SSQN now has additional code to make use of the new OpenMW API. If you have an OpenMW 0.49 release downloaded on May 10 2024 or later, correct quest names should always be shown in Quest Notifications, even if qnamelist.lua is out of date.
Get the update from SSQN version 1.2 to version 1.23, on the Files page.
Older versions of OpenMW 0.49 are still supported, but you will continue to need an updated version of qnamelist.lua for newly released Mod quests, as normal.
The Quest names in qnamelist.lua were copied directly from the game files. But as you noticed, the names in the original game files had some mistakes in them. Thanks for pointing this out, I've corrected the entries.
I've already implemented the change locally, it's just a couple of lines of code:
Add this to the top: local core = require('openmw.core') Remove this at line 132: local questnames = require("scripts.SSQN.qnamelist") Line 213 is now: local qname = core.dialogue.journal.records[questId].questName Line 304 is now: if core.dialogue.journal.records[qid].questName ~= "skip" then return qid end
Thanks. I haven't tried it yet. But I suppose, I should. I have one link to github, but I'm not sure which version I should choose. I hate to make all mods lists and controls again.
I found only this: https://gitlab.com/cavebros/openmw-android/-/releases
Not sure, that's the truly newest version, because it's from two months ago.
I didn't realize this mod existed until I saw you post about it on Red Wisdom. Many of my quest mods include custom SSQN icons now. Does this mod have an interop where if I include a file with my mods, they'll automatically work in OpenMW if this mod is installed?
Hi, yes there's something like an interop for this Mod. Any .lua files put in the folder scripts\SSQN\iconlists will be run on startup, and allowed to add their custom quest icons to the main list. You can check the RedWisdom.lua file that is in this folder in my mod download, to see how the files should be formatted.
Hi, I tried to make sure the design of the OpenMW version followed the original as closely as possible, so any expansions like the one you posted would just work "right out of the box". I downloaded your linked mod, and tested it for a short while, and everything seemed to work fine for me.
Make sure the iconlist.lua file goes in Scripts\SSQN\ overwriting the original, and the icon files go in their proper location as well.
I also made some updates to player.lua and iconlist.lua, to fix the faction icons for Tamriel Rebuilt Didn't test it much yet, though https://github.com/DramBero/questnames/tree/main New icon search algorithm in player.lua: 1. Searches for the quest ID in the iconlist.lua 2. If it doesn't find any quests - it searches for a substring of a quest ID, until the last "_", and removes that "_" from the substring if nothing is found, after what repeats the cycle
Added quest IDs from Tamriel Rebuilt to iconlist.lua Still may show the default icon on some of the quests (like the first MG quest in Almas Thirr) Also added the Misc quest IDs from TR, in case there would be an icon for them in the future
But I am thinking, when the time comes, it would be better to make the search be based on the quest name (until the first ":"), to be able to keep track on all possible questlines
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Get the update from SSQN version 1.2 to version 1.23, on the Files page.
Older versions of OpenMW 0.49 are still supported, but you will continue to need an updated version of qnamelist.lua for newly released Mod quests, as normal.
