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If you're running Rocketman it's likely that the cache isn't being updated when changing settings made via XML Extensions. As you've found changing the mod list forces it to recache things so the settings you've changed will take affect.
must move this mod to disable and restart
then move this mod back to enable and restart
to update setting
(edit parameter form mod XML Extensions)
look like, it not update on restart game
I haven't tried it but that sounds like it should work.
1, 3, 0.1 ?
There's mod settings with a slider if you have the mod XML Extensions, you can find more information in the description. As for manual editing you can find the file you need to change at the location below.
Steam\steamapps\workshop\content\294100\1975779192\1.5\Ludeon\Core\Patches\More_World_Quests.xml
If you're having issues with manual editing then I'd suggest you get XML Extensions. It'll be a lot easier to use the in game menu and you won't have to worry about the file being reset by steam at any point.
If I recall correctly for the scenario settings you want to do Create Incident and I think there was something labelled Quest or similar.
If you have the mod XML Extensions there's an in game menu you can use to edit the settings.
As for manual editing you can find it at the location below. It's an XML file but you can edit it in notepad without issues.
Steam\steamapps\workshop\content\294100\1975779192\1.5\Ludeon\Core\Patches\More_World_Quests.xml
It doesn't require any expansions. Just bear in mind as per the FAQ there is a minimum colony wealth threshold for firing quests.
Yes it's safe to add or remove midsave.
Yes it's safe to add or remove midsave.
No this mod does not add any new quests. The only thing it does is adjust the frequency of quests.
That error is unrelated to this mod. If you got it with today's update it could be from the main game. It looks like its something to do with firing game incidents which might be related to the changes they made for Anomaly.
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 924BC26F]
at RimWorld.StorytellerComp+<>c__DisplayClass7_0.<UsableIncidentsInCategory>g__CanUseIncident|0 (RimWorld.IncidentDef incident) [0x0001f] in <a1dcdc3aee3f4bb693529c51a3916574>:0
at System.Linq.Utilities+<>c__DisplayClass1_0`1[TSource].<CombinePredicates>b__0 (TSource x) [0x00000] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
*sigh* That's the tkey and not the variable which is why its not showing a numerical readout. I've uploaded a fix. Sorry about that.
minSpacingDays {FSFMoreQuestsMoreQuestsminSpacingDays}
A slider is required to do decimals. If you look above the slider the label should say its name minSpacingDays and next to that is a numerical readout of what the slider is set to.
That error is from Complex Jobs 1.4 Remaster and should have been posted on that workshop entry like your other error. Anyway, I looked into it and I see the problem. The workgiver itself requires Ideology. I've uploaded a fix so it should no longer be an issue. Unsubscribe and resubscribe to ensure steam updates the mod files.
Verse.PatchOperationReplace(xpath="/Defs/WorkGiverDef[defName = "BreadMo_QuestScan"]/workType"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=4
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Users\myshk\Desktop\Steam\steamapps\workshop\content\294100\3019961011\1.4\Core\Patches\95_FSFScan_FSF.xml
just wandering if it means anything to you i can send the player log if you need.
https://steamcommunity.com/sharedfiles/filedetails/?id=2671237934
Yes it's working fine. It's a very simple xml mod so there's not much to be said about it and it doesn't require any updates.
This version of the mod loads as per normal without XML Extensions active. However, if you have a copy of XML Extensions active it instead loads a different version which uses the XML Extensions framework which includes a proper mod settings menu for easy in game tweaking.
Making a settings menu requires knowing how to code or relying on another mod to create it. I'm sorry to say I don't know how to code. If you want a settings menu this mod is also included in my tweaks collection which uses XML Extensions to make settings. I didn't bother updating this mod with a settings menu since it'd need to rely on XML Extensions for one.
It's hard to say, the worst I ever saw was a red error which said the numbers weren't within acceptable ranges. Realistically anything that could go wrong should simply throw an error. In my experience getting a black screen is usually when something has gone very wrong like a code based mod messing something up.
If you're having trouble I'd suggest using my tweaks collection instead (link in the collection or description). It has a tweak for More Quests and the numbers themselves are input in game so except for inputting numbers that don't fit the game logic there's nothing else that can go wrong.
If you think it might be unrelated to the changes you made you could try having steam verify your game files to ensure everything is in order. Maybe something didn't download correctly or something messed up somewhere.
As per the description it should be compatible with custom storytellers providing they have the same section for quests, which they should. Just ensure my mod is loaded after any other storytellers to ensure they get patched.
That's most likely the quest generation acting up either from a mod or vanilla itself. This mod only changes the amount of quests you get. If it's happening all the time you likely have a very serious issue.
However there is a rather rare vanilla bug I've noticed that sometimes causes it to create an errored quest. It seems to have existed since the quest system was made because on occasion you still see people posting such errors on reddit or discord.
With that much wealth and so many people you should be getting quests. It's been quite some time since I've tried it in an existing save. So I can't remember if it should work immediately or if it might need to wait for the storyteller to start a new quest cycle. Make sure the mod is near the bottom of your load order to ensure nothing is overwriting its settings.
Are you playing a new game? Quests don't start appearing until you meet a certain wealth threshold. Depending on your start and progress reaching that threshold could take a very short amount of time or it could take several years.