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Updated DFU tutorial, minor quest fixes #2578
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A complete revamp of the existing tutorial with better timers and more precise information
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Are the tokens on rumors an issue? From what I'm seeing so far, it seems quests generally tend to not have on Rumors, but generally tend to have it on Questor. This makes sense to me, since the rumors is in the Talk UI, while the Questor is a popup. |
The questor only gives a popup message if it's invoked in a quest action like "say" or "givepcreward." The messages "QuestorPostfailure" and "QuestorPostsuccess" only appear if you enter the Talk UI with the questgiver after the quest ends. A lot of them are misformatted, and I haven't fixed them. For the other questions, I need some more clarification on them. |
Extra thanks to Kab for pointing these out
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After discussing offline, it seems any "Talk UI" message on multiple lines does not get displayed properly. This is an issue with many quests in the game. We might wanna just fix them all |
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Are you saying that RumorsDuringQuest, RumorsPostfailure, RumorsPostsuccess, QuestorPostsuccess, and QuestorPostfailure only ever displayed in dialog interface, and that all 5 sections do not need formatting? Btw, there are |
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Yes, those five fields only are used in the Talk UI. Kab tested it earlier today, and Finding Questor messages in the main quest is odd but that's classic Daggerfall data. No doubt one of many things they changed during development. |
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Yes I want to be on record that after testing offline, the Talk UI does handle this, by simply replacing tokens with spaces. Gonna run the PR locally to see what the tutorial looks like in action now before approving |
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I've read this thread a couple of times and I am still confused. Are formatting tags like an issue for rumors / postsuccess etc message that are used in talk window really an issue? I'd like to know because I have 2 blocks like that in my R&R quest. |
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@ajrb In my tests, no. When I initially reported this, this was based on my conversation with JayH, but after that conversation, I was not able to reproduce the issue. We're moving forward as if it's not an issue. However, I still think it's better if new quests avoid using on Talk text, simply before it's not used and can lead to confusion when reading the quest |
This quest is silly, in that it spawns enemies for several minutes after you open the chest. It's better to reduce the spawns and make them faster.
In previous editions, Elysana's Betrayal would send knight and barbarian enemies at you once the quest generates (before you even receive her letter). This can cause a message to appear nonsensically if you kill too many of them before meeting Elysana. It makes more sense to generate the enemies after meeting her. Also adds a new text 1019 for a letter possessed by enemy soldiers, as it's nonsensical that they would carry a letter addressed to you.
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I think I'd like to prioritize this for 1.1. The earlier we release this, the more feedback we can get. However, I think this could be a controversial change, if it were to be less useful than the original. Maybe some purists won't like it, but this can probably be modded back in easily. I'll test it myself, and maybe we could playtest it on Lysandus' Tomb? |
Watched another player stumble through this quest, and it needs fixes. The interlude timer is way too long, there's no guidance on when the trail goes cold, and it all feels unfinished. Hoping these fixes make it feel more understandable for the player.
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Some feedback on the Tutorial quest
Overall, I'm kind of okay with the short timers on messages. I get it might be better to just get them over with. Just one thing, is that I find it pretty difficult to get the RumorsDuringQuest messages with your version. Do you think we could replace them with RumorsPostSuccess? You'd get helper tips for 7 days after reading all of it. You still get the basic plot hooks if you said No to the quest (assuming you make it to a city in 7 days). |
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Okay, sounds good. Most of those are small changes, not hard to do. The reason I chose Daggerfall City is because it's the only place with a permanent location in the region of Daggerfall, so I thought I could do a "when enters" condition on it, but even that failed, so I changed it to "any city." I'll have to look up what location Gothway Garden is. |
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Good points, I'm fine with them. I'll try to find a chance to change them. |
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| RumorsDuringQuest: [1005] | ||
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| RumorsPostfailure: [1006] |
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Do these only occur if you say No to the tutorial, or does completing the tutorial to the end count as failure? I guess I'll test it out
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Oh just saw that the last page just calls the no task, got it
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The way this is written, all ends lead to failure. The only way to get a quest to be a success is if you do "give pc ITEM" of some kind, or "give pc nothing." They invoke message 1004 as well. Anything without them is a failure.
KABoissonneault
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It's too bad I'm only learning about this now. A lot of QP1 would probably have the same problem. But for this I think it's fixed, I tested every window in-game on non-SDF now. |
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I don't know how much additional work was going to be put into this, but as an FYI I've proofread all of the quest files and intend to do a PR for them if/when my current PR is approved. |
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I don't intend to add anything else to this PR, unless someone finds a game-breaking bug of some kind. It's easier on Kab to let this one settle, so it doesn't have to get approved again. I'll defer to the other maintainers on the question of text fixes. |













Warning: I don't know what "multiple PRs" look like. I am a github novice.
This contains very basic quest fixes, almost unnoticeable. It also has my updated DFU tutorial in file TUTOR_.txt.