'The Agreement' Quest
Good Morning
As a note, just came across 'The Agreement' Quest, and one of the options is to 'influence' the man, but there is no longer any influence in the game.
Should Fame be replacing here??
Good Morning
As a note, just came across 'The Agreement' Quest, and one of the options is to 'influence' the man, but there is no longer any influence in the game.
Should Fame be replacing here??
Are you playing a modded game, because I cannot find a quest called `The Agreement' anywhere.
You are correct Parrotmath.
I didn't think I had any 'quest' mods running, but it apparently comes from a 'samplequests' mod I picked up awhile back....very most likely meant for FE.
Can Fame be interchangeable with influence? Perhaps I can mod myself a fix...
Here is the code that is connected with infleunce:
<QuestChoiceDef>
<Description>Do you have anything that will help us in this quest? (-20 Influence)</Description>
<RequiredConditionID>1</RequiredConditionID>
<NextObjectiveID>1</NextObjectiveID>
<PopupMessage>The man agrees to give you some help, but requires the time and talents of many of your allies and citizens as he prepares a potion that he says will aid you in the quest.</PopupMessage>
<Treasure>
<GameModifier InternalName="GiveResource_Influence-20">
<ModType>Resource</ModType>
<Attribute>DiplomaticCapital</Attribute>
<Value>-20</Value>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier InternalName="GiveItem_Potion_Restoration">
<ModType>GiveItem</ModType>
<Attribute>Potion_Restoration</Attribute>
</GameModifier>
</Treasure>
</QuestChoiceDef>
I looked up how Henchmen require Fame:
<ProductionRequirement>
<Type>Resource</Type>
<Attribute>Fame</Attribute>
<Value>20</Value>
</ProductionRequirement>
Would the following be correct:
<QuestChoiceDef>
<Description>Do you have anything that will help us in this quest? (-10 Fame)</Description>
<RequiredConditionID>1</RequiredConditionID>
<NextObjectiveID>1</NextObjectiveID>
<PopupMessage>The man agrees to give you some help, but requires the time and talents of many of your allies and citizens as he prepares a potion that he says will aid you in the quest.</PopupMessage>
<Treasure>
<ProductionRequirement>
<Type>Resource</Type>
<Attribute>Fame</Attribute>
<Value>10</Value>
</ProductionRequirement>
</Treasure>
<Treasure>
<GameModifier InternalName="GiveItem_Potion_Restoration">
<ModType>GiveItem</ModType>
<Attribute>Potion_Restoration</Attribute>
</GameModifier>
</Treasure>
</QuestChoiceDef>
Not sure if I should have kept the Gamemodifier lines in instead of the ProductionRequirement...
You really should just pop it in my editor and change it there...
But you need to do something with the conditions for the quest. called a choice unlock.
I don't know what conditions they have for that particular quest, but you will need to have some quest condition like this.
<QuestConditionDef>
<ID>1</ID>
<Objective>
<Icon>Mana_32.png</Icon>
<Text>Pay 10 Fame to get some help.</Text>
<IsOptional>0</IsOptional>
</Objective>
<Class>ChoiceUnlock</Class>
<Type>CheckForResource</Type>
<TextData>Fame</TextData>
<NumericData>10</NumericData>
</QuestConditionDef>
The required condition ID will refer to this condition and if you have the 10 resource and choose the choice it will deduct the 10 from your resources.
Looking at the quest code above, it was done incorrectly. A person could result in negative influence (which shouldn't happen)
I should also, mention your fix would also be incorrect.
lolz.
I'm no modder...that's for sure.
Maybe I'll just leave it....it looks like all you'd get from that option is a health potion anyways.
If you send me the quest (or post the code), I can fix it quickly. My editor at least works great for me... others seem to be having issues with it.
