My Time at Portia
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aedenthorn

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aedenthorn

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About this mod

Provides a framework for creating custom quests using xml and plaintext.

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I've been thinking about this mod for quite a while now, and am finally taking the plunge into quest creation. Theoretically, this mod should allow for fairly advanced quest creation, but I haven't tested it out much yet.


How it works:

  • Create at least one XML file in the assets folder, at least one of which has a name beginning with active. Any file with a name beginning with active will activate every day when you wake up. I think that should be enough to allow calling all sorts of mission types. More on XML files at the end.
  • Create a <Language>_<YourQuestName>.txt file in the assets folder of the format <ID>=<string> with any new dialogue you use in your scripts. <Language> should be the name of the language you've set in options (names below). <YourQuestName> can be anything. ID should be a unique integer not already used in the ID column of the Translation_hint table in the database. string is the text you want the person to say.
  • Create a conversations_<YourQuestName>.txt file in the assets folder with an entry corresponding to each entry in your language file, of the format <BaseID>|<TranslationID>|<Type>|<Animation>|<Expression>. Explanation:
    BaseID is a unique integer not already used in the BaseId column of the Conversation_Base table in the database.
    TranslationID is the ID of the corresponding text in your language file.
    Type is 0 for sentences and 1 for choices (I haven't yet worked out how these work).
    Animation is the name of the animation the NPC should perform while speaking (see Conversation_Base table for examples).
    Expression is the name of the expression the NPC should have while speaking (see Conversation_Base table for examples, use -1 for no expression)



The mod comes with an example script of epic proportions, as shown in the screenshots. The example script doesn't run by default any more; you now have to edit the active_1.xml file and remove what it tells you to.

If you do manage to create an interesting quest, just upload the three types of file you've created and tell people to put them in this mod's assets folder. An example of a real-use case is He Returns.


Valid language file names:


Chinese.txt
English.txt
German.txt
French.txt
T_Chinese.txt
Italian.txt
Spanish.txt
Japanese.txt
Russian.txt
Turkish.txt
Korean.txt
Portuguese.txt
Vietnamese.txt


XML Quest Files:

There are a ton of things you can do using the XML, from having NPCs show up at your door in the morning to spawning scene items wherever you like. Figuring out how to do what you want to do is the tricky part. You can use the existing XML files as examples. I've written an article explaining the basic structure here.


Requires Unity Mod Manager. Install by extracting to your Mods directory, or via the UMM interface.

Source code at https://github.com/aedenthorn/mytimeatportia.

If you want to complain or ask for help or help me test my mods, you can visit my Discord server.