hmmm i think if someone made maybe a holotape that provided a UI and Guide on the functions this mod would reach so many more users. I may have a look if i could possibly do this in the future.
I really like the idea of this mod, it's probably the closest thing I'll find to an "Escape from Tarkov" style tasks. I really want a trader leveling system but that's it's own headache I'm sure. Thanks for this, much appreciated.
A curious question, by any chance could you make this create quests mod into the form of a holotape? There are times when the console commands button, chooses to not work.
This is just a hypothetical here. So technically I can make an alternate quest to retrieve a Dampening Coil for the Yangtze instead of having to go to Saugus Ironworks and take on an entire Raider faction? At the end of the day, all Captain Zao wants is the Dampening Coil, he doesn't care were you get it from it's just all he knows is that is the location his intelligence told him 210 years ago it was.
Added: The is beautiful. Absolutely beautiful. Replaced a Light Bulb with a Dampening Coil at Poseidon Energy Turbine #18f (a Nuclear Turbine you'd expect to have a spare or two on hand). Created the quest, had it reference the Dampening Coil reference. Bingo. Worked like a charm.
I'll be honest here. I use the Call for Fire addon for the Prewar Binoculars and to get them with the Range Finding ability you have to complete either Here There Be Monsters OR Old Guns. The former means you need to root out an entire Raider faction, the latter means you need to go down the Minuteman quest wormhole. Really don't want to have to go through all of that just to find the range to a target in the game with a pair of binocs.
Not trying to sound repetitive but just curious if it’s possible to have a script auto run so quest auto fill and run on their own based on templates? Meaning you can set them to automatically come up and set the amount at a time like 3 after you complete one another new one comes up automatically dynamically generated?
That’s awesome would it possible to have it fire up and randomly generate quests on its own without ever having to use the console , essentially initialized by holotape and basically plug and play? That would be extremely awesome if that’s possible
It makes perfect sense to be able to log into your own PDA to make notes, creating your own "to do" list. But, this requires extensive use of console commands. It may not be for everyone.
I think it's a super cool idea though, especially for people who get really into the roleplay side of things and don't mind using the console. Also seems like a neat way to try out ideas for custom quest mods!
That would be awesome if the mod would support marking items and containers as objectives, I had to write on a IRL notebook tons of locations for locked safes that I can't lockpick because early game.
the above command, if you already CreateQuest a quest named "YourQuestName", would add a new objective to this quest that would point to the container whose RefID is FF123456 and also rename the newly created objective "YourQuestObjectiveName" to the actual name of this container immediately after initializing the quest objective.
I use this using FO4hotkey. generate quests very conveniently! However, I don't understand the mechanism deeply, so I can't create a death event with HostileHumanNPC etc. Can you make a template please...
Sure, here are some examples. (And I also corrected some mistakes in the description).
Syntax: CQF PlayersQuestHandler CreateNewQuest QuestName ObjectiveName NamedObjectName AutoRenameObjectiveToNamedObject Example: CQF PlayersQuestHandler CreateNewQuest "Eliminate the Bad Guy" "SomeObjectiveName" "HostileHumanNPC" True
Spoiler:
Show
===> starts a quest named 'Eliminate the Bad Guy'. The quest will try to find a random hostile human (because the parameter 'NamedObjectName' is HostileHumanNPC which is a hardcoded "name" that forces the quest to look for a random hostile human). 'CreateNewQuest' actually contains the function 'CreateNewObjective' because it always creates a new objective on quest startup, that's why the parmater 'ObjectiveName' is required. As for 'NamedObjectName', if this function parameter was "Marcy Long" instead of 'HostileHumanNPC', the quest would point to Marcy (normally, 'NamedObjectName' looks for an NPC with this name, 'HostileHumanNPC' along with some other hardcoded "names" are exceptions). The last parameter is set to 'True' which means the quest names the new objective after the found NPC (for example, 'Gunner'). If it was 'False' or the quest can't find any hostile human NPC (which is practically impossible), the quest's objective would be named 'SomeObjectiveName'.
Syntax: CQF PlayersQuestHandler CreateNewObjective QuestName ObjectiveName NamedObjectName AutoRenameObjectiveToNamedObject Example: CQF PlayersQuestHandler CreateNewObjective "Eliminate the Bad Guy" "Another Bad Guy" "Raider Veteran" False
Spoiler:
Show
===> optionally, you can add another objective named 'Another Bad Guy' to the previously created quest 'Eliminate the Bad Guy'. For this new objective, the quest will find and randomly select an NPC whose name is 'Raider Veteran'. As the last parameter is 'False', the quest won't rename the objective "Another Bad Guy" to "Raider Veteran" but of course the objective would still point to this NPC.
(Both CreateNewQuest and CreateNewObjective start tracking the NPC the newly created objective by default).
Syntax: CQF PlayersQuestHandler StartTrackingDeathEvent QuestName ObjectiveName ReactionIndex RewardXPCount Example 1: CQF PlayersQuestHandler StartTrackingDeathEvent "Eliminate the Bad Guy" "Another Bad Guy" 1 10
Spoiler:
Show
===> the quest 'Eliminate the Bad Guy' starts listening for the death event that can be sent by the NPC that is tracked by the objective "Another Bad Guy". When this NPC gets killed, the quest objective that poins to the NPC gets completed (because the third parameter named 'ReactionIndex' is 1). The fourth parameter, RewardXPCount is 10 but it will actually be ignored because the player can get a quest reward only upon quest completion. If 'ReactionIndex' is 2, the player would get the XP reward.
