Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Quest: a questline continues...
New Quest: a questline continues...[message #341416] Sat, 13 June 2015 20:43 Go to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Some of the vanilla questlines seem very short. Adding new quests is hard (as a lot of it is hardcoded), and we cannot record new dialogue bits (unless someone gets a hold of the voice actors from back then). Nevertheless, I've added a new quest, which as much content as possible moved to Lua scripts and .edt files (did I mention how much the .edt format sucks? I should, because oh boy, it DOES).

As this is the first time in over a decade that we have an entirely new quest, I am not going to spoil what exactly happens in the quest here. If you have questions to this quest, please only post them in spoiler-tags ([*spoiler][*/spoiler] without the '*'s). A few short infos however:
  • The quest starts right after another quest finishes, but only if it was done in a certain way (it makes sense in the context).
  • You can decide whether you want to do this quest, and how. Depending on your game- and roleplay style, a moral dilemma might come up in the quest.
  • If you don't want to know more about the quest, don't read the GameDir changes that come with this angel
  • Modders can alter what sectors are involved (and alter the difficulty) via Scripts/Quests.lua and Scripts/strategicmap.lua. Especially if they have different maps, we can't have people spawning in deep water, can we now?
  • If you don't want this quest to ever show up, edit InternalEndQuest(...) in Scripts/Quests.lua and remove the parts that start this quest.
Does not break savegame compatibility.
This has been added in r7889 & GameDir r2252. Not using the updated GameDir files will cause your toaster to be possessed by a demon... again.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Quest: a questline continues...[message #341419 is a reply to message #341416] Sun, 14 June 2015 07:48 Go to previous messageGo to next message
Hawkeye

 
Messages:1864
Registered:October 2005
Location: Australia
Awesome news, I think quests have been been neglected for far too long, and glad to hear someone's rectifying that part of the game, though it's understandable with the work involved and quests being one of the more trickier elements to mod.


Re: New Quest: a questline continues...[message #348797 is a reply to message #341416] Fri, 10 February 2017 12:41 Go to previous messageGo to next message
Onin

 
Messages:16
Registered:September 2016
Hi.. I..
Toggle Spoiler
Re: New Quest: a questline continues...[message #348849 is a reply to message #348797] Tue, 14 February 2017 02:24 Go to previous messageGo to next message
Flugente

 
Messages:3422
Registered:April 2009
Location: Germany
Toggle Spoiler



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New Quest: a questline continues...[message #348856 is a reply to message #348849] Tue, 14 February 2017 11:58 Go to previous message
Onin

 
Messages:16
Registered:September 2016
ok thanks.. though i'm coding illiterate, so i'll just experiment with it.
Previous Topic: New feature: Minigames
Next Topic: New (mini)-Feature: Scuba Gear
Goto Forum:
  


Current Time: Sun Nov 18 10:13:09 EET 2018

Total time taken to generate the page: 0.01904 seconds