<QuestDef InternalName="QuestWizard_TheAgreement">
<DisplayName>The Agreement</DisplayName>
<Description>An aged man approaches you and claims that he has a proposal for you. He claims to be nearly 1000 years old. He describes to you details about the world prior to the breaking and even gives details of some of the titans. He then offers to give you the secrets to his longevity if you will retrieve an item for him.</Description>
<IsStartingPointQuest>0</IsStartingPointQuest>
<ShortTextAccept>Seems like an interesting diversion, I'll search for this item for you.</ShortTextAccept>
<ShortTextDeny>Leave me old man, I have no need for your babbling.</ShortTextDeny>
<RewardText>Immortality?</RewardText>
<RewardImage />
<SuccessText>You have successfully defended yourself from the demon's trap.</SuccessText>
<AllowQuestRejection>1</AllowQuestRejection>
<QuestClass>Minor</QuestClass>
<Repeatable>0</Repeatable>
<TriggerType>TurnNumber</TriggerType>
<TriggerData>50</TriggerData>
<TriggerOrigin>EventLocation</TriggerOrigin>
<SpawnRating>3</SpawnRating>
<Image>Action_Recruit_Green.png</Image>
<TriggerChance>100</TriggerChance>
<PostTriggerChance>50</PostTriggerChance>
<QuestObjectiveDef>
<ObjectiveID>0</ObjectiveID>
<NextObjectiveID>1</NextObjectiveID>
<Description>Get more information</Description>
<ChoiceText>'Excellent!' says the man. He gets a peculiar gleam in his eye as he describes a truly unique item that once equipped will bestow the user with the ability to become one with the cosmos, to direct and lead the world through supernatural means. He continues on with an almost fevered passion describing his plans for perfecting the world once he has ascended to the cosmos. Finally, he describes a cave that holds this item. It is protected by horrid creatures and dangerous traps, but contains many wonders including this artifact. He says you can keep whatever you discover in the cave, as long as you bring him the artifact.</ChoiceText>
<ChoiceMedallion>Education.png</ChoiceMedallion>
<ChoiceMedallionFrame>Medallion_Frame_17.png</ChoiceMedallionFrame>
<QuestConditionDef>
<ID>1</ID>
<Class>ChoiceUnlock</Class>
<Type>CheckForResource</Type>
<TextData>DiplomaticCapital</TextData>
<NumericData>20</NumericData>
<Objective>
<Icon>Mana_32.png</Icon>
<Text>Collect 20 Influence.</Text>
<IsOptional>0</IsOptional>
</Objective>
</QuestConditionDef>
<QuestChoiceDef>
<Description>We will return the artifact to you when we have retrieved it</Description>
<NextObjectiveID>1</NextObjectiveID>
<PopupMessage>You set out to discover this cave of wonders, curious to see what else the cavern holds.</PopupMessage>
</QuestChoiceDef>
<QuestChoiceDef>
<Description>Do you have anything that will help us in this quest? (-20 Influence)</Description>
<RequiredConditionID>1</RequiredConditionID>
<NextObjectiveID>1</NextObjectiveID>
<PopupMessage>The man agrees to give you some help, but requires the time and talents of many of your allies and citizens as he prepares a potion that he says will aid you in the quest.</PopupMessage>
<Treasure>
<GameModifier InternalName="GiveResource_Influence-20">
<ModType>Resource</ModType>
<Attribute>DiplomaticCapital</Attribute>
<Value>-20</Value>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier InternalName="GiveItem_Potion_Restoration">
<ModType>GiveItem</ModType>
<Attribute>Potion_Restoration</Attribute>
</GameModifier>
</Treasure>
</QuestChoiceDef>
<QuestChoiceDef>
<Description>Old man you talk way to much. Begone!</Description>
<NextObjectiveID>-1</NextObjectiveID>
<PopupMessage>The man sneers at your insult and leaves your presence. As he does he shouts that you will regret your decision. </PopupMessage>
<Treasure>
<GameModifier InternalName="SpawnMonster_AlbinoRockSpider_Giant5">
<ModType>Map</ModType>
<Attribute>SpawnMonster</Attribute>
<Value>5</Value>
<UnitClass>AlbinoRockSpider_Giant</UnitClass>
<Radius>3</Radius>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier InternalName="SpawnMonster_Naja2">
<ModType>Map</ModType>
<Attribute>SpawnMonster</Attribute>
<Value>2</Value>
<UnitClass>Naja</UnitClass>
<Radius>3</Radius>
</GameModifier>
</Treasure>
</QuestChoiceDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>1</ObjectiveID>
<NextObjectiveID>2</NextObjectiveID>
<Description>Find the Cave</Description>
