Fix the firsts quests lines items as PDA, Documents and container.
Hello Stalkers!!! This addon fixes the first "quests lines" until find the swamp Doctor.
Some firts quest lines can ask to bring tecnical documents, for example. The stash could appear in any location, and it did not contain the search item itself, only trash; making it impossible to fulfill the mission and making the game more tedious.
Well, now is fixed, the stash appear in the same or near location, and contain the self quest item.
I copied and pasted and modified a few lines of code from another Stalker Mod.
Great, I should include this in next update.
Hello.
xr_effects.script --> line 1255:
local stash_id = coc_treasure_manager.create_random_stash(nil, nil, {"drx_sl_quest_item_1", drx_sl_quest_stash_bonus(actor, npc, p)})
its wrong, the quest stash is "drx_create_random_stash", the fix is:
-- Create quest stash:
function drx_sl_create_quest_stash_1(actor, npc, p)
-- local stash_id = coc_treasure_manager.create_random_stash(nil, nil, {"drx_sl_quest_item_1", drx_sl_quest_stash_bonus(actor, npc, p)})
local stash_id = coc_treasure_manager.drx_create_random_stash()
if (not stash_id) then
printf("DRX SL error: Unable to create quest stash 1 !!")
return
end
local se_box = alife():object( stash_id )
local se_obj = alife():create( "drx_sl_quest_item_1", se_box.position, 0, 0, stash_id )
if (not se_obj) then
printf( "DRX SL error: Unable to create quest item 1 !!" )
return
end
-- Save the stash id:
alun_utils.save_var( db.actor, "drx_sl_quest_stash_1_id", stash_id )
alun_utils.save_var( db.actor, "drx_sl_quest_item_1_id", se_obj.id )
printf( "DRX SL: quest item 1 created %s:%s",stash_id, se_obj.id )
end
I take the code lines from the Dead Air files.
Or it could be
local stash_id = coc_treasure_manager.drx_create_random_stash(nil, nil, {"drx_sl_quest_item_1", drx_sl_quest_stash_bonus(actor, npc, p)})
With the bonus items. -I don't examine it.
Un Master
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