hi would be possible to be able have all quests as 'active' so all quest markers are visible at the same time on the minimap/map? game gives option to 'mark on the map' for most quests but only allows tracking of one quest
You might trick around with gCInfoCommandRunQuest. (But I don't know whether a quest started like this is visible on the map then.) When quests are activated in "the normal way" it usually includes setting of GameEvent flags, query of conditions and what not so I'm pretty sure you'll break your game on activating all quests via "RunQuest".:cry: Also keep in mind that some quests exclude each other (progress in ranks for different factions for example).
(What we'd need simply is multiple map markers which are announced with ELEX II.)
The MyMod/Sector/ABE_NPCs_Hostile.elexsec file included in the default distro, is only intended to add ten Angrims to the map near the Small Camp, correct? And as such, that ABE_NPCs_Hostile.elexsec file can be removed from any mods that the user compiles themselves, so that the default version is used instead? E.g., if I want to recompile Caja_Ray_follow.txt, then I don't need to "carry over" the ABE_NPCs_Hostile.elexsec file included in the default MyMod directory, right? (I was getting ten angry Angrims on the map otherwise, when all I wanted was to have Caja and Ray follow me! The Troll near the Small Camp was even less happy about it than I was...)
The readme is "-Use only one of these paks because-.txt". So use m_9_Caja_Ray_follow.pak only for your needs. (There's 3 different pak files provided, that are not compatible, as I wrote there.)
If you don't want "Angrims" or the "sh" it's save to remove ABE_NPCs_Hostile.elexsec.
btw: nice to see people still being interested in this. ELEX scripting can solve many tasks.
Thanks again - still very much enjoying the mod. Quick question about extending the scripts in Caja_Ray_follow.txt.
Is it possible to add code for other companions so that, for example, I can have Arx or Nasty (or both) follow me in addition to Caja and Ray? So like I could be traipsing around the countryside with Duras, Caja, Ray, Arx, AND Nasty all in tow, ready to do battle with me? If the answer is "yes you can do that," will I need to find particular values for the gCInfoLocString variables that are specific to each character's dialog strings, or can I just recycle the same values (dialog strings) from Caja or Ray?
i can only teleport back to camp instead of StoryHelper with CRONY, even the Dialoque says TeleportBackToCamp? And i also cant find the StoryHelper 'manually' in the East of the big Vulcano in Ignadon
"TeleportBackToCamp" is an alias for "teleport" only. (Feel free to change this if it doesn't satisfy you.)
Copy m_1_MyMod.pak to [YourDrive:]\Steam\steamapps\common\ELEX\data\packed (If the "sh" can't be found there's probably a conflict with another mod pak that contains ABE_NPCs_Hostile.elexsec.)
tried to merge them, but CRONY is still only teleporting me to camp(doesnt teleport me to storyhelper)
so i tried to change the storyhelper position bringing him near the tradehelper, but then both the storyhelper and the tradehelper dont "spawn"/appear anymore
i checked all my mods, only ca. 10 and none of them is using the ABE_NPCs_Hostile.elexsec only tradehelper and storyhelper
dunno, i have no idea anymore couldnt you please give me a map screenshot of the exact position of the storyhelper so i'm able to visit him manually? i have to fix the ray mission and hoping the storyhelper could fix that otherwise i wouldnt need him
18 comments
game gives option to 'mark on the map' for most quests but only allows tracking of one quest
When quests are activated in "the normal way" it usually includes setting of GameEvent flags, query of conditions and what not so I'm pretty sure you'll break your game on activating all quests via "RunQuest".:cry:
Also keep in mind that some quests exclude each other (progress in ranks for different factions for example).
(What we'd need simply is multiple map markers which are announced with ELEX II.)
The MyMod/Sector/ABE_NPCs_Hostile.elexsec file included in the default distro, is only intended to add ten Angrims to the map near the Small Camp, correct? And as such, that ABE_NPCs_Hostile.elexsec file can be removed from any mods that the user compiles themselves, so that the default version is used instead? E.g., if I want to recompile Caja_Ray_follow.txt, then I don't need to "carry over" the ABE_NPCs_Hostile.elexsec file included in the default MyMod directory, right? (I was getting ten angry Angrims on the map otherwise, when all I wanted was to have Caja and Ray follow me! The Troll near the Small Camp was even less happy about it than I was...)
Thanks!
If you don't want "Angrims" or the "sh" it's save to remove ABE_NPCs_Hostile.elexsec.
btw: nice to see people still being interested in this. ELEX scripting can solve many tasks.
Is it possible to add code for other companions so that, for example, I can have Arx or Nasty (or both) follow me in addition to Caja and Ray? So like I could be traipsing around the countryside with Duras, Caja, Ray, Arx, AND Nasty all in tow, ready to do battle with me? If the answer is "yes you can do that," will I need to find particular values for the gCInfoLocString variables that are specific to each character's dialog strings, or can I just recycle the same values (dialog strings) from Caja or Ray?
Thanks for the help.
(If you don't feel disturbed by not suiting voices.)
i can only teleport back to camp instead of StoryHelper with CRONY, even the Dialoque says TeleportBackToCamp?
And i also cant find the StoryHelper 'manually' in the East of the big Vulcano in Ignadon
Copy m_1_MyMod.pak to [YourDrive:]\Steam\steamapps\common\ELEX\data\packed
(If the "sh" can't be found there's probably a conflict with another mod pak that contains ABE_NPCs_Hostile.elexsec.)
please change the bug report to resolved or better delete it then, if possible
sry & have a nice day
EDIT: TraderHelper was the Bandit, i just merged them both, should work then
but CRONY is still only teleporting me to camp(doesnt teleport me to storyhelper)
so i tried to change the storyhelper position bringing him near the tradehelper,
but then both the storyhelper and the tradehelper dont "spawn"/appear anymore
i checked all my mods, only ca. 10 and none of them is using the ABE_NPCs_Hostile.elexsec
only tradehelper and storyhelper
dunno, i have no idea anymore
couldnt you please give me a map screenshot of the exact position of the storyhelper so i'm able to visit him manually?
i have to fix the ray mission and hoping the storyhelper could fix that
otherwise i wouldnt need him
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GUID = {FD5CCE31-A206-4F4B-9330-8B9BF9913C79};