<ChoiceText>After extensive searching and scouting, you have found the cave the old man described. Even its entrance is forbidding and evil. As you enter the cave, you hear screaches and growls coming from deeper within the cave.</ChoiceText>
<ChoiceMedallion>FECampaign_Image_Act2_Square.png</ChoiceMedallion>
<ChoiceMedallionFrame>Medallion_Frame_17.png</ChoiceMedallionFrame>
<Treasure>
<GameModifier>
<ModType>Map</ModType>
<Attribute>CreateGoodieHut</Attribute>
<StrVal>Forbidden Cavern</StrVal>
<UnitClass>GH_Quest_Cave</UnitClass>
<Radius>8</Radius>
</GameModifier>
</Treasure>
<QuestConditionDef>
<Class>Success</Class>
<Type>ClearGoodieHut</Type>
<TextData>GH_Quest_Cave</TextData>
<Objective>
<Icon>FECampaign_Image_Act2_Square.png</Icon>
<Text>Find the Cave</Text>
<IsOptional>0</IsOptional>
</Objective>
<Flag>RevealTarget</Flag>
</QuestConditionDef>
<QuestChoiceDef>
<Description>Enter deeper within the cave.</Description>
<NextObjectiveID>2</NextObjectiveID>
<PopupMessage>As you proceed in to the cave, you are beset on all sides by dark forms who rush to attack</PopupMessage>
<Encounter>
<Liklihood>100</Liklihood>
<BattleIdentifier>Lurk</BattleIdentifier>
<TacticalMap>T_Cave_Generic_01</TacticalMap>
<WillRespawn>0</WillRespawn>
<WanderingRadius>0</WanderingRadius>
<UnitInstance>
<UnitType>Lurk</UnitType>
<UnitGroupingType>UnitGroupingType_Single</UnitGroupingType>
<UnitName>Cave Lurk</UnitName>
<Level>5</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Butcherman</UnitType>
<UnitGroupingType>UnitGroupingType_Party</UnitGroupingType>
<UnitName>Lurk's Minions</UnitName>
<Level>2</Level>
</UnitInstance>
</Encounter>
</QuestChoiceDef>
<QuestChoiceDef>
<Description>We'll return later.</Description>
<NextObjectiveID>1</NextObjectiveID>
<PopupMessage>You turn from the cave, feeling much safer but still curious about the denizens of the cavern</PopupMessage>
</QuestChoiceDef>
<QuestChoiceDef>
<Description>The old man is crazy. We'll not die to satisfy his crazy dreams of immortality.</Description>
<NextObjectiveID>3</NextObjectiveID>
<PopupMessage>As you turn from the cavern, the old man appears in a flash of black and red light. He does not look frail as he did before. In fact he appears quite healthy, and quite angry.</PopupMessage>
</QuestChoiceDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>2</ObjectiveID>
<NextObjectiveID>5</NextObjectiveID>
<PopupObjectiveMsg>0</PopupObjectiveMsg>
<Description>Find the Cave Battle (Generated by Quest Wizard)</Description>
<QuestConditionDef>
<Class>Success</Class>
<Type>BattleFinished</Type>
<TextData>Lurk</TextData>
<MoreTextData>Victory</MoreTextData>
<Objective>
<Icon>FECampaign_Image_Act2_Square.png</Icon>
<Text>Find the Cave</Text>
<IsOptional>0</IsOptional>
</Objective>
</QuestConditionDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>3</ObjectiveID>
<NextObjectiveID>4</NextObjectiveID>
<Description>Confront the old man</Description>
<ChoiceText>The 'old man' has fully transformed to some demonic form. He bellows curses at you as he and his followers attack you. As they race forward to get you he proclaims: 'I promised you life, but due to your cowardice, instead you will get death!'</ChoiceText>
<ChoiceMedallion>M_AssassinDemon_01_Card.png</ChoiceMedallion>
<ChoiceMedallionFrame>Medallion_Frame_17.png</ChoiceMedallionFrame>
<QuestChoiceDef>
<Description>Defend yourself.</Description>
<NextObjectiveID>4</NextObjectiveID>
<PopupMessage>Obviously there was some devious scheme at work here. Unfortunately, now you must defend yourself or die trying.</PopupMessage>
<Encounter>
<Liklihood>100</Liklihood>
<BattleIdentifier>AssassinDemon</BattleIdentifier>
<TacticalMap>T_Fallen_Rugged_01</TacticalMap>
<WillRespawn>0</WillRespawn>
<WanderingRadius>0</WanderingRadius>
<UnitInstance>
<UnitType>AssassinDemon</UnitType>
<UnitGroupingType>UnitGroupingType_Single</UnitGroupingType>
<UnitName>Old Man</UnitName>
<Level>7</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Imp</UnitType>
<UnitGroupingType>UnitGroupingType_Four</UnitGroupingType>
<Level>1</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Imp</UnitType>
<UnitGroupingType>UnitGroupingType_Four</UnitGroupingType>
<Level>1</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Ignys</UnitType>
<UnitGroupingType>UnitGroupingType_Single</UnitGroupingType>
