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soulfilcher has a script that adds "CannedFood" tag to canned foods and thats why BB's method returns false.
The fix is easy, Braven puts in "and tag ~= "CannedFood"
So how exactly are the dialogs and world events are linked together? My only option so far is that i use the unlockworldevent command where the params are a world event and a dialog.
I would like to utilize the awardsworld and awardstask table values.
When i use awardstask I can unclock a quest by guid and in that quest table i use unlocks = "unlockworldevent;we;dc" so we are back again at this command.
When i try to use awardsworld then i can unlock a dialoguecode but how do i link it to a world event?
@__: So that's a compatibility issue, not a bug in this mod.
@Susan: No, those are used only to give/unlock whatever your timer does when it expires.
timermin = 0.15, timermax = 0.15 this value only shows the time for npc to detect player and give quest right? conversely it is also the time for npc to detect in player's bag contains quest item. Will reducing this value make receiving and giving quest faster?
@ZooM: I will take a look.
@arkohlc7 @Time_Ripper: I could not replicate this issue, I can open canned food with this mod enabled.
@TurtleShroom: Could this be an incompatibility with another mod? It doesn't happen when I test it.
[25-07-24 12:21:01.914] LOG : General , 1721928061914> bugged action, cleared queue ISInventoryTransferAction.
[25-07-24 12:21:05.577] LOG : General , 1721928065577> -----------------------------------------
STACK TRACE
When this Mod is enabled, I cannot pick up items, equip them, or drop them.
I accidentally encountered a small bug:
As I understand it, when completing a quest, the function :Remove(self.item) from the main inventory (self.character:getInventory()) is executed, but in such a situation, if I’m not mistaken, the items in the bag will not be affected?
That is, when completing the mission, it will be determined that there are enough items in the inventory (including bags), but they will not be deleted because they are not in the character’s main inventory.
This mod is still throwing an error, the mannequin doesn't have the ! symbol and therefore I can't interact with it. I tried loading this mod before and after the rest and I tried creating new characters. The problem persists. At this point I don't know whether this is my mistake or the mod isn't working at the moment...
Could please someone assist?
And can I do the quests spoiler free (like could I just create a radius and set the key to be somewhere within it so even I won't know exactly where the key is)?
Thanks!
@Shadow: It is, you can test it along with the Stakler Quest Pack, or other mods people have been making using this system.
@RavenousEye: Right now you need to plan ahead and add them to a mod. Making it possible to create them on the fly would be a whole new level of complication.
@No: It depends on which quest mod you're using. This is just the required mod they are all supposed to use.
@TayW: Would make things easier, but I have no plans for that.
What would be the ultimate jackpot is making it possible for admins in MP servers to add quests for everyone.
I'd LOVE to be able to add daily quests for people in our upcoming server.
That being said, This mod is already incredible, i'm definitely gonna follow where this goes.
@Danny/Eldgrim: You can try the Stalker Quest Pack, but a few other modders are working on their own quest mods as well.
@Kaofan: Please check the basic guide inside the mod, you can find it in the media/client folder.
@EasyPeasyViking: The system can't handle additions on the go for now, it was meant for pre-planned packs, but that is something I want to add. Usually what happens now is that new stuff can only be added to characters created after said changes.
@Righty: It works in single player mode. Are you getting errors? Could you give me more details?