LightoftheWorld added a new version:
Quote-Fixed an error caused by vibe coding at 1am (I'm going to sleep...)
LightoftheWorld added a new version:
Quote-Fixed an error caused by vibe coding at 1am (I'm going to sleep...)
LightoftheWorld added a new version:
Quote-Fixed "EnemyTypes" checking the player's side (usec / bear / scav) instead of the enemy's side (thanks Austib for the report!)
Just updated QE, it can't cause that issue anymore. It's not my problem from now on
LightoftheWorld added a new version:
QuoteDisplay MoreINTO THE OUTER DARKNESS WITH THAT GLITCH
THERE WILL BE WEEPING AND GNASHING OF TEETH. IT WILL SUFFER.
Ahem.
-Fixed QE's contribution to the issue where bots could become unlootable / freeze / glitch after death.
THIS HAS BEEN TESTED. THE BUG HAS BEEN REPORTED WITHOUT THE PRESCENCE OF QE AND EVEN IN LIVE TARKOV. IT IS NO LONGER QE'S FAULT.
A massive thank you to TheGoldenaxe001 (TheGoldenAze001) for testing this with me, providing logs, and just generally being helpful. He will remember this.
LightoftheWorld added a new version:
QuoteBlacklisted all Achievement conditions. Because BSG uses the exact same method for both Quests and Achievements. Thanks, BSG.
Also removed null guards on a method and wrapped it in a try/catch to better expose the error. That means that I fully expect this to break. But all the other versions break, so why not try this one? At least when that stupid, worthless error happens, I'll catch it. It'll show me what's wrong. And I will finally rid it from this repository.
It doesn't happen on my end or Id've fixed it already btw
LightoftheWorld added a new version:
QuoteThis is an attempt to fix the commonly reported issue with bots freezing upon dying. Long story short, there are some invisible "debug" quests in game that QE was picking up, I have prevented this. If the issue still persists, please send me the BepInEx LogOutput; I might need to blacklist more things.
LightoftheWorld added a new version:
QuoteDisplay MoreFixed many things.
Realigned the raycast, it should be almost perfectly in the center of your screen now. DOES NOT ACCOUNT FOR SCOPE SWAY! Someone much more knowledgeable is welcome to make a better Raycast sender on the Github
Added some text displays:
-If the target is further than your identification range (This might be why some of you believe the mod wasn't working... previously, the raycast would just stop entirely if the target was too far away. This shouldn't happen anymore.)
-If foliage is blocking your ability to detect enemies
That could also explain how I just don't see it on my end...
Oh, there's an entire thread around my mod being broken. Cool!
Still don't know how to fix it. It doesn't happen on my end
LightoftheWorld added a new version:
Quote-Fixed many issues related to Quests Extended in the main menu. Particularly, QE was struggling if the player completed multiple "multiple choice quests" between raids, this has been fixed.
-Added some additional null guards to hopefully end the bots freezing in place and being unlootable
-Added a new EnemyTypes modifier, applicable to all of the Combat quests. You can put Bear, Usec, or Savage ("Scav" works as well). Thanks to austib on Discord for the idea!
I know I haven't been updating this mod's page with all of the quest types. I sincerely apologize. I am out of town this weekend, but I will do my best to get it done as soon as I can next week. Continue using the version notes for now.
LightoftheWorld added a new version:
Quote-Quests Extended no longer throws infinite errors upon the first raid of a profile.
-Quests Extended (should) now properly start quests in the main menu
LightoftheWorld added a new version:
QuoteDisplay More"Completed the mod, only small updates from now on!" Pfft, yeah. Sure, past Light. Sure.
Welcome to the overhaul, buckos. Errors? Haven't heard of them. Works in main menu? Absolutely. Overly complicated code? Exclusively. Hotel? Trivago.
...Alright, actual patch notes now:
-Quests extended should no longer throw any errors, especially those related to bots freezing in place after death. If you find an error, report it to me immediately so I can terminate it.
-Quests extended now functions properly in the main menu. Alongside this, there are now conditions for various things in the hideout as well as trading. See the respective tabs for more information (IF YOU ARE SEEING THIS IT IS NOT YET WRITTEN)
-General conditions:
-Added a "MoveDistanceWhileRunning" condition (I now realize I didn't test this one)
Added THREE new categories of quest conditions: "Hideout", "Trading", and "Misc"
Hideout:
The following conditions have been added:
-CraftItem
-CraftCyclicItem (Water collector, booze generator, bitcoin farm)
-CollectScavCase
-CollectCultistOffering
-CompleteWorkout
Both the CraftItem and CraftCyclicItem can be specified with the optional Workstations[] field in the .json file, simply enter the name of the workstation(s) you wish to require. I.E., if I want a quest where you craft two items at the workbench or the medstation, I could do Workstations["Workbench", "Medstation"]. These conditions are incremented when you COLLECT the item, not when you start crafting them!!!