["fg_debtstoine"] = "Fighter\'s Guild: Lirielle\'s Debt", - Fighters Guild
["ht_drakepride"] = "House Redoran: Drake\'s Pride", - House Telvanni
["mt_db_contact"] = "Mages Guild: A Contact in the Dark Brotherhood", - Morag Tong
["mt_writbemis"] = "Mages Guild: Writ for Mathyn Bemis", - Morag Tong
["co_estate"] = "East Empire Company: The Factor's Estate",
["colony_update"] = "East Empire Company: Raven Rock",
["va_vampchild"] = "Blood Ties",
["bm_bloodskal01"] = "skip",
["bm_furarmor"] = "skip",
["fast_eddie"] = "skip",
["hospitality_papers"] = "skip",
["hr_guardmanor"] = "skip",
["ic0_akatosh_token"] = "skip",
["ic0_imperialcult"] = "skip",
["ic0_maran_token"] = "skip",
["ic0_septim_token"] = "skip",
["ic0_stendarr_token"] = "skip",
["ic24_oraclequest"] = "skip",
["ic_guide"] = "skip",
["merc_calvus"] = "skip",
["merc_calvus_quit"] = "skip",
["mg_advancement"] = "skip",
["ms_armor_crafter"] = "skip",
["ms_badpets"] = "skip",
["ms_barbarianbooks"] = "skip",
["ms_liar"] = "skip",
["ms_nord_burial"] = "skip",
["ms_propylon"] = "skip",
["ms_ragruzgob"] = "skip",
["ms_vassirdidanat"] = "skip",
["mt_s_balancedarmor"] = "skip",
["mt_s_deepbiting"] = "skip",
["mt_s_denial"] = "skip",
["mt_s_fleetness"] = "skip",
["mt_s_fluidevasion"] = "skip",
["mt_s_glibspeech"] = "skip",
["mt_s_golden"] = "skip",
["mt_s_green"] = "skip",
["mt_s_hewing"] = "skip",
["mt_s_hornyfist"] = "skip",
["mt_s_impaling"] = "skip",
["mt_s_leaping"] = "skip",
["mt_s_martialcraft"] = "skip",
["mt_s_nimblearmor"] = "skip",
["mt_s_red"] = "skip",
["mt_s_safekeeping"] = "skip",
["mt_s_silver"] = "skip",
["mt_s_smiting"] = "skip",
["mt_s_stalking"] = "skip",
["mt_s_stolidarmor"] = "skip",
["mt_s_sublime"] = "skip",
["mt_s_sureflight"] = "skip",
["mt_s_swiftblade"] = "skip",
["mt_s_transcendent"] = "skip",
["mt_s_transfiguring"] = "skip",
["mt_s_unseen"] = "skip",
["rules_blades"] = "skip",
["rules_fighters"] = "skip",
["rules_hlaalu"] = "skip",
["rules_legion"] = "skip",
["rules_mages"] = "skip",
["rules_morag"] = "skip",
["rules_redoran"] = "skip",
["rules_telvanni"] = "skip",
["rules_temple"] = "skip",
["rules_thieves"] = "skip",
["town_aldruhn"] = "skip",
["town_gnisis"] = "skip",
I've already implemented the change locally, it's just a couple of lines of code:
Add this to the top: local core = require('openmw.core')
Remove this at line 132: local questnames = require("scripts.SSQN.qnamelist")
Line 213 is now: local qname = core.dialogue.journal.records[questId].questName
Line 304 is now: if core.dialogue.journal.records[qid].questName ~= "skip" then return qid end
I believe that there is a working version of OpenMW 0.49 available for Android. Have you tried that?
I hate to make all mods lists and controls again.
I found only this:
https://gitlab.com/cavebros/openmw-android/-/releases
Not sure, that's the truly newest version, because it's from two months ago.
Make sure the iconlist.lua file goes in Scripts\SSQN\ overwriting the original, and the icon files go in their proper location as well.
I really appreciate your work, thank you!
https://github.com/DramBero/questnames/blob/main/questnames.txt
Didn't test it much yet, though
https://github.com/DramBero/questnames/tree/main
New icon search algorithm in player.lua:
1. Searches for the quest ID in the iconlist.lua
2. If it doesn't find any quests - it searches for a substring of a quest ID, until the last "_", and removes that "_" from the substring if nothing is found, after what repeats the cycle
Added quest IDs from Tamriel Rebuilt to iconlist.lua
Still may show the default icon on some of the quests (like the first MG quest in Almas Thirr)
Also added the Misc quest IDs from TR, in case there would be an icon for them in the future
But I am thinking, when the time comes, it would be better to make the search be based on the quest name (until the first ":"), to be able to keep track on all possible questlines