RimWorld

RimWorld

482 ratings
Custom Quest Framework
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Mod, 1.4, 1.5
File Size
Posted
Updated
2.657 MB
May 20, 2023 @ 7:23pm
Jun 9 @ 7:40pm
417 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
10 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
86 Comments
Erde 8 hours ago 
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:
骸鸾  [author] 17 hours ago 
It only display when you enable Dev mode @Erde
Erde Jun 10 @ 2:36pm 
The custom quest menu button that goes under exit game button is really annoying as I keep clicking it by habit, especially in the bottom-bar menu.

I'd prefer to either have it be re-positioned in both menus or having the ability to completely hide it.

I need another mod that ads buttons to the >main menu< screen and I have more options that can fit on the screen and the custom quest one is what I won't need, at least not enough to justify having it visible all the time.
Victor May 4 @ 2:12pm 
Some warnings on startup:
Possible typo: JobDef. Using def type name not preceded by "Of"
Translation data for language English has 118 errors. Generate translation report for more info.
https://gist.github.com/HugsLibRecordKeeper/af4794b11f969f590b2716e951de3a07
MercuryRiver Apr 22 @ 10:56pm 
Is there a toggle for the button somewhere i cant find?
I'm not using this to make anything, just because its a dependency, and i have so many buttons already its kind of partially cut off
Also I'm really reallt used to the bottom button being quit an its throwing me for a loop
kaczorski Apr 4 @ 11:32pm 
Try updating CQF (and Dungeon Core/ Tunnels if you're using them).
CrackaJack Apr 4 @ 5:09pm 
idk if that crashes the game, might be something else, but those errors are there. just sayin
CrackaJack Apr 4 @ 5:08pm 
second:
Class="QuestEditor_Library.CustomThingData_CustomTrap"><def>QE_TriggerTrap</def><position>(6,0,2)</position><trapName>undefined</trapName><trapComps><li><actions><li Class="QuestEditor_Library.CQFAction_SentSignal"><signal>CorpseTrapped</signal><signalIsOnlyValidInPart>true</signalIsOnlyValidInPart></li><li Class="QuestEditor_Library.CQFAction_Message"><message>DG_SomeCorpse_InsectsDrillingOut</message><type>NegativeEvent</type></li><li Class="QuestEditor_Library.CQFAction_Destory"><targetsText><li>CustomThing</li></targetsText></li></actions><mode>StepOn</mode></li></trapComps></li>
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
CrackaJack Apr 4 @ 5:07pm 
and this: (first half)
XML error: <trapComps><li><actions><li Class="QuestEditor_Library.CQFAction_SentSignal"><signal>CorpseTrapped</signal><signalIsOnlyValidInPart>true</signalIsOnlyValidInPart></li><li Class="QuestEditor_Library.CQFAction_Message"><message>DG_SomeCorpse_InsectsDrillingOut</message><type>NegativeEvent</type></li><li Class="QuestEditor_Library.CQFAction_Destory"><targetsText><li>CustomThing</li></targetsText></li></actions><mode>StepOn</mode></li></trapComps> doesn't correspond to any field in type CustomThingData_CustomTrap. Context: <li
CrackaJack Apr 4 @ 5:06pm 
my game also crashes minutes after load, theres no dungeon map^^
theres this:
Tried to use an uninitialized DefOf of type MessageTypeDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead) Debug info: DirectXmlToObject is currently instantiating an object of type QuestEditor_Library.CQFAction_Message
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)