Murteas Murteas

[eUTIL] Quest Wizard 1.1 Released

[eUTIL] Quest Wizard 1.1 Released

Quest Creator merged with Quest Wizard

Download Quest Wizard Wincustomize

Download Quest Wizard NexusMods

 

Sample Quests made with the Wizard: http://murteas.wix.com/quest-wizard#!quests/cmyf

Test Map - Single quest on a tiny map: http://fallenenchantress.nexusmods.com/download/24 (just replace QuestWizard_AshrillCry with your own quest name).

Credits:

Team PLTM - coding, UI design, and design discussions
cardinaldirection - UI graphics & design
Frogboy - for feedback and advice on how to get off the ground
Kael - for bug reporting and feedback
Heavenfall - for bug reporting and feedback
seanw3- for bug reporting and feedback
Stardock - for an awesome game
 
 
Install Instructions:
 
Unzip the file and run the setup.exe.   The program should install and update previous versions.  Can be run from the startup menu.  It will try to determine your FE install directory (to prepopulate menus with choices).
  
 
Change Log:
 
See new Quest Wizard Website for details : http://murteas.wix.com/quest-wizard#!home/mainPage
 
752,591 views 292 replies | Pinned
Reply #176 Top

Any chance this Quest Editor can search the Mod folder for custom items and add them to the reward dropdown?

Reply #177 Top

Quoting Aerion, reply 176
Any chance this Quest Editor can search the Mod folder for custom items and add them to the reward dropdown?

 

I've thought a lot about this, and the problem is knowing which files it should look at.  I know what CoreWeapons.xml is and can add that into the appropriate place, but I don't know that ReallyAwesomeModStuff.xml has weapons in it and even if I can recognize items in it, should I add them in every box that can take items, or only some.   I am certainly open to adding modded items into the editor, I think I am going to have to have a directory structure enforced so that the editor knows what files to look at.  Maybe in your mods, you have to name your files with a prefix Items_ , Monsters_, Spells_, etc.

 

Other suggestions?

Reply #178 Top

I'd rather have a new tag in the XML that you look for organizing, such as <QWizID>. Changing internalnames is a big hassle. Could be an attribute of the type node as well.

 

Reply #179 Top

Oh, I was just going to have you name your actual xml file that way.  No need to change internal names.  Although adding tags is certainly a way to go about it.

Reply #180 Top

I think we (modding community) should come up with a universal naming convention and file structure.  I am also willing to host PM systems if people are interesting.

Reply #181 Top

@Murteas.

You might also do so I just show the quest editor the path to ALSO add as new items (Have a few premade directories to preload as items, and allow me to add or change this list of directories).

Say normally you load all the files in "Elemental/Items", and "Elemental/Moreitems"... So I  can go in and delete one of those, or add my own directory "Elemental/Kongdej's Reliquary". or change one of them into my new folder.

I am not a programmer, so I am shooting in the dark with a shotgun here :)

Sincerely
~ Kongdej

Reply #182 Top

Quoting Kongdej, reply 182
@Murteas.

You might also do so I just show the quest editor the path to ALSO add as new items (Have a few premade directories to preload as items, and allow me to add or change this list of directories).

Say normally you load all the files in "Elemental/Items", and "Elemental/Moreitems"... So I  can go in and delete one of those, or add my own directory "Elemental/Kongdej's Reliquary". or change one of them into my new folder.

I am not a programmer, so I am shooting in the dark with a shotgun here

Sincerely
~ Kongdej

 

That's a good idea, and I actually had that setup initially, but I took it out because it seemed like a pain, but it is probably worth having for those folks that are going to be using a lot of mods in their quest building.      This is the "easiest" solution from a coding perspective because it puts the burden on the user to identify the right directories.   

Reply #183 Top

Quoting Murteas, reply 183
This is the "easiest" solution from a coding perspective because it puts the burden on the user to identify the right directories.

But also doesn't populate your list with all the wrong mod items :)

Sincerely
~ Kongdej

Reply #184 Top

Quoting Murteas, reply 180
Oh, I was just going to have you name your actual xml file that way.  No need to change internal names.  Although adding tags is certainly a way to go about it.

Using "weapons" or "armor" or "items"  in your file name would probably be the easiest solution if you want us to identify the files. 

As far as "Give Item" is concerned, anything with a <GameItemType> tag is potentially giveable.  Programmatically, it's not that hard to recurse through all Mod folders and subfolders and read each file for <GameItemType> tags and load them if they exist.   

Reply #185 Top

Not really, those can be heads and other stuff you don't see in-game such as clothes. Also *cough* I have some gameitemtypes that only work as placeholders for trophies so they appear in the Hiergamenon. :grin:

 

Reply #186 Top

I have to say this editor is cool and pretty easy to use even for a moron like me. 