<Level>6</Level>
</UnitInstance>
</Encounter>
</QuestChoiceDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>4</ObjectiveID>
<NextObjectiveID>6</NextObjectiveID>
<PopupObjectiveMsg>0</PopupObjectiveMsg>
<Description>Confront the old man Battle (Generated by Quest Wizard)</Description>
<QuestConditionDef>
<Class>Success</Class>
<Type>BattleFinished</Type>
<TextData>AssassinDemon</TextData>
<MoreTextData>Victory</MoreTextData>
<Objective>
<Icon>M_AssassinDemon_01_Card.png</Icon>
<Text>Confront the old man</Text>
<IsOptional>0</IsOptional>
</Objective>
</QuestConditionDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>5</ObjectiveID>
<NextObjectiveID>7</NextObjectiveID>
<Description>Explore Deeper in the cave</Description>
<ChoiceText>Having defeated the creatures at the cave opening you delve deeper into the cavern. You notice several piles of bones strewn throughout the area. You also see an opening at the rear of the cave. The opening is surrounded by several glowing symbols.</ChoiceText>
<ChoiceMedallion>Tech_Refined_Economics.png</ChoiceMedallion>
<ChoiceMedallionFrame>Medallion_Frame_17.png</ChoiceMedallionFrame>
<QuestChoiceDef>
<Description>Search the bones for anything of use, then enter the opening</Description>
<NextObjectiveID>7</NextObjectiveID>
<PopupMessage>You search through the skeletons and half eaten bodies to discover a useful item and some coin. However, you also discover several traps and acquire some wounds in disarming them.</PopupMessage>
<Treasure>
<GameModifier InternalName="GiveItem_Uncommon">
<ModType>GiveItem</ModType>
<StrVal>Uncommon</StrVal>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier InternalName="GiveMoney_25">
<ModType>Player</ModType>
<Attribute>Treasury</Attribute>
<Value>25</Value>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier InternalName="DmgUnit_-4">
<ModType>Unit</ModType>
<Attribute>CurHealth</Attribute>
<Value>-4</Value>
</GameModifier>
</Treasure>
</QuestChoiceDef>
<QuestChoiceDef>
<Description>Enter the opening</Description>
<NextObjectiveID>7</NextObjectiveID>
</QuestChoiceDef>
<QuestChoiceDef>
<Description>Flee the cave.</Description>
<NextObjectiveID>3</NextObjectiveID>
<PopupMessage>You leave the cave only to be surprised to find the old man standing at the opening of the cave waiting for you. His face begins to contort and change as he glares at you.</PopupMessage>
</QuestChoiceDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>6</ObjectiveID>
<NextObjectiveID>-1</NextObjectiveID>
<Description>Defeat the villan</Description>
<ChoiceText>Having successfully defended yourself from the demon's attack. You search his corpse for any clues as to his purpose.</ChoiceText>
<ChoiceMedallion>M_AssassinDemon_01_Card.png</ChoiceMedallion>
<ChoiceMedallionFrame>Medallion_Frame_17.png</ChoiceMedallionFrame>
<QuestChoiceDef>
<Description>Search the demon</Description>
<NextObjectiveID>-1</NextObjectiveID>
<PopupMessage>You discover a trinket that will indeed regenerate your body, and might possibly have left the demon able to survive for a thousand years, but as to the reason for his treachery you still have no ideas.</PopupMessage>
<Treasure>
<GameModifier InternalName="GiveXP_30">
<ModType>Unit</ModType>
<Attribute>GiveExperience</Attribute>
<Value>30</Value>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier InternalName="GiveItem_TrollCharm">
<ModType>GiveItem</ModType>
<Attribute>TrollCharm</Attribute>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier InternalName="GiveItem_Uncommon">
<ModType>GiveItem</ModType>
<StrVal>Uncommon</StrVal>
</GameModifier>
</Treasure>
</QuestChoiceDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>7</ObjectiveID>
<NextObjectiveID>8</NextObjectiveID>
<Description>Explore the Sacrificial Chamber</Description>
<ChoiceText>You enter the opening and the glyphs on the cave flash brightly. The opening is immediately filled a crackling energy that you know would be deadly to try to pass. In front of you you see an altar with a dagger laying on it. The altar appears to be well 'used'. </ChoiceText>
<ChoiceMedallion>S_Sacrifice_Icon.png</ChoiceMedallion>
<ChoiceMedallionFrame>Medallion_Frame_17.png</ChoiceMedallionFrame>
<QuestChoiceDef>
<Description>Pick up the dagger from the Altar</Description>
<NextObjectiveID>8</NextObjectiveID>
