RimWorld

RimWorld

747 ratings
Custom Quest Framework
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
6.449 MB
20 May, 2023 @ 7:23pm
5 Aug @ 2:46am
556 Change Notes ( view )

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Custom Quest Framework

In 1 collection by 骸鸾
Custom Quest Mod(used CQF)自定义任务mod
20 items
Description
(WIP)
Have you ever thought about editing a quest yourself? Build your own map for other players to explore?
The Custom Quest Framework has added the function of allowing players to edit quests themselves.

You can add it to an ongoing save

Functions
I:Edit Quest:
This mod added a questeditor to help player edit quest.
II:Custom Map:
This mod provides the function to customize maps as quest sites.
III:Custom Dialog
Provides the function to customize conversations and edit storylines
IV:SubMap
This mod provides the function that make quest maker can place an "entrance" when making quest map, and maker can select a map to add to the entrance. When generating the quest map, an additional sub map will be generated, and players can enter the sub map through the entrance.


V:Misc:
LootBox.Pawnspawner.........

Language
Because my English is very poor, the English text of this mod is mostly machine translated.
French translation by T. Dussolier:

How should I edit a quest?
I will edit a tutorial and publish it on my Dicord.
Tutorial mod

Compatibility

I don't know

Welcome to join my discord[discord.gg]

Popular Discussions View All (2)
1
13 Jul @ 5:02pm
Map Preview incompatibility
тетеря, блин
3
13 May @ 5:13pm
[1.5] Conflicts with VEFramework and others
AerosAtar
171 Comments
This entire mod just doesn't work for me, entire menus are shadowed out, or cut off so i can't close them and have to force restart the game, there are like zero tutorials online on how to use it

I have no idea whats causing it but its been like this ever since i downloaded it in 1.4, same for 1.5 and 1.6
тетеря, блин 30 Jul @ 7:44am 
Consider adding some basic integration with RimDialogue and RimAI 🙏 not sure how though, but I believe this is the future of RimWorld. Maybe adding a way to «notice» some specific things while you doing your quest. With all the things considered, these LLMs could add some twists later.
骸鸾  [author] 30 Jul @ 6:35am 
@Sandro de Vega It's a bug — just verify the integrity of game files and it should be fine.
Sandro de Vega 29 Jul @ 5:24am 
Plz update it. Its lie that it works on 1.6 mod manager show that it compatible only to 1.5
And i testet it. When this framework is ON then debug consol dont work.
骸鸾  [author] 29 Jul @ 12:11am 
steam的问题,需要验证完整性
KingDomRock 28 Jul @ 11:41pm 
没改版本号
八云辉夜 22 Jul @ 3:29am 
我不确定是不是这个mod的问题,就提一下,今天玩环的时候用Visual Exceptions发现老是有事件出现整数溢出异常的问题,然后无限循环爆红字造成游戏卡顿,出现问题的事件是寻找圣物的子事件和生成异象实体的事件,还有一些其他事件也会出现这个问题,但不会一直循环。
kaczorski 22 Jul @ 2:20am 
Sure am! I feel there's so much untapped potential here. I don't play RW these days but old addictions die slow :P

I think there might be another solution (will test it some time this week). Make a new research > research gives access to a special interactible building > the interaction goes like this: if XYZ quest was not generated, interact and generate the quest. If this works, you can add condition if XYZ generated interacting leads to a different outcome (like message "monolith is silent now")
тетеря, блин 21 Jul @ 7:15am 
@kaczorski, thanks for your answer. Glad to see a community member that is also enthusiastic about the quests system. Unfortunately, the path of crafting an item isn't the best option here. If we need to hardlock a research, making it unabailable to get any other way, player can hang in that period of time for quite some time, until he/she randomly crafts something. Player can even think it's a bug. Such a quest opportunity should be shown as soon as he/she researched the closest pre-requisite, reliably.