RimWorld

RimWorld

493 ratings
Custom Quest Framework
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Mod, 1.4, 1.5
File Size
Posted
Updated
5.660 MB
May 20, 2023 @ 7:23pm
Jul 11 @ 8:42pm
440 Change Notes ( view )

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Custom Quest Framework

In 1 collection by 骸鸾
Custom Quest Mod(used CQF)自定义任务mod
11 items
Description
(WIP)
Have you ever thought about editing a quest yourself? Build your own map for other players to explore?
The Custom Quest Framework has added the function of allowing players to edit quests themselves.

You can add it to an ongoing save

Functions
I:Edit Quest:
This mod added a questeditor to help player edit quest.
II:Custom Map:
This mod provides the function to customize maps as quest sites.
III:Custom Dialog
Provides the function to customize conversations and edit storylines
IV:SubMap
This mod provides the function that make quest maker can place an "entrance" when making quest map, and maker can select a map to add to the entrance. When generating the quest map, an additional sub map will be generated, and players can enter the sub map through the entrance.


V:Misc:
LootBox.Pawnspawner.........

Language
Because my English is very poor, the English text of this mod is mostly machine translated.

How should I edit a quest?
I will edit a tutorial and publish it on my Dicord.
Tutorial mod

Compatibility

I don't know

Github[github.com]

Welcome to join my discord[discord.gg]

Popular Discussions View All (1)
2
Apr 27 @ 4:51am
[1.5] Conflicts with VEFramework and others
AerosAtar
95 Comments
Lotan flan Jul 10 @ 4:47am 
cant seem to open chests
Teamson Jun 26 @ 10:42am 
Yep. Same here.

This is literally would rimworld needs. Multiple level dungeons with some neat endboss and special loot.

Would love to start right away^^
CrackaJack Jun 26 @ 8:36am 
documentation would be awesome o.O i´d like to use this, too
тетеря, блин Jun 24 @ 2:15am 
thanks 🙏 in the last post there I had some wet fantasies about the features, it was a long time ago… I agree with @Teamson, the main thing here is to make it easy to create quests for it.
骸鸾  [author] Jun 23 @ 7:39am 
and i will update CQF to add the function to work as this description
骸鸾  [author] Jun 23 @ 7:37am 
i think it can
тетеря, блин Jun 23 @ 5:33am 
thanks for your work. could you check, please, does it work like in the description here?

https://ludeon.com/forums/index.php?topic=30782.0
骸鸾  [author] Jun 22 @ 5:38pm 
I will making it in the future
Teamson Jun 22 @ 4:00pm 
Will there ever be a proper documentation? This looks quite powerfull, but without documentation its probably to difficult to create something with it :/
Erde Jun 11 @ 3:21pm 
Which I need to have turned on most of the time since I do a lot of my own mod fixing. Kind of a necessity regardless since I run, currently, 481 mods simultaneously. But that is good to know that such a distinction still exists.

I, nevertheless, would still appreciate if I could toggle it on or off via a mod setting. Please consider it. Thanks!

PS: This is a cool mod, I really wanted something like this to exist back when I still did any sort of (semi)-public modding. :thumbs: