Enhance your Fallout New Vegas experience with our Radiant Quests mod! Immerse yourself in a world of endless dynamically generated quests, offering a level of variety and excitement you've never seen before. Become a true side-quest aficionado as you explore uncharted territories and encounter challenges like never before in the Mojave Wasteland.
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File credits
Thank you, Zealotee for making the awesome new Job Board meshes and textures!
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Fixed hours to refresh not working and causing inability to claim jobs (i.e. infinite 24hr timers, etc.)
Due to how TTW's leveled creatures work, sometimes the creatures initially set for elimination quests were different from the creatures that you'd end up fighting. To fix this, the name of the quest and objectives will change if the target changes.
Albino Scorpions and Giant Radscorpions weren't part of the Radscorpions faction. Because of this, killing them wouldn't increment the Hunt quests. To fix this, Giant Scorpions and Albino scorpions were added to the Radscorpion faction.
Version 2.4
Updated the Job Terminals models with a custom new one
To equate for the new shape of the terminals, all of them have been moved.
Mojave Express Terminal, off the counter and next to the door into the building
Nellis Terminal, moved outside the door into the Munitions hall
Hidden Valley Terminal, moved outside Ramos's office
188 Trading Post Terminal, moved off the counter and near the bartending area
(TTW) Rivet City Terminal, moved from the bar to the market - near the workbench
Version 2.3
Actor processing will now only take place when the number of mods you have installed changes, when this mod updates, or when you call it yourself. This means that you can move between multiple worldspaces without ever having to wait for actors to process. This ALSO means that without any changes to load order or mod version, there is a high probability that you won't have to face the processing lag.
Note about the actor processing: It wouldn't be a bad idea to manually run it every few hours or so, NPCs that are enabled after processing won't be considered for quests without doing so. Or maybe I planned ahead for this, idk.
With the changes to actor processing also came changes to eligible actors for quests, meaning more. In the past, only supermutants and abominations were considered for exterminate/eliminate quests. This was an oversight. Now any type of creature will be considered (dogs, robots, mutated creatures, etc.)
Each worldspace has its own arrays for the different quest types, which is why this new method of processing works. Previously, there would be 1 array per quest type per world space, no longer the case.
There was an bug with generating the proper amount of XP required for finishing hunt/exterminate quest types. The xp reward is based on the total average of every creature of belonging to the hunted faction, and part of the script was handled improperly. This is now fixed. The result may go unnoticed, or not.
Removed seeded sessions, while it did work as I wanted it to - it did cause an issue with over processing for some individuals.
Quest delay update for the script that handles the global variables has been updated to account for players that were running a version before the delay was changed
Created a separate function to handle checking whether required plugins are installed. Not having this change could have caused issues for people with REALLY outdated plugins (the ones that deserve it).
And if you've actually read the changelog, here's your reward: New quest types will hopefully be on the way soon. Some planned ones may be cutting room floor, but the concept of implementing Caravan Guard/Ambushes, Treasure hunts, and Defend the area type quests are planned. No work done yet.
Version 2.2
New Meshes and Textures for the job boards thanks to Zealotee
Different boards have different textures. For now it's just: Generic Mojave, Generic Capital, Legion, and NCR
Reduced the amount of nested functions by combining scripts
Fixed bad syntax for function calls and Story Events
Each game session (not save; session) has it's own random seed assigned to it which will let the Actor Processing know if it should process.
Implemented a fake loading screen that the actor processing is hidden behind when a save is loaded for the first time (FIRST TIME) in a session.
Actor processing will happen once per save file per session, as the actors were not always being processed which created problems for some users
Added a pop-up message that will insult you if your nvse plugins aren't up to date.
Overhauled the entirety of the Story Events Quest script, now called "Board Handler" (Vanilla/TTW)
Quests that were improperly assigned to the wrong board will now auto-fail and recycle (only users with earlier versions should have this problem)
Remade the function that tracks killed Hunt/Exterminate targets
Fixed the problem where certain quests would sit in limbo and never get recycled properly
Added a safeguard message for activating a board before it's handler isn't finished running
Generated mipmaps for every texture which should negate poop textures and help with performance when rendering boards from a distance
Revamped the Settings.INI, allowing almost any aspect of this mod to be customized to your preference.
Introduced "Extra Rewards": Quests now have a chance of having an additional reward for completion. The chance is based off of the base chance set in the Settings.ini, Player Luck, and any Luck Modifiers. There is a multitude of different possible rewards possible; Rare Food, Poisons, Books, Leveled Weapons, and much more!