Trading:
The following conditions have been added:
-CompleteAnyTransaction
-SpendMoneyOnTransaction (Purchase items from a trader)
-EarnMoneyOnTransaction (Sell items to a trader)
All three of these conditions can be specified with two optional fields: TraderIds[], and CurrencyTypes[]. If you wish for specific traders to be used, simply paste their id into TraderIds (You can find the trader ids somewhere, I believe in you!). For CurrencyTypes, please type "RUB", "EUR", and / or "USD" for roubles, euros, and dollars, respectively. Both fields can be used at the same time, you can create a quest where you spend Euros at Mechanic specifically, so you'd want TraderIds["5a7c2eca46aef81a7ca2145d"], CurrencyTypes["EUR"].
-If you do not specify a CurrencyType, it will be assumed that you are wanting a total sum of money, so euros and dollars will be converted to the equivalent rouble amount in terms of quest progression (1 Euro = 153 Roubles, 1 Dollar = 139 Roubles. Both values are what you purchase them for at traders).
Misc:
The following conditions have been added:
-FixAnyMalfunction
-FixARMalfunction
-FixDMRMalfunction
-FixLMGMalfunction
-FixPistolMalfunction
-FixShotgunMalfunction
-FixSMGMalfunction
-FixSniperMalfunction
I will probably consider consolidating these into one function, and having an optional field similar to TraderIds and Workstations, but at the moment they are separate. These probably increment when you fix a weapon malfunction. I'll be completely honest, I spent so much time working on hideout and trading that I never tested these. Have fun!
LightoftheWorld added a new file:
QuotePort of "Hall of Fame Improvements" by Utjan. See original mod description: Hall of Fame Improvements
THANK YOU Utjan FOR ORIGINALLY CREATING AND ALLOWING ME TO UPDATE THIS MOD!
LightoftheWorld added a new version:
QuoteThis is an incredibly small QOL update for quest creators. You do not need this version unless you are using this mod to create quests and want the single thing it adds.
-Added "QuestName" as a field for the .json files (It isn't used by anything, it's merely there for ease of looking at larger files)
LightoftheWorld added a new version:
QuoteWe skipped 1.1.1 for some reason. Oh well.
-Possibly fixed some issues with the plugin, especially related to the hideout
LightoftheWorld added a new version:
QuoteDisplay MoreThis mod is officially completed in my eyes. I will still maintain it, make some new conditions here and there, fix bugs, but as far as massive changes go, this is it. I want to give a massive thanks to:
Cj -Original creator of this mod, and put up with me as I worked on it, as well as assisting me on rare occasion. This mod would not even be here if he did not allow me to maintain. Thank you, CJ.
DrakiaXYZ, Apex Predator (Jehree), AcidPhantasm -All three of them helped me time and time again as I suffered through learning server modding, learning about BSG's... interesting quest code. I truly do not think this mod would be in this state (at least this soon) if even one of you weren't there for me. Thank you Drakia, Jehree, and Acid!
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-Added "Multiple Choice Quests". You may now create quests with any number of conditions that each start any amount of quests when you complete them, creating true branching paths. See the "Quests with multiple choices" tab for more information.
LightoftheWorld added a new version:
QuotePenultimate update that I have planned for QuestsExtended. That does NOT mean I am just dropping QE off a cliff after the next massive update, it simply means that my vision for this mod will be "complete" and update will become smaller and less frequent.
-Added 'CompleteOptionals' condition (see the "Quests with optional objectives" tab). This means that, in short, you can create quests in which the player only has to complete a certain number of conditions on that quest, instead of needing to complete ALL conditions on that task.
The above is a standalone feature, but is also a framework for the "last" update, which is to add multiple choice quests. I do not know how long this will take to implement, I have some framework stuff already.
LightoftheWorld added a new version:
QuoteDisplay MoreAdded the following quest conditions:
DestroyEnemyBodyParts
KillsWhileADS
KillsWhileCrouched
KillsWhileProne
KillsWhileMounted
KillsWhileSilent
KillsWhileBlindFiring
MountedKillsWithLMG
DestroyLegsWithSMG
RevolverKillsWithoutADS
LightoftheWorld added a new version:
QuoteOne fix and one addition:
-Fixed "DamageToArmour" incorrectly calculating the amount of damage dealt. It now properly detects how much damage was dealt to the armour itself, aka durability lost.
-Added "DamageToArmourWithShotguns" as a quest condition