Custom Quests 1.1.0

Create your own quests without pain

using Custom Quests Editor will help you A LOT to create and edit json quests files.


Main Readme

Documentation - How to create quests (manually)


Description

This mod allow to add your own quests easily with a single json file (per quest).

Features

  • Create a custom quest with a single json file
  • Quest chaining
  • Several mission types available: Kill, GiveItem, PlaceItem, PlaceBeacon, PlaceSignalJammer, VisitPlace
  • Rewards: xp and items on quest success
  • Compatible with modded traders
  • Multilingual
  • Options to wipe custom quests progression from profile (useful during the development)


Usage

Place your json files in the quests directory.


Sub-directories can be used to organize your quest files.


So these are valid:

  • quests/my_first_quest.json
  • quests/my_quests/my_first_quest.json


Please read the usage manual to get more infos on how to create your own quests.

This quest example can help too.

You can rename the folder examples.disabled in examples to try out the examples ;)


Global configuration

  • enabled: allow to enable or not CustomQuests mod
  • quest_directory: The directory with custom quests
  • at_start.disable_all_vanilla_quests: Disable all vanilla quests (this will unlock Jaeger but without editing your profile)
  • at_start.wipe_enabled_custom_quests_state_from_all_profiles: wipe all enabled custom quests from all profiles
  • at_start.wipe_enabled_custom_quests_state_from_all_profiles: wipe all disabled custom quests from all profiles


Resources


Credits

Thanks to Gave_Over for making the image ;)

  • Version 1.1.0


    Changelog

    aki 2.3.0 supported


    Features

    • Several quests can be packed in the same quest file without begin subject to autochaining
    • Changed examples quests and documentation

    BREAKING CHANGE: autochaining feature removed ! (please use locked_by_quests property instead)


    Fixes

    • crash at first launch (new profiles)
    • locations restrictions issues on all maps execpts Customs and Factory (this fix a lot of issues)
    • do not wipe quests from profiles by default (config file)
    • throw an error when quest id is empty
    • better any location checks
    • count field ca be omitted for Kill and GiveItem missions
    • default target to Savage for Kill missions
  • Version 1.0.0

  • Hey there !


    Custom Quests Editor is out, please take a look ^^


    it's so easy to create quests now !


    Please share your quests here ;)

  • Planned features

    • New mission type: FindItem (allow to spawn quests items, keys included)
    • New mission type: SurviveRaid
    • Rewards on start: give items/xp when start a quest
    • More rewards: trader reputation, unlock traders, unlock barters
    • More kill targets: bosses, raiders, rogues.
    • Failure quests: this allow to create several path in your story
    • Rewards on fail
    • Repeatable quests (not daily quests)
    • Custom quest image
    • Mission type Kill improvements: weapon restrictions, equipment restrictions
    • Mission type Kill improvements: range restrictions, physical effects restrictions
    • Mission restriction: only on night
    • New mission type: WeaponAssembly (allow to create gunsmith missions)
    • New mission type: TraderLoyalty
    • New mission type: Skill


    If you have some ideas to improve the mod, you can create an issue on github (or comment on the hub) ;)

  • Probably not a concern, but curious if you are aware of this as an issue or potentially an issue i am having. So i downloaded this in hopes of obtaining the adik tracksuit without hunting Killa 100 times. I was pleased to see it as an option for reward, but when taking the quest and trying to collect the reward, what would be the tracksuit (i tried this with other clothing as well, usec only.)is replaced with a red skull and the words "Factory Cellar Key (99999)"

    Great mod idea and the editor is the perfect way to make your mod accessible

  • Great mod!

    Me and my friend are working on making our own custom spt campaign with mainly this mod and path to tarkov. very excited and hopeful to see updates to this mod. :)

  • Excuse me, are u also going to add kills within an specific ranges or under certain physical effects?

    • Added to the planned features on gihtub.

      Thanks 1
  • Awesome mod, didn't know how to do any modding until i found this mod with the links you have in how to create quests . gave fence 2 quest. Its the automatic chain quest, just a simple kill scav, 5 at first for a couple medical supplies.. I gave myself a lot of medical supplies XD more then fence would of given for 5 scav kills. but glad to see it work, the next quest was available and did that as well, 10 scav kills. only 1 question; for some reason the quest resets when closing and opening up the game again. No complaints there honestly I was hoping the missions would reset somehow.. I now don't have figure that out, but is that normal? Noticed that when i woke up today on day 2 of modding this game... yes now im addicted, made my first Trader... turned out to be easy once i learned how to read JSON files and how to write them from this tutorials.. still dont know how most of it works like the java files but they work .. weeeeeee ima have so much fun haahaha

    Haha 1
    • also keep in mind i have the SPO single player mod that has ton of mods on top of things, so i can't be sure if the missions reset cause of something there. let me know if anyone is noticing the missions restart and its not just me breaking the game:whistling:

    • To keep missions from resetting you have to change "wipe_enabled_custom_quests_state_from_all_profiles" to false in the config file. Had me baffled for a second too.

      Like 1
    • Woops, the `wipe_*` booleans should be false by default, I left them to true during my dev sorry.


      In next versions, it will be false ;)


      @CodeIIISIX: I'm glad you learned something from my code.