 

You should add a library of quests in those fancy pages of yours, so that us users could share the fruits of our imaginations.   :moon:

Reply #187 Top

Quoting aerowreck, reply 187
I have to say this editor is cool and pretty easy to use even for a moron like me. 

 

You should add a library of quests in those fancy pages of yours, so that us users could share the fruits of our imaginations.  

 

I'd be more than happy to host a quest on the webpage if you want to send them to me.   

 

Using "weapons" or "armor" or "items"  in your file name would probably be the easiest solution if you want us to identify the files. 

As far as "Give Item" is concerned, anything with a <GameItemType> tag is potentially giveable.  Programmatically, it's not that hard to recurse through all Mod folders and subfolders and read each file for <GameItemType> tags and load them if they exist.  

 

Agreed it is not hard to actually get the items.  It is just hard to know what they should be considered.   I think for now I will give the user the chance to specify a list of files that they want to include in each category.   I'll get something with this out in the next little while and have you guys give me feedback.

 

 

Reply #188 Top

Hm, before I start, where do I put the quests (Stupid question from a tired, very tired kongdej)

Sincerely
~ Kongdej

Reply #189 Top

You put them in My Documents/My Games/Fallen Enchantress/Mods

 

You can put them in a subfolder in there or just in the Mods folder itself.  Either should work.

Reply #190 Top

I had a Quests folder at the same directory level as Mods that I put mine in.

Reply #191 Top

Quoting Heavenfall, reply 186
Not really, those can be heads and other stuff you don't see in-game such as clothes. Also *cough* I have some gameitemtypes that only work as placeholders for trophies so they appear in the Hiergamenon.

 

Most people don't have clothing and heads in their mod folders though I have to confess I'm one of those exceptions so your point is well taken.  In my effort to have my elves actually look different, they have their own wardrobe choices.

Reply #192 Top

New request:  How about a "Save" button.  I like to save my quests as I go along.  It's a pain to have to exit out of the program for an incremental save.

Reply #193 Top

Quoting Aerion, reply 193
New request:  How about a "Save" button.  I like to save my quests as I go along.  It's a pain to have to exit out of the program for an incremental save.

 

You can save at any time by going to the save page.  In fact if you want you can copy the quest at that point and paste it somewhere.  No need to exit out to save. Save is the last link on the right.  

Reply #194 Top

Quoting Murteas, reply 194

Quoting Aerion Istari, reply 193New request:  How about a "Save" button.  I like to save my quests as I go along.  It's a pain to have to exit out of the program for an incremental save.

 

You can save at any time by going to the save page.  In fact if you want you can copy the quest at that point and paste it somewhere.  No need to exit out to save. Save is the last link on the right.  

Ah, you hid it from me!!  ;-)

Question, it is possible to have a quest you can refuse (as in you stepped in it accidentally and you're to low a level to complete it) and come back to it later?  If so, what are the correct setting/tags for that?

 

Reply #195 Top

Quoting Aerion, reply 195

Quoting Murteas, reply 194
Quoting Aerion Istari, reply 193New request:  How about a "Save" button.  I like to save my quests as I go along.  It's a pain to have to exit out of the program for an incremental save.

 

You can save at any time by going to the save page.  In fact if you want you can copy the quest at that point and paste it somewhere.  No need to exit out to save. Save is the last link on the right.  



Ah, you hid it from me!! 

Question, it is possible to have a quest you can refuse (as in you stepped in it accidentally and you're to low a level to complete it) and come back to it later?  If so, what are the correct setting/tags for that?

 

Not from the initial screen.   There is simply an accept or deny possibility (this is a limitation of the quest system in the game).  However, you can add a choice later on that will simply take you back to the beginning of the objective (i.e. "I'll return when I have more men").   The quest will remain on your active quests list but you don't have to do the next objective until you are ready.   Think of the rats in the ruin, when you get the corpse spider.  You can choose to leave and then come back when you have more guys.

Reply #196 Top

BTW - Stealth update with new button graphics.   No "functional" changes in this update.   :)

Reply #197 Top

A small thing, the quest difficulty slider goes weak -> average -> strong, in-game it's weak -> medium -> strong.

Reply #198 Top

I just crashed when I tried to delete a choice from an objective. It was the second objective out of two, it required a resource to take.

Reply #199 Top

Quoting Heavenfall, reply 199
I just crashed when I tried to delete a choice from an objective. It was the second objective out of two, it required a resource to take.

 

Any chance you can send me the "problem" quest?   Sometimes it is very specific to the situation.   

 

Quoting Heavenfall, reply 198
A small thing, the quest difficulty slider goes weak -> average -> strong, in-game it's weak -> medium -> strong

 

I'll get it fixed.   Thanks.

Reply #200 Top

I wish I could but... I lost it when it crashed.