I'm trying to setup a kill quest with a specific Custom NPCs boss that I've made and can't seem to figure out how to designate that NPC as the target. How do I go about doing that?
How do you get load the resource files? I currently have the core better questing mod, the quest book, and standard expansion installed in my pack. I've read through the started guide, as many of the betterquesting config files as I could find, checked your github website, and I'm still confused. Can you please explain to me what to do?
I'm trying to setup a kill quest with a specific Custom NPCs boss that I've made and can't seem to figure out how to designate that NPC as the target. How do I go about doing that?
Man o Man.. I just stumbled across this mod over at curse and am LOVING it!
I started off playing around with the ver 2 betas but they're a tad buggy, so downgraded to the 1.3 line.
I have a couple of capability questions, and not sure what the roadmap is like for the mod:
Is it possible to have quest chains hidden until a certain quest is complete or certain condition is met? for example finding an item in the world would open up a chain to dive deeper into that mod, etc. and the quest line would then, and only then, be visible in the left-hand list.
I'm finding it really difficult to manage once I get 50+ quests going. I get the search, but the list only displays the name, which is what is visible to the user. So if you have names like "Don't Flip, Flop" because it's funny, and refers to some odd task, once you get a ton of those it becomes hard to remember what each does. In your v.next do you think it would be possible to put some indicator in the list showing what type of quest it is (craft, hunt, etc) and what the primary icon is for the goal?
I'm still unclear as to the exact functionality of "Main" quest line. It doesn't appear to have much effect if I change that value and run through the quests.
Thanks again.. this mod has opened up all sorts of possibilities that I had shelved because HQM seemed too tedious to write.
How am I supposed to create mutually exclusive quests? I have 2 quests, (for setting difficulty) and I want the player to only complete one. I have done this by setting both as requirements for the other, with NAND logic.
One of them works fine. However, the other, if completed, will grey out the other, but you can still open it and complete it, even though it's greyed out.
Quest IDs are #11 and #12. If #11 is completed, #12 will grey out, but is still usable.
How am I supposed to create mutually exclusive quests? I have 2 quests, (for setting difficulty) and I want the player to only complete one. I have done this by setting both as requirements for the other, with NAND logic.
One of them works fine. However, the other, if completed, will grey out the other, but you can still open it and complete it, even though it's greyed out.
Quest IDs are #11 and #12. If #11 is completed, #12 will grey out, but is still usable.
If you're still in edit mode then yes, you can manually test/complete locked tasks. That's not a bug
Man o Man.. I just stumbled across this mod over at curse and am LOVING it!
I started off playing around with the ver 2 betas but they're a tad buggy, so downgraded to the 1.3 line.
I have a couple of capability questions, and not sure what the roadmap is like for the mod:
Is it possible to have quest chains hidden until a certain quest is complete or certain condition is met? for example finding an item in the world would open up a chain to dive deeper into that mod, etc. and the quest line would then, and only then, be visible in the left-hