cannot add the vanilla quests (because of the original author's copyright), make a new file with your quests only which would have the POI locations in the title.
I like your work and I'm really enjoying the variety of quests that your mod offers:
they integrate very well into the gameplay and offer a touch of fresh air to a now stale concept.
Can I suggest adding location on the quest menù selection please? Or at least some compatibility patch with UI that are offering that (as AGF - V1.1 - HUD PLUS for example)?
First off I wanted to thank you for such a cool mod, It's making questing a lot more fun and diverse!
But I wanted to tell you that there is a bug in the missions where you can optionally get the Satchels, leaving the White river Supplies even after finishing the quest.
Is that an issue you are aware of? and if so, is there a patch in the works?
Regardless this won't get me to uninstall the mod, but If I could not go into creative mode after completing these missions it would be a plus hahah.
Credits of course will be added.
Delete the line
<property name="difficulty" value="medium"/>
Edite the line
<property name="biome_filter" value="burnt_forest" param1="biome_filter" />
like this
<property name="biome_filter" value="" param1="biome_filter"/>
And it is important to completely replace all rewards with those that are now in the new version (you can simply copy the rewards from clear quest for example).
Finelly add the quests to all traders you like for example:
<append xpath="/quests/quest_list[@id='trader_rekt_quests']">
<quest id="tier1_courier_rescue"/>
<quest id="tier2_courier_rescue"/>
<quest id="tier3_courier_rescue"/>
<quest id="tier4_courier_rescue"/>
<quest id="tier5_courier_rescue"/>
</append>
As for the other quests, the mistake was on my part and they also work, but the above changes also need to be made.
I come back to you after a bit of testing your mod. I haven't had a lot of time to play these months so it took time.
I tested speed clears and defend safehouse mainly, because the other I've seen on IzPrebuilt series and it is pretty clear that I won't have many problems, but they will be tested on their own session.
Speed clears I haven't had any problem so far. But defend safehouse, the zombies do not obey the speed rules. They are in nightmare speed even if I set them to be slow no matter the time or the type. Instead, doing a rank 2 defend safehouse produce zombies that are very fast.
This would pose no threat on a normal playthrough but I wasn't expecting this so I had a few moments of panic due to how I set up this specific game (old farmer who doesn't use high tier weapons and stays mainly on safe places without too many zombies + my own mods to increase spawns and power of zombies = slow dudes but one slap and you regret it instantly :D).
Which was fine but I was wondering if you classify it as a bug ou as a feature ? In the latter case that's fine, but I did not read anything on this.
I might have to watch your video for the presentation and see if I did not understand well since the beginning.
Overall great job for the mod. Mine (quest mod) is still at the stage of ideas on paper ! See you on either Youtube or here. Depending on what I watch.
I'm working on the quests to do further refinements as well as get the working well for 1.0
Yeah I expected you were busy too.
So that's the reason... as I killed Z at regular intervals, the speed boost was always on, or it seemed to be the case.
Hope you can find you way through the new version. It can be a nightmare for some of us !
In other words, I'm not entirely sure, but the quest structure built into the game isn't happy when it's not there.