<PopupMessage>You pick up the dagger, and a sense of evil and pain seems to flow into the chamber. You hear a scream and suddenly a portal rips open behind the altar and monsters start pouring out, followed by the old man.</PopupMessage>
</QuestChoiceDef>
<QuestChoiceDef>
<Description>Try to force your way through the energy blocking the exit.</Description>
<NextObjectiveID>7</NextObjectiveID>
<PopupMessage>You try several methods to disapate the energy before becoming so frustrated that you just try to run through it. Unfortunately, after your companions pick you up off the floor you realize that wasn't the smartest thing you could have tried. (-4 hp)</PopupMessage>
<Treasure>
<GameModifier InternalName="DmgUnit_-4">
<ModType>Unit</ModType>
<Attribute>CurHealth</Attribute>
<Value>-4</Value>
</GameModifier>
</Treasure>
</QuestChoiceDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>8</ObjectiveID>
<NextObjectiveID>9</NextObjectiveID>
<Description>Sacrificial Chamber</Description>
<ChoiceText>The old man steps through the portal and begins to transform. Soon you have an ancient demons standing in front of you. He sneers at you and says 'It has always been so easy to lure stupid men to my place of power, but you were easier than most.' Now I will take your life so that I might live for another several decades. He and his monsters attack.</ChoiceText>
<ChoiceMedallion>M_AssassinDemon_01_Card.png</ChoiceMedallion>
<ChoiceMedallionFrame>Medallion_Frame_17.png</ChoiceMedallionFrame>
<QuestChoiceDef>
<Description>Defend yourself.</Description>
<NextObjectiveID>9</NextObjectiveID>
<Encounter>
<Liklihood>100</Liklihood>
<BattleIdentifier>Imp</BattleIdentifier>
<TacticalMap>T_Temple_Cave_02</TacticalMap>
<WillRespawn>0</WillRespawn>
<WanderingRadius>0</WanderingRadius>
<UnitInstance>
<UnitType>Imp</UnitType>
<UnitGroupingType>UnitGroupingType_Group</UnitGroupingType>
<Level>3</Level>
</UnitInstance>
<UnitInstance>
<UnitType>Imp</UnitType>
<UnitGroupingType>UnitGroupingType_Pair</UnitGroupingType>
<Level>4</Level>
</UnitInstance>
<UnitInstance>
<UnitType>AssassinDemon</UnitType>
<UnitGroupingType>UnitGroupingType_Single</UnitGroupingType>
<UnitName>Old Man?</UnitName>
<Level>10</Level>
</UnitInstance>
<UnitInstance>
<UnitType>GraveElemental_Young</UnitType>
<UnitGroupingType>UnitGroupingType_Single</UnitGroupingType>
<Level>3</Level>
</UnitInstance>
</Encounter>
</QuestChoiceDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>9</ObjectiveID>
<NextObjectiveID>10</NextObjectiveID>
<PopupObjectiveMsg>0</PopupObjectiveMsg>
<Description>Sacrificial Chamber Battle (Generated by Quest Wizard)</Description>
<QuestConditionDef>
<Class>Success</Class>
<Type>BattleFinished</Type>
<TextData>Imp</TextData>
<MoreTextData>Victory</MoreTextData>
<Objective>
<Icon>M_AssassinDemon_01_Card.png</Icon>
<Text>Sacrificial Chamber</Text>
<IsOptional>0</IsOptional>
</Objective>
</QuestConditionDef>
</QuestObjectiveDef>
<QuestObjectiveDef>
<ObjectiveID>10</ObjectiveID>
<NextObjectiveID>-1</NextObjectiveID>
<Description>Defeat the Demon and discover</Description>
<ChoiceText>Having defeated the demon, the power holding you in the chamber disappears and you are free to leave. You feel lucky you were able to survive the demons trap.</ChoiceText>
<ChoiceMedallion>Weapons_Medallion_Full.png</ChoiceMedallion>
<ChoiceMedallionFrame>Medallion_Frame_17.png</ChoiceMedallionFrame>
<QuestChoiceDef>
<Description>Take the dagger and leave the chamber</Description>
<NextObjectiveID>-1</NextObjectiveID>
<PopupMessage>You take the dagger and the few other items you find on the demon and his minions.</PopupMessage>
<Treasure>
<GameModifier InternalName="GiveXP_40">
<ModType>Unit</ModType>
<Attribute>GiveExperience</Attribute>
<Value>40</Value>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier InternalName="GiveItem_Dagger_Assassins">
<ModType>GiveItem</ModType>
<Attribute>Dagger_Assassins</Attribute>
</GameModifier>
</Treasure>
<Treasure>
<GameModifier InternalName="GiveItem_Rare">
<ModType>GiveItem</ModType>
<StrVal>Rare</StrVal>
</GameModifier>
</Treasure>
</QuestChoiceDef>
</QuestObjectiveDef>
</QuestDef>
There. I think that's all of it. It's embedded along with several other quests, though from the looks of it I can separate them into individual files if I wanted to.