Introduced a Job Board Interaction Animation. It required kNVSE to work, though, kNVSE is not a requirement for the mod. This can be turned off in the Settings.ini
Removed SUP requirement; nature is healing.
Renamed every function that didn't have the "SD" suffix because xNVSE people want to steal my functions in the future
No more weird "Theft" activation text on the boards. The method for assigning Factions to boards has been completely reworked, so now the boards will never be "Owned"
Cleaned up and rewrote bad calls that were missed in the previous update
Removed reliance on using Factions for delivery NPCs and Kill Targets. Switch over to Aux Vars.
(Hotfix) Previous versions of the mod had 3 different UDFs that handled the turning in of delivery quests, they have now been combined into 1
(Hotfix) Added some extra conditions to ensure that the delivery quests end correctly
(Hotfix) Moved the Red Rock Canyon board away from the building it was on to address conflicts with other mods changing the area and the collision box overlap from the vanilla building it was on
(Hotfix) [Note] I tested the Hidden Valley terminal after uploading the new update. I opened the script, added a line of code (and then deleted it), and then it worked for me. Must have compiled wrong or my own individual game was borked.
Version 2.1
Inserted a snippet of code into the job board script to establish proper linkage with its associated quests. While this might not have posed a concern for anyone else, it became apparent during my playthrough, prompting me to update the mod accordingly.
Improved the scripts for the Scavenge, Gather, Hunt, and Exterminate quest types to enhance incremental objective changes. This modification directly influences the change mentioned below.
Implemented better visual indicators for Scavenge, Gather, Hunt, and Exterminate quest type objectives, aiming to provide a clearer and more intuitive visual representation for incremental quest objectives.
Created an array to store all personally placed job boards, simplifying the process of targeting each board comprehensively for both normal and TTW versions.
Updated the ResetAllRadiantQuestsAlt function by integrating the previously mentioned job board array. Consequently, every board, along with its respective quests, undergoes a thorough and accurate reset.
Version 2.0
Used the wrong function for the failstate of the BOS, Fiends, Republic of Dave, and Big Town Job Boards in the initial 2.0 release. Quickly fixed it.
Fixed bugs, such as: console spam, missing quests, crashes, and generation errors. Please note, that this has been an ongoing issue and it often happens on a case-by-case basis. I spent dozens of hours testing the mod (I even streamed it). They may exist for some, or they may not.
Overhauled the previous look of the Job Board menu. The new version is sorted, detailed (will tell you what you have to do before you accept the job), and has a countdown timer to let you know when the next quest is available.
Added functions to better recycle completed/failed/cancelled quests. Before it was all over the place, now the operation of recycling the quests is more streamlined.
Added a Job Board to Vault 3, located just inside the vault through the first doorway behind the greeter. The board does not grant fame with the Fiends, but, if you install a mod that adds reputation to the FiendsFactionNV faction - it will grant fame on job completion.
Added Pork n' Beans and Sugar Bombs as Scavenge/Gather items.
Added fail states and turn overs to some of the Job boards. One example, after "Run Goodsprings, Run", the Job board will become Powder Ganger aligned.
Added a miscellaneous stat: "Radiant Quests Completed"
Added 2 Challenges: Complete Radiant Quests and Fail Radiant Quests
Added fail states to *some* of the TTW job boards. An example of this is destroying Megaton, you will no longer have multiple unfinishable quests - they will be removed and recycled when the fail state occurs. This is just one example.
Reworked (and implemented) missing quest reward functions from the ground up. Each quest will reward you now. Along with your barter skill, player level also plays a role in the reward calculations so they aren't avoided at higher levels.
Improved the quest target selection with the addition/removal of conditions that affect the selection of valid actors/creatures.
Removed numerous unneeded auxiliary variables that pointed to nothing, didn't store the correct value, and caused general instability to the mod.
Removed and concatenated numerous scripts to allow for a better quest generation flow.
Removed implemented features such as static XP reward assignment that could be tweaked in the .ini. There is a good chance that something similar will be added in the future. Feedback helps with decisions.
Removed my attempt at helping foreign translators via external files. It was inefficient and didn't home the benefits I was hoping it would.
Version 1.10
Rectified an oversight in the quest duplication prevention function, which previously caused job boards to refrain from assigning multiple quests targeting the same enemy type. This resulted in reduced quest variety and potential crashes due to repeated quest generation attempts. The issue has been resolved to prevent infinite loops and crashes.
Implemented an additional check in the quest generation process to halt the process if a job board fails to generate a quest after five attempts. This change aims to mitigate potential crashes caused by boards unable to generate quests.
