Description

Removes most generic fetch quests without a target destination for finding x amount of items (weapons, goods, supplies, mutant parts etc.)

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Remove Most Fetch Quests (Unofficial 1.5.1)
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Kotik02
Kotik02

Thanks! I needed this for long time.

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gunstarpl Author
gunstarpl

You are welcome!

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Trolleybus
Trolleybus

Why delete these quests if you can just not take them? What I don't understand.

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gunstarpl Author
gunstarpl

As far as I know and as described by the original author, less generic fetch quests in the pool means you will get other quests more often.

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Trolleybus
Trolleybus

No, that's not how it works. It is very strange why the original author did this. Named NPCs have a certain pool of quests of different directions with their own timeouts, removing delivery quests will not speed up the timeouts of other quests in any way. Just instead of, say, five quests, the NPC will offer four. And all.

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gunstarpl Author
gunstarpl

I am sorry, but on what do you base your statement? Can you point me to the relevant script? I've read through the parts of task manager script and all I see is that dynamic jobs are randomly picked from a pool and the only timeout I see is one that picks another random job offer for same NPC after 3h. Comments in script seem to suggest the same:
- "Task manager will look into tasks with specific pattern, check their availablility (by precodition), then give the player a random one"
- "Returns the task ID of a random available dynamic task for the current NPC"
- "Pick random task from list of valid tasks"
This is also my experience after testing this addon in-game and I seem to still get the same 75% chance of receiving another non-fetch task.

Either way, for me and many people these fetch quests serve no purpose, because they very rarely can be completed as finding requested items is difficult and mostly luck based, unless you already have them in your inventory. Buying them from a trader and delivering them is not an option, as you will propably waste more money than the reward will give you. You also have to return them to the quest giver which is tedious and wastes your time.

I would rather not have them appear at all, as they popup very often and I end up dismissing them each time. In my opinion they are rather poorly implemented or my playstyle does not suit them, unless you like to set up a large stash at some base to hoard and act as delivery service.

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bvcx
bvcx

Yes afaik there's only 1 reset timer for any task that was picked randomly (and higher priority factor).
But, I think removing them is too radical. Instead, you could change the items they ask for to more common, like bandages/food or weapons that every trader or most low rank stalkers have (with maybe any condition) and adjusted reward for it.
Just a suggestion ;]

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gunstarpl Author
gunstarpl

Hey, that's a good suggestion, but unfortunately beyond my experience with modding stalker to implement and maintain (I haven't done anything beyond few merges and patches). Quests like these definitelly have a place in the game if adjusted to be more worthwhile. However to be honest, I've always used this mod in 1.5 from the original author and never looked back. :)

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Trolleybus
Trolleybus

We didn't understand each other. I'm talking about the fact that deleting delivery quests will only affect quests from regular stalkers (tm_dynamic), and all named NPCs will simply disappear from the pool, but there will be no difference. Quests of named NPCs have each a separate timeout and the task for delivery, for example, for Dushman, will not affect the chance and frequency of the appearance of the task for killing the stalker or for his other tasks.
So it turns out that this addon will only affect the tasks from ordinary stalkers, who are always in abundance around to choose the desired quest.
And yes, the reward for delivering an item when taking into account its purchase will not cover the costs only at the lowest percentage of rewards, because it is very large.
(sorry for the bad english)

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Trolleybus
Trolleybus

In short, the author of the addon should only affect tm_dynamic. ltx and everything, because cutting quests from other files is pointless.

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gunstarpl Author
gunstarpl

I see. I didn't notice that from scripts, but thanks for pointing it out!

I personally don't mind if fetch quests from named NPCs are simply removed as well without another quest being given as alternative. I guess I am on the radical side that would rather have all of them simply gone, because I personally never take them. Dynamic or from named NPCs, they are identical in how they function - I believe they still always ask you for random items of some kind. All you will miss I think is custom job description and dialogue texts that each named NPC seems to have for these quests.

I think it would be a good idea to have an option to remove these fetch jobs from random and named NPCs separately.

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PossuM
PossuM

I agree, one less thing to skip when asking them for quests

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Zerk.
Zerk.

Do you think it is possible to make each stalker NPC in a map have their own "unique" quests? like, say you are in the 100 rads bar and there is only 3 stalkers there, one asks you to kill someone, the other asks you to fetch something and the last one asks you to hunt a artifact, I think this would be better instead of deleting their quests. Idk if I explained this correctly, I hope I did.

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Cornolius
Cornolius

Dunno about you folks, but the only fetch quests I have problems with is some upgrade module quests (items for upgrading gear and armor), there is to many of items to remember if you have one, other fetch quests are not a problem to complete. Gonna check your mod and see if I can delete those upgrade fetch quests only, thx

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VETTERAN.
VETTERAN.

Thanks man =)

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XeonXfq_
XeonXfq_

PERFECT MOD!
...I hope it works work igi's tasks...........

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