Example 2: CQF PlayersQuestHandler StartTrackingDeathEvent "Eliminate the Bad Guy" "name of the tracked NPC" 2 500
Spoiler:
Show
===> similar to the example above. Don't forget that the parameter 'ObjectiveName' always requires the actual name of the objective (which can be a custom name like 'Another Bad Guy' or the actual name of the NPC the objective points to). The third parameter named 'ReactionIndex' is 2 so the quest will be completed and disappeared from your Pip-Boy's quest list once the NPC gets killed. Upon quest completion, you will be rewarded with 500 XP.
Very cool indeed , great work , just curious if the mod will ever get to a point where all can be done through menus in the pip boy eliminating the use of the console and also an option to just radiantly randomly generate quest’s automatically?
27 comments
So technically I can make an alternate quest to retrieve a Dampening Coil for the Yangtze instead of having to go to Saugus Ironworks and take on an entire Raider faction?
At the end of the day, all Captain Zao wants is the Dampening Coil, he doesn't care were you get it from it's just all he knows is that is the location his intelligence told him 210 years ago it was.
Added:
The is beautiful. Absolutely beautiful.
Replaced a Light Bulb with a Dampening Coil at Poseidon Energy Turbine #18f (a Nuclear Turbine you'd expect to have a spare or two on hand). Created the quest, had it reference the Dampening Coil reference. Bingo.
Worked like a charm.
I'll be honest here. I use the Call for Fire addon for the Prewar Binoculars and to get them with the Range Finding ability you have to complete either Here There Be Monsters OR Old Guns. The former means you need to root out an entire Raider faction, the latter means you need to go down the Minuteman quest wormhole. Really don't want to have to go through all of that just to find the range to a target in the game with a pair of binocs.
CQF PlayersQuestHandler CreateNewObjectiveByRef "YourQuestName" "YourQuestObjectiveName" FF123456 True
the above command, if you already CreateQuest a quest named "YourQuestName", would add a new objective to this quest that would point to the container whose RefID is FF123456 and also rename the newly created objective "YourQuestObjectiveName" to the actual name of this container immediately after initializing the quest objective.
BTW sorry for the late reply.
However, I don't understand the mechanism deeply, so I can't create a death event with HostileHumanNPC etc.
Can you make a template please...
Syntax: CQF PlayersQuestHandler CreateNewQuest QuestName ObjectiveName NamedObjectName AutoRenameObjectiveToNamedObject
Example: CQF PlayersQuestHandler CreateNewQuest "Eliminate the Bad Guy" "SomeObjectiveName" "HostileHumanNPC" True
===> starts a quest named 'Eliminate the Bad Guy'. The quest will try to find a random hostile human (because the parameter 'NamedObjectName' is HostileHumanNPC which is a hardcoded "name" that forces the quest to look for a random hostile human). 'CreateNewQuest' actually contains the function 'CreateNewObjective' because it always creates a new objective on quest startup, that's why the parmater 'ObjectiveName' is required. As for 'NamedObjectName', if this function parameter was "Marcy Long" instead of 'HostileHumanNPC', the quest would point to Marcy (normally, 'NamedObjectName' looks for an NPC with this name, 'HostileHumanNPC' along with some other hardcoded "names" are exceptions). The last parameter is set to 'True' which means the quest names the new objective after the found NPC (for example, 'Gunner'). If it was 'False' or the quest can't find any hostile human NPC (which is practically impossible), the quest's objective would be named 'SomeObjectiveName'.
Syntax: CQF PlayersQuestHandler CreateNewObjective QuestName ObjectiveName NamedObjectName AutoRenameObjectiveToNamedObject
Example: CQF PlayersQuestHandler CreateNewObjective "Eliminate the Bad Guy" "Another Bad Guy" "Raider Veteran" False
===> optionally, you can add another objective named 'Another Bad Guy' to the previously created quest 'Eliminate the Bad Guy'. For this new objective, the quest will find and randomly select an NPC whose name is 'Raider Veteran'. As the last parameter is 'False', the quest won't rename the objective "Another Bad Guy" to "Raider Veteran" but of course the objective would still point to this NPC.
(Both CreateNewQuest and CreateNewObjective start tracking the NPC the newly created objective by default).
Syntax: CQF PlayersQuestHandler StartTrackingDeathEvent QuestName ObjectiveName ReactionIndex RewardXPCount
Example 1: CQF PlayersQuestHandler StartTrackingDeathEvent "Eliminate the Bad Guy" "Another Bad Guy" 1 10
===> the quest 'Eliminate the Bad Guy' starts listening for the death event that can be sent by the NPC that is tracked by the objective "Another Bad Guy". When this NPC gets killed, the quest objective that poins to the NPC gets completed (because the third parameter named 'ReactionIndex' is 1). The fourth parameter, RewardXPCount is 10 but it will actually be ignored because the player can get a quest reward only upon quest completion. If 'ReactionIndex' is 2, the player would get the XP reward.
Example 2: CQF PlayersQuestHandler StartTrackingDeathEvent "Eliminate the Bad Guy" "name of the tracked NPC" 2 500
===> similar to the example above. Don't forget that the parameter 'ObjectiveName' always requires the actual name of the objective (which can be a custom name like 'Another Bad Guy' or the actual name of the NPC the objective points to). The third parameter named 'ReactionIndex' is 2 so the quest will be completed and disappeared from your Pip-Boy's quest list once the NPC gets killed. Upon quest completion, you will be rewarded with 500 XP.
This can be applied in various ways by using FO4hotkey, BAT files, etc.
we'd need an Export, and also a Load quest option :)