Overhauled the method for identifying valid NPCs based on their distance to the player. The updated method significantly improves quest generation speed and processing by assigning X and Y values to valid actors based on their exterior grid, making quest generation practically instantaneous after the initial activation of a job board.
Included the fetch quest type in the Mojave Outpost board to prevent potential issues stemming from insufficient NPCs in proximity. This addition allows the board to offer fetch quests as an alternative if it cannot find valid enemies for other quest types, minimizing the chance of crashing due to looped quest generation.
Revisited and restructured numerous functions, particularly those related to NPC coordinates and location, consolidating several functions into more efficient single functions for better performance and readability.
Version 1.9
Added better support for making translations of the mod. If this change applies to you, check out the .txt files in Data\Config\SD_RadiantInfinium. The wording for all quest names and objectives, and job board descriptions, buttons, etc can be changed in these .txt files. The only change you should have to make now is to the job board activators, and for the love of god please don't make direct edits to the SD_RadiantInfinium plugin, you're just going to keep on having to make the same changes whenever I update the mod. Just make a separate plugin that requires this one, it will work now.
Made adjustments to the quest rewards given (I modified the monetary reward and I think I made some adjustments to the xp rewards). The player's barter skill now directly affects how much they earn from completing quests.
Implemented a counter-measure to getting duplicated quests from the same job board (i.e. A single job board won't have 2 quests that want you to hunt geckos or 3 quests that all want cartons of cigarettes)
Changed the method of selecting fetch/gather items. The whole process has been streamlined.
Added more items to both fetch and gather lists to reduce the odds of being asked to find the same 4 items on repeat. Also removed certain items that have very little presence in the world (bye bye Pinyon Nuts)
Removed the bit of code that would tack prevent the player from turning in a Gather/Fetch quest upon selection. Previously, if the player already had the required amount of items, the script would take how much the player had and add an one more to the amount required.
Changed the name of the Fetch quest type to "scavenge" because "fetch" sounded lame
I believe I found the issue that would cause CTDs for players picking up delivery jobs from the Mojave Express Terminal. This is yet to be tested because I've never been able to recreate the occurrence, but I did break the script and cause the issue to happen to me at every job board - which led me to reworking the entire method of figuring out what job boards offer what. It should hopefully work now. In fact, after looking at the "mess" that was the previous iteration, I'm surprised it even worked for people in general.
Deleted many unused and now-irrelevant forms.
Updated the function that finds the exterior cell of interior NPCs. There was a bit of code that used the OR operator instead of the AND operator that was allowing NPCs behind locked or disabled doors to be selected.
Added an extra condition to the Kill quest type that limits the quest target from being leveled well past the player. Now kill targets can only be within 5 levels of the player.
Overhauled many of the scripts and removed much of the unnecessary fat that was left over from the initial release of the mod. There wasn't A LOT of fat, but there were bits of code that could have been condensed.
Version 1.8
Revamped the script responsible for the first and last phases of quest generation, aiming to eliminate the bug causing crashes (CTDs) when interacting with the Mojave Express terminal. The new approach ensures that job boards only search for quests they know they offer, eliminating trial-and-error. For boards offering a single job, like the Mojave Express Terminal, the process is now more direct, potentially resolving the CTD bug. Feedback on this fix is appreciated.
Implemented changes to the job boards to expedite the quest generation process. Although there might be a brief initial "freeze" when interacting with each job board, subsequent quest generation will be instant. This adjustment optimizes the overall experience.
Modified the job board menu to address a previous issue. Now, if you have two fetch quests requesting the same item and enough items to complete either job but not both, the completion conditions will update correctly. Turning in a job now completely exits the menu, ensuring that jobs update as intended.
Revised the Event triggered when players attempt to turn in a delivery to an NPC. Some players experienced issues where the package wouldn't deliver, forcing them to initiate dialogue with the NPC instead. While the root cause of this bug couldn't be precisely identified due to its variability, changes have been implemented to address potential reasons for the issue
Made various improvements to scripts, including adding comments, removing unnecessary conditions/functions, and enhancing the overall fluidity of the scripts for better performance and readability.
Version 1.7
Fixed an issue with delivery quests where the delivery targets couldn't be delivered to after the game was reloaded. Previously, players had to restart the game to make it work, but this issue has now been resolved for a smoother gameplay experience.
Addressed a bug where quest names sometimes appeared as "<no name>" after I suspect restarting the game when quests were generated but not yet taken from the job board. The mod's menu has been updated to retrieve quest names using a different method to prevent this issue from occurring.
