Some tweaks about quests, such as no waiting time before taking the same one again, no goodwill reset on faction change, quest completion without returning to the giver and more.
v2
- Merged the instant gratification and local reward mods
- Code cleanup
- The hunter quest crash was actually caused by a leftover line in the no cooldown files hurrrrr.
no task cooldown
Normally most quests once completed aren't offered again until a certain amount of time has passed, on top of that sometimes npc have a 25% chance to not offer a quest regardless, this tweak removes both so every npc will offer quests as long their preconditions are met
quest complete on target death
This tweak makes so quests that have as clear condition the death of a specific npc or all npc/mutants at a specific smart terrain are cleared as soon the (last) target is dead
local reward stashes
When a quest offers stashes as reward, the stash may be in any level, this tweaks makes them appear in the same map you are, so for example all stashes got from quests by the duty and bar trader will appear in Rostok. Note that if you're using the tweak above, the stash will appear in the level you are in the moment the quest completes. There is no check if stashes are full and in that case the stash is lost so make sure to clear them wenever you can
all factions goodwill increase on quest completion
This tweak speeds up the goodwill grind by giving half of the goodwill reward for a quest to all other factions as well
no goodwill reset on faction change
Normally if you change factions the goodwill values are reset, this tweak saves the earned goodwill so you will be able to jump factions to access a specific trader without effectively losing hours of progress
Does not require a new game, if you already had installed any of the tweaks above, you should remove them (by deleting the files in their zips) before installing these
if you have any ideas about quest tweaks write them in the comments, if they are doable i might try implementing them
Hi, have you considered to release your addons as one file/pack instead of many separate ones? It's kinda hard to keep track of the updates, and I would prefer to download one big archive every now and then, instead of all the small pieces.. But that's just a proposition, keep up the good work! :)
I was just going to say the exact same thing the moment i saw this, you took the words right out of my mouth lol.
you can "follow" mods (in the "profile" tab on the right) so you get notifications on updates, i rather not make packs because makes easier to look for stuff, if someone comes here on moddb looking for a mod "to have more frequent quests" and sees "no taks cooldown" he understands it's something he might be interested in, if he just sees a "strelocc pacc" then he just moves along because he can't know it addresses one of the problem he has without reading the expanded description
also if i put all my stuff in a single pack whoever follows it either here on moddb or just has in in the favorites then he would check on every update even if it's about a submod he doesnt care about
Since you know that you can "follow" mods, people can do the same thing for 1 pack to get any updates regarding it.
Besides i don't know why you consider people are simple or incapable of looking for stuff they want anyway. if your mod contain small info about something i want, google will show it on the first search.
What you're doing is a cheap practice to spread your work around, it's not really harmful but at this rate the add-ons section will get flooded by your one-tweak-at-time addons in the future, you think people or other modders would like it then?
That being said, no harm feelings and hope to see good stuff from you in the future.
i dont get the flooding argument, if all my mods were done and uploaded by different people then the mod section would be still "flooded", how is this any different?
Strelocc a.k.a the Quality Of Life King.
Keep up the good work, your works are a must-install!
Awesome mod thanks!
Hi strelocc, your addon bugs the hunter quests "eliminate mutants" in garbage on completion. The log reports that xr_scripts cannot have a "nil" value.
This maybe happens because I'm also using the addons "instant gratification" and "local reward stashes" but I'm not sure. I only added two lines to axr_task_manager.script to make it compatible with "instant gratification".
turns out it was indeed caused by the no cooldown tweak, fixed
Most probably your update fixes these problems but, in addition to that, I've experienced multiple "nil" error in the log for the crows after an emission. Also I'm getting out of memory errors related with the smart terrain in Truck Cemetery.
I could relate both bugs to the last version of your addon, as soon as I disabled it, these problems were gone. Hope all were caused by that leftover line.
the leftover line was exclusively tied to the hunter quest crash
my tweaks have nothing to do with mutants (the quest trigger is subordinate to a smart terrain ownership check using vanilla code) and the dead crows after emissions are dynamically spawned (it doesnt actually kill the crows you see flying) so they can't be messing with quest code to begin with, in conclusion those crows "nil" errors can't be caused by my files
"out of memory" errors are the signature truck cemetery crashes because it is a very shoddy unoptimized map on its own (actually one of the early call of chernobyl updates did downgrade some textures because almost everyone was crashing for running out of ram when going there) and it's also very large with lots of smarts like cop maps (those also famous for being bug pits since the first coc releases since they were never meant to be played along all the scripting involving all the other maps), i can't exclude my tweaks may have anything to do with that but when you're in truck cemetery,zaton,jupiter or cop pripyat everything not crashing and burning is the exception
i just started a new game on vanilla 1.3 with only translation and all the tweaks in this pack, done several missions for petrenko (many were in truck cemetery) and triggered some blowouts, had no crashes (althought once an assassination did not autocomplete on target death and had to turn it in the classic way) and nothing out of the ordinary in the console
if you keep experiencing crashes upload your logs and a zip of your config and scripts folder so i can take a look
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does the "goodwill increase with all factions" work well with doctorx dynamic factions?
i think it should since dynamic relations affects relations and not goodwill (they are two different things and easy to confuse), it may cause the occasional npc to be neutral instead of hostile but i'm not sure
Hi strelocc, maybe this bug is caused by "All faction goodwill increase on quest completion".
It basically makes your goodwill increase with enemy factions. Although goodwill shouldn't affect neutrality it does. As a free stalker monolith, mercenaries and bandits all became neutral to me when goodwill increased.
Do you know how to quickly fix that in my save files and prevent that from happening again when I complete new quests?
Does this addon still work with the latest Last Day fix from Feb. 2?
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Can you Export a version for Dead Air ?
At least the Local Option ?