      Like 1
    • @Perrehkeet oooooh awesome thank you, now I know things are working properly for my small future projects.


      @trap yeah! this community's pretty cool. :D:thumbup:

  • how to give out items at the start?

    • It's not implemented yet but it's planned for soon, just be patient ^^

  • I'll be honest, I look at this, see it's an awesome tool with great potential, but my brain just blue screens to make a quest. I just wanna make one quest that gives me a metric shitload of XP for plenty of levels, essentially the max xp something can give, and then +5.00 or +6.00 reputation for all traders, including the "AIO Seller" one.

    • Trader reputation rewards is not available yet, it's a planned feature.

    • Ah, ok. Well still, essentially want to do a Overpowered quest thats a simple say, kill 40-50 scavs on factory, and it gives you a practically infinite amount of xp, trader rep, money of all kinds, etc. Know what I mean?

  • Is there any way currently to add in gunsmith like quests and then get kills with it, or would that be impossible to set up? I wanna make a quest line where Mechanic send you out to test a bunch of builds on Scavs and PMCs

    • Added to the planned features (it's not prioritary at all, sorry)

    • No worries! I am sure from a modding aspect it would be a pain in the ass to code, just curious if you had explored this yet or not!

  • Trap you are a leg end! Can't wait to see what kinds of quests people come up with!

    Like 1
    • I will go first. here is a custom shoreline quest (because there isnt enough LUL)


      https://www.dropbox.com/s/zebb…/jammed_sanitar.json?dl=0


      "Sanitar has been providing medical supplies to the Ruskies. They sent out six BEAR operatives to collect the next shipment. Eliminate the Ops team before they reach the pier boat. Also, clear out those pesky scavs guarding the resort and collect the items in his room that requires the key with blue tape. No more supply, then no more demand!"

      Haha 1
    • So after testing, the kills aren't counting. Not sure what I did wrong. When I go into the quest in-game, I see the actual quest requirements, but they didn't count in the raid. Very possible I mucked up some code somewhere.

    • Could it be because in your first block of code you have "type" Completion and then below it have Type:kill?


      Hmm, nevermind, that should be a descriptor only..

    • Are you sure Bears have spawn ? Maybe you fight agains usec ? test with `AnyPmc` target

    • I've tested your file, and it's confirmed ! there is a bug here (with locations restrictions for kill missions)


      This will be fixed soon (in next patch)


      Thanks for reporting

  • I didn't see a (planned) feature for guaranteed item (key, marker, any type of existing quest item) spawn, so I'll throw that thought out there.

    • For keys I need to take a further look.


      For quest items. it's planned but I forgot to mention it ;)


      And what do you mean by marker ? do you mean the MS2000 Marker ? It's handled by PlaceBeacon missions ^^

    • I mean it'd be fun to block the sale of marker items and making you find them in raid at a specified pickup point

    • Oh I see, actually you can't spawn custom item in the world (but it's possible to tweak loot boxes to achieve this)


      Anyway, all of this is out of scope for Custom Quests mod but I like the idea ;)

  • I've been waiting for such a mod for a long time and here it is, Thank you very much!

    Like 1
  • was just wishing for an easy way to add quests. very hyped to start messing with this.

    • Please share your awesome stories here :saint:

    • Been banging my head against a wall trying to add a preset weapon as a reward. Easy enough to add a weapon as a reward but of course it only gives the base receiver of the gun. I'm not very javascript literate. It may not be possible yet. Is it a futile effort or am I just missing something? Thanks in advance.

    • I'll check if it's possible, do you know any vanilla quest which give you this kind of weapons ?

    • Peacekeeping mission gives a m700 aac-sd. I know a few will give complete weapons but that one specifically gives a modded weapon. Can look more when i get home from work.

    • Added to the planned features. I need to change a little bit the `rewards` format, so it will be in the next major version (2.0.0)

      Like 1
  • I love this mod,can i repost it in the CN oddba bbs?I will indicate the source link

    I had used it to create new quests, I love it

  • Really innovative framework. Sophisticated code, easy to understand and utilize.

    [for the sake of honesty: i still have yet to use the mod however after looking through the code I was impressed]
    When it says "custom quest" it really lets you customize your 'custom' quest. From "kill" quests to "find" quests to "locate special item" quests to "place item"/"Place special item from earlier quest" and quests relating to everything and everyone that is playable in the game.

    You can choose [for example based off what I read] to have a quest item spawn on a certain map when the quest has become active. So for example in the quest to unlock Jaeger you must first "go to the area" of the "special item[letter]", pick up said item and then it leads to the unlock of a trader [or a new "part" for the same "quest"].

    Using this mod with any mods created or related to custom traders or the custom trader framework can be locked [not simply through this mod alone but WITH this mod] until a quest is done.
    You could replicate the Jaeger quest[example] using your own trader [for example: When the quest is active you can have ANY entity/asset spawn in a specific zone/area and upon finding the item, extracting with the item, and handing in the item will unlock your trader and then remove the quest's client-side asset created for the quest.

    All in all it's a very good framework module, and was created by an intelligent mind. 5/5 all day long [even if i never end up using it myself]

    Reply from trap ():

    Quest items are not implemented yet, but it's planned ;)