Adjusted the version naming scheme. The previous versions "0.1.X" has been updated to "1.X" for improved clarity, making the version numbering more consistent. This change is primarily for organizational purposes.
Version 1.6
Overhauled how actor processing is handled within the mod. Previously, the game continuously checked the player's outermost worldspace, resulting in varying processing frequencies and performance issues. With this update, actors are now only processed when interacting with a job board. This change has led to a noticeable performance improvement and a more streamlined experience for players. Since the primary function of the mod is to add radiant quests to job boards, it makes sense for actor processing to occur there as well.
Updated the faction owners for several job boards in TTW (Tale of Two Wastelands) to enhance compatibility with TTW Reputations. Specifically, the factions assigned to Megaton and Rivet City job boards have been corrected for better integration with the TTW experience.
Removed any unintended dirty cell edits that inadvertently made their way into the TTW plugin, ensuring a cleaner and more stable mod implementation.
Version 1.5
Introduced an .ini file to provide users with the option to customize the mod's global variables, allowing for a more tailored gameplay experience.
Added a brief in-game pop-up message to inform players that their game might momentarily freeze due to actors processing, rather than a game crash, providing clarity during such situations.
Resolved issues with the Hunting and Extermination quest types. The previous limit on the number of active Hunt/Exterminate quests (previously 1) has been removed, and the bug that restricted only one of these quests to work at a time has been fixed. Players can now fully enjoy these quest types without limitations.
Version 1.4
Implemented a "Filter limit" in the quest generation process, specifically in the selection of quest targets. This optimization addresses the most resource-intensive aspect of dynamic quest generation, which involves filtering through a vast list of NPCs and creatures in the game to select those that meet specific conditions. The system now stops after identifying 20 valid NPCs, significantly reducing lag during quest generation.
Players can adjust the filter limit by entering `iFilterLimit = x` in the console to suit their preferences or hardware capabilities, offering a more customized experience.
Version 1.3
Improved mod stability and performance by re-initializing array variables when changes in the grandparent worldspace or the number of active mods are detected. Please note that the script only tracks the number of mods, not the specific mods themselves. Uninstalling one mod and installing another will not trigger the change detection.
Optimized array creation to include only valid actors within the same grandparent worldspace as the player character. This enhancement has significantly accelerated quest generation in the Mojave, although some slowdowns may still occur. Quest generation performance depends on hardware capabilities, so some players may still experience minor lag.
Fixed an issue in TTW (Tale of Two Wastelands): The Canterbury Commons Job Board lacked a faction owner, rendering it unusable. This issue has been successfully resolved.
Version 1.2
Modified the interaction with actors when delivering items, which no longer initiates dialogue on activation. Now, actors perform animations and engage in dialogue upon interaction.
Updated the models of several job boards, improving their visual appearance.
Enhanced the job board activation text, which no longer displays in red, making it seem as if usage was illegal. It now appears in the standard activation color.
Adjusted the experience points (XP) rewards for deliver quests to provide a more balanced gameplay experience.
Made refinements to various user-defined variables to improve mod performance and functionality.
Enhanced the script responsible for initializing the mod to improve its overall performance and execution.
In TTW (Tale of Two Wastelands), added a job board in Rivet City that was previously missing.
In TTW, adjusted the locations of the Tenpenny and Underworld job boards, as their previous placement on collision-prone walls made them impossible to activate.
Version 1.1
Replaced NPC Quest Givers with Quest Boards/Terminals, offering greater flexibility for both the mod's development and future enhancements.
Increased the number of quests that can be picked up from each Job Board/Terminal to a maximum of 5. However, there is still a limit of having up to 20 active radiant quests simultaneously. An oversight has been addressed.
Implemented optimizations to enhance mod performance and functionality.
Features: Radiant Infinium is a comprehensive mod that enriches the questing experience in the Mojave wasteland. This mod introduces an infinite number of dynamically generated quests, seamlessly integrating them into the Wasteland with the usage of Job Boards/Terminals that can be found in almost every settlement. Delve into the Mojave wasteland and experience these key features that enhance your gameplay.
Job Boards/Terminals: Job boards and terminals can be found in almost every settlement in the Wasteland. These are the point of contact with the opportunities presented by this mod. Each job board/terminal represents the settlement it is located in, each one offers a different selection of quests with objectives based on the settlement's relations to other factions.