Also, I just started this quest....so I actually have no idea if other parts are not compatable with LH.
Thinking out loud here, it would be nice if the community had an achieve of quests that they can easily access to mod their game...something that would generate interest for individuals with more creativity than I to post their quests for the enjoyment of others.
I'll fix this quest up... there are quite a few errors in the quest file itself, that I need to address. Given that it is a very long quest, this will take some time to sift through the file. Do you know who made this quest?
https://dl.dropboxusercontent.com/u/75549875/Fallen%20Enchantress/QuestFixes/Quest_The_Agreement.zip
I've fixed a lot of the little errors in there and updated it for LH. Hopefully there is no other problems with this quest. Although, this quest tested my Editor to it's limits... speaking of which I need to update some things.
Thanks for the update.
If memory serves, I picked this file up along with the original FE quest editor that was put out during FE beta. Presumably the owner of these quests is the same...
I plan on downloading your LH quest editor and running the other quests in the file through as well. Then I'll post eQuest threads with the code for each quest....players can just copy/paste the code into xml's and choose which quests they want and don't want...
Maybe stardock can create a 'quests' sub folder in the LH mods directory....a place where players can post their quest ideas and code?
They already have one outside the mods directory ![]()
When using my editor, let me know of any errors... it's still in a beta format and my inexperience, may lead to unexpected problems. Especially, when I'm using the embedded functions, they just don't do what I think they should do... The formatting that the other Quest Wizard may cause some issues, and there are some oddities that are added in, that I might not have considered when developing this editor.
I've just updated it to not break when I added some of the autosuggest features throughout. But I might have missed some of the stuff. Have fun, and let me know how it goes.
??
They do? Am I missing something cause I see no subfolder dedicated to quests...

This is what mine looks like. See right under items there is quests
Ah, yes I see what you are talking about. Mine is the same, and coincides with a question I asked you earlier about where to install certain types of mods....whether to use the mods dir for all things or whether the stamps, quests, and other subdirs should be used instead. Your response was the LH looks in only few locations and that all mods should be in mod dir...
Anyways, that is an aside cause it wasn't quite what I was asking/hoping for: What I was asking for what a subdir on the forums...perhaps within the mod dir...for quests from players to be collected together in one easily accessable location. Files wouldn't even be required as the code for the quests can just be copy/pasted on the forums....
Ahhh, mod forum is the answer there, there is no quest forum.
For the modding part, the game will look for things in these folders but it will ALWAYS run them in the game, whether you have mods on or off. If you want the ability to turn off mods then the mods folder is the place for this. Allows, the users to see a vanilla experience vs. a modded experience. So when adding things to the quests folder these are added to a "vanilla" experience. When adding things into the mods folder it is a "Modded" experience.
I tend to design my stuff around the feeling of a vanilla experience. Namely you don't know that you're using a mod since it seems like it is part of the game in the first place. Others you can feel the modded experience, see CoS, plays like FE: LH, but it is in another sense a completely different experience than the original game. I like to add subtle enhancements vs. major changes. (In fact, I play with no mods at all, when I actually play the game)
Probably why your mods are so good. I love it that I'm playing the game and all the mods just feel like they belong.
Really liking that Necro mod that has been put out too...just seems like it belongs.
Welcome Guest! Please take the time to register with us.