Where did you get this quest? Is it the vanilla in-game quset or one of the quest packs? If it is the native in-game quest, this mod have nothing to do with it. If it's the quest pack, there could be options.
Mostly from the JF and QP1 quest packs. I noticed that if you take a quest that needs to be completed in the same city where I took it, then in order to pass it, you need to restart the game.
player within <distance> units of foe <foe> doesn't work unless Actions Framework is enabled. Is this intended? Maybe it would be good to add it as a dependency unless it's something on my end. I had assumed we didn't need that mod anymore.
"QuestActionsExtension continues the work started by Actions Framework.It includes the same 3 actions from Actions Framework and adds more new ones.It also supports triggers from Health Quest Actions mod"
You don't need Action Framework anymore. Keep in mind, that "player within 6 units" is just 1 in-game meter. I cannot change that for backward compatibility. But all 3 actions from Action Framework are carefully ported without any changes.
Quest: __DEMO01 DisplayName: Knight is close
QRC: QuestComplete: [1004] I found a Knight!
QBN: Place _house_ local house2 Foe _F0_ is Knight change foe _F0_ infighting false place foe _F0_ at _house_
I think this idea would better fit the existing Climates & Calories mod.
While we can use a quest for weather type and use the new actions to reduce health, I think to make hazards work in a good way, climate zones and protective equipment should be taken into account as well. Not sure if this could be done with quests (and adding more and more triggers and actions could become problematic in the long run; yesterday in the Discord server it was implied that the regex way of parsing quests may come to its limits soon).
Do you think a feature could be added which allows me to check if a player is at a certain map coordinate (exact coordinate or in a radius of ... units around)?
(This would allow me to do wilderness quests, esp. in conjunction with World of Daggerfall's added landmarks. For writing my quest I could simply walk to, say, a camp to find out its X/Y coordinate, and then, in the quest I could use a custom action to check if the player is at or around said X/Y coordinate to start everything else- The quest description would tell the player the location indirectly, like "in that camp two days travel east of ... there is... go there!").
Having trouble with "possesses". I tried with an odd item "Telescope" but it's not working. Are there only certain things you can do with it, or certain items it works with?
_possesses_ task: player possesses 1 items class 26 subclass 254
_spawn_ task: when _possesses_ say 1016 create foe _goblin3_ every 0 minutes 1 times with 100% success change foe _goblin3_ infighting true say 1021 say 1055 start timer _end
Tried "item class" instead of "items class" in case of typo. DIdnt work. Tried a different more common item. Didnt work either. Maybe theres only certain things the "when _possesses_" task can perform?
specials Class Telescope 26, 0
public enum QuestItems //checked { Telescope = 254,
`possesses` command works with mundane items. Did you encounter the Telescope in the wild? Or was it created by this quest? If it's a part of the quest, it should be treated differently. Like, using actions like `clicked item`, `take item`, or `toting`, maybe. Need more info on that Telescope object.
Im trying something complicated. The telescope is an item found in a dungeon needed to return to an NPC as a part of a different quest. I need to start a new quest separately at a later point, in order to spawn DEX enemies in without them defaulting to rats - the wrong enemy. More info is available about that on my arenafall enhanced mod page.
Hence you pick up the telescope, and enemies spawn in correctly.
So, I figured if I tried this workaround, I could still use toting for quest one to return the item to an NPC as normal and for quest two spawn the enemies upon having the item in your inventory.
Maybe it doesn't work with quest items?
I figured I could make it permanent and it may work. I will continue testing but perhaps the telescope is just not an item the quest action will work on.
Edit -
Wow I'm dumb. I could just "start quest" action on the task for picking up the telescope.
I was so eager to try something from this mod that I rushed without thinking the obvious 😉
I'm also wondering this, as I'm using another mod that requires Actions (Captured) and I'd love to just replace Actions with this if other mods would logically work due to the same function + more.
I'm pretty sure you can just use this instead of Actions Framework, since it does the same and more; better wait on the confirmation by the mod author though.
25 comments
"QuestActionsExtension continues the work started by Actions Framework.It includes the same 3 actions from Actions Framework and adds more new ones.It also supports triggers from Health Quest Actions mod"
Quest: __DEMO01
DisplayName: Knight is close
QRC:
QuestComplete: [1004]
I found a Knight!
QBN:
Place _house_ local house2
Foe _F0_ is Knight
change foe _F0_ infighting false
place foe _F0_ at _house_
_found_ task:
player within 6 units of foe _F0_
_close_ task:
when _found_
say 1004
end quest
reduce player health by <percent> every <interval> seconds
And it's other derivatives.
While we can use a quest for weather type and use the new actions to reduce health, I think to make hazards work in a good way, climate zones and protective equipment should be taken into account as well. Not sure if this could be done with quests (and adding more and more triggers and actions could become problematic in the long run; yesterday in the Discord server it was implied that the regex way of parsing quests may come to its limits soon).
climate (desert|desert2|mountain|mountainwoods|rainforest|ocean|swamp|subtropical|woodlands|hauntedwoodlands)
climate base (desert|mountain|temperate|swamp)
Do you think a feature could be added which allows me to check if a player is at a certain map coordinate (exact coordinate or in a radius of ... units around)?
(This would allow me to do wilderness quests, esp. in conjunction with World of Daggerfall's added landmarks. For writing my quest I could simply walk to, say, a camp to find out its X/Y coordinate, and then, in the quest I could use a custom action to check if the player is at or around said X/Y coordinate to start everything else- The quest description would tell the player the location indirectly, like "in that camp two days travel east of ... there is... go there!").
One question about the 2nd variant:
player currentmappixel x y delta
Is delta the radius (in map pixels) around the given x/y coordinate?
_possesses_ task:
player possesses 1 items class 26 subclass 254
_spawn_ task:
when _possesses_
say 1016
create foe _goblin3_ every 0 minutes 1 times with 100% success
change foe _goblin3_ infighting true
say 1021
say 1055
start timer _end
Tried "item class" instead of "items class" in case of typo. DIdnt work. Tried a different more common item. Didnt work either. Maybe theres only certain things the "when _possesses_" task can perform?
specials Class
Telescope 26, 0
public enum QuestItems //checked
{
Telescope = 254,
Hence you pick up the telescope, and enemies spawn in correctly.
So, I figured if I tried this workaround, I could still use toting for quest one to return the item to an NPC as normal and for quest two spawn the enemies upon having the item in your inventory.
Maybe it doesn't work with quest items?
I figured I could make it permanent and it may work. I will continue testing but perhaps the telescope is just not an item the quest action will work on.
Edit -
Wow I'm dumb. I could just "start quest" action on the task for picking up the telescope.
I was so eager to try something from this mod that I rushed without thinking the obvious 😉
I love your enthusiasm Thank you for using this mod.
Health Quest Actions (required by the Captured mod) are not included yet.
Health Quest Actions? - Ah, this is another mod by another dev, ok.