Quest Rewards: You will only be rewarded with XP, caps, (a chance of) an extra item, and fame. XP rewarded is dynamically generated based the what the quest requires you to do. The amount of caps rewarded is based on the level you are and what quest you're doing, additionally, a heightened barter skill will increase the amount of caps you get per quest. The fame gain from these quests are quite meager, but are a good way of building up reputation for factions that don't offer much in regards of fame gain. The chances of you getting an extra item from completing a quest is dependent on your overall Luck (yes, this includes wearing Lucky Shades) and the base chance set in the mod's Settings.ini. Completing these quests in succession has a high chance to yield great experience and monetary gains. All values related to quest rewards can be tweaked in the Data/config/SD_RadiantInfinium/Settings.ini (if you download it).
Quest Limit: The recycling of quests is what makes this mod tick! Whenever you finish one of the quests, it gets added into a pool of inactive quests so it can be assigned totally different objectives in the future. In terms of limit, you are currently limited to 100 radiant quests. No, I will not increase this because there is no reason for you to have 100 active quests... ever.
Multiple Quest types:
Delivery: Deliver packages to the people of the Wasteland! These quests won't have you trekking across the Wasteland to make a simple parcel delivery, the package recipient is chosen based on their distance from the assigning job board and their relations to the faction the board belongs to. Quest rewards and XP are determined by the distance between the starting location and the Package Recipient.
Delivery (Mojave Express): Unlike your standard Delivery job, the Mojave Express counterpart doesn't see distance or faction relations as a means to an end. These missions will have you hiking across the Wasteland, delivering to any character in need of Courier 6's package.
Exterminate: Cleanse the Wasteland of Irradiated Abominations. These quests involve tracking down multiple creatures within a specific vicinity of the settlement you're picking the job up from. These contracts will have you taking on anything from Feral Ghouls to Deathclaws. But don't worry, the tougher jobs will only be offered to higher leveled players.
Hunt: Whether it's their general nuisance or because people are hungry, the Hunt job exists to serve. This job will have you search for and kill some of the various animals of the Wasteland.
Scavenge: Scavenge quests necessitate the player to locate a specific quantity of a particular miscellaneous item for a given settlement. Sure, these kinds of quests have never been the most fun - but the items you're searching for will yield more caps to you than simply selling the same amount in a shop.
Gather: Much like the aforementioned Fetch quest, Gather quests involve the player collecting herbs, plants, and other helpful items from the Wasteland for a settlement.
Kill: Resembling a bounty-esque contract, Kill quests entail hunting down and eliminating an NPC hostile or unfriendly to the hiring settlement. A great addition to players who're bloodthirsty and feel like they ran out of things to kill - or - players that are just downright bloodthirsty.
Eliminate: Much like the Kill quest type, Eliminate quests are specifically for singular radioactive abominations, often requiring higher-level players.
Support for Additional Mods: This mod supports other mods that add more NPCs and creatures without requiring patches. Radiant Infinium dynamically adapts to the changes, making it highly compatible with a wide range of mod configurations. The more mods the merrier (I may bite these words). After using this mod in an actual modded playthrough, I highly recommend the following:
If you've noticed any other mods that work well with this one, leave a comment!
Tale of Two Wastelands (TTW) Integration: Job Boards have been added to all of the settled locations in the Capital Wasteland (the logical ones!). Travel the expanse of DC with more quests in your Pip-Boy than ever before! Quest Progression: Quests can be accepted, completed, failed, and canceled. To maintain balance, a mandatory 24-hour waiting period exists between embarking on successive quests.
Mod Configuration Menu (Or Lack thereof): I'm not going to make an MCM menu for this mod. It isn't fun. I've made a Mod Configuration Menu for many of my other mods and I absolutely dread it 101% of the time. About every faucet of this mod can be tweaked inside of the Data\Config\SD_RadiantInfinium\Settings.ini file, so I highly recommend playing around with it.
kNVSE (Only required if you want the Job Board Animations)
Feedback: Your input is crucial in improving this mod. For suggestions or thoughts, please visit this article to post your comments. While I value compatibility inquiries, please avoid asking questions like "Is this mod compatible with X mod?" here, as this article primarily focuses on gathering suggestions.
Credits:
The xNVSE Modding Discord for help with some of the more complex elements of this mod.
zealotlee for creating the awesome mesh and texture for the Job Board!
Demorome for assisting with the function that finds an interior's exterior cell.
Nehred and Giveth for helping me troubleshoot some icky bugs. Yuck!
TPFradeN for downloading and QA testing the pre-2.0 build, couldn't of pinpointed some of my terrible code without you