Questing (Again): Critter Quest
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Questing (Again): Critter Quest
Indio, I'm looking at re-instating your lowest of the low level flavor quests into TSM. You had things like "Go convince Dalshanas to take my next shift. She'll give you her agreement in writing."
After studying the system of variables you had in place on the NPCs, it seems quite cool, as well as adaptable. I think some of the components have gone missing in the intervening months, however, and I can't make it work. Do you still have a copy of the script gb_heartbeat_spawn? Is it really a heartbeat script in a spawn slot? I am presuming it sets the custom tokens for conversation strings 1 & 2? I would also need the scripts qst_gv_rd_var_1 and qst_set_var_1...and any other scripts involved in this system, too. Finally, items for the give/take variables seem to be missing. Before I create them, do you still have copies?
It's possible I could convert these over to the main quest system, but if you have the missing elements, that would be simpler.
Thanks!
After studying the system of variables you had in place on the NPCs, it seems quite cool, as well as adaptable. I think some of the components have gone missing in the intervening months, however, and I can't make it work. Do you still have a copy of the script gb_heartbeat_spawn? Is it really a heartbeat script in a spawn slot? I am presuming it sets the custom tokens for conversation strings 1 & 2? I would also need the scripts qst_gv_rd_var_1 and qst_set_var_1...and any other scripts involved in this system, too. Finally, items for the give/take variables seem to be missing. Before I create them, do you still have copies?
It's possible I could convert these over to the main quest system, but if you have the missing elements, that would be simpler.
Thanks!
Enjoy the game
Indio, I grabbed this and imported. All the stuff is there: items/creatures/conversations/journal. However, just walking up to {eg} Tamial and talking to her doesn't fire her quest conversation. I have to go out for a few hours now but if you see this between now and then, any advice will be welcome before I sit down to start working this out.
Thanks!
Thanks!
Enjoy the game
There are 2 NPC types... Quest Giver and Quest 'Villain'.
There are 2 conversations, one for each of the above NPCs, that remain constant regardless of the quest...so it's always the same conversation file in each of the NPC types.
The specific quest dialogue is set in the variables of the NPC, as is the quest name, item name (if required), reward and such. My guess is that you know all of the above already.
Each quest has a journal entry that uses entries #1 & #3 but deliberately skips entry #2.
Now the version I sent to you I tested, and I could speak to the quest giver and have them speak back, receive the quest and have my journal update. I couldn't get the quest villain to respond to the existence of my quest however, presumably because I can no longer interface with the remote database (that's my assumption, but it could be something else).
So I'm not sure why you can't get your quest giver to speak....I tested all of the quest NPCs in Rivermoot Interior and they all gave me their quests, even Balcombe with his dodgy spawn script.
I will try to be around today but I've got lawns to mow and a goat to tend, but I'll try and catch you on IRC later.
There are 2 conversations, one for each of the above NPCs, that remain constant regardless of the quest...so it's always the same conversation file in each of the NPC types.
The specific quest dialogue is set in the variables of the NPC, as is the quest name, item name (if required), reward and such. My guess is that you know all of the above already.
Each quest has a journal entry that uses entries #1 & #3 but deliberately skips entry #2.
Now the version I sent to you I tested, and I could speak to the quest giver and have them speak back, receive the quest and have my journal update. I couldn't get the quest villain to respond to the existence of my quest however, presumably because I can no longer interface with the remote database (that's my assumption, but it could be something else).
So I'm not sure why you can't get your quest giver to speak....I tested all of the quest NPCs in Rivermoot Interior and they all gave me their quests, even Balcombe with his dodgy spawn script.
I will try to be around today but I've got lawns to mow and a goat to tend, but I'll try and catch you on IRC later.

I couldn't get your mod to load, so I exported what I could work out that I needed and put it into a clean mod. Then I couldn't get your area to spawn NPCs, so I replaced the custom area scripts with ALFA area scripts. Once I got it spawning, they still wouldn't talk, so then I replaced the custom TSM creature scripts with ALFA creature scripts. Still no joy. Possibilities:
1) I missed a vital component in the export
2) I need your custom area scripts
3) I need your custom creature scripts
4) Localized gamma rays are disrupting my toolset
I'll be in IRC starting from about two hours from now, for several hours after. Hope to see you then.
1) I missed a vital component in the export
2) I need your custom area scripts
3) I need your custom creature scripts
4) Localized gamma rays are disrupting my toolset
I'll be in IRC starting from about two hours from now, for several hours after. Hope to see you then.
Enjoy the game
Firstly, my apolgies...I didn't explain carefully enough when I uploaded.
All I included were the resources to import into a working version of the live test mod, as I'd deleted most/all other areas, I think including the admin area that initiates the system....hmm....wait a sec.
Let me check something.
All I included were the resources to import into a working version of the live test mod, as I'd deleted most/all other areas, I think including the admin area that initiates the system....hmm....wait a sec.
Let me check something.

In a working Live mod, open up the 003_admin area.
Check that the object qst_memory is in the area.
If it's not, create an object with that tag and simply put it on the ground.
Import all the necessary resouces from here:
http://www.realmslore.net/alfa/erfs/qst ... cripts.rar
This is a simple erf with scripts and items (pretty sure the items have been deleted from the live mod) and convo's. The chars are in the mod already.
Then give it another whirl. You will probably need to compile.
Sorry for all the running around. I should have explained it more thoroughly straight up.
Check that the object qst_memory is in the area.
If it's not, create an object with that tag and simply put it on the ground.
Import all the necessary resouces from here:
http://www.realmslore.net/alfa/erfs/qst ... cripts.rar
This is a simple erf with scripts and items (pretty sure the items have been deleted from the live mod) and convo's. The chars are in the mod already.
Then give it another whirl. You will probably need to compile.
Sorry for all the running around. I should have explained it more thoroughly straight up.

I finally got it working in so far as the quest giver would speak to me, but the quest state wasn't updating to nState 1 (or whatever the equivalent in your system) so I gave up and converted the five lowest level quests to the ACR Quest system instead.
Thanks for all your help anyway.
Thanks for all your help anyway.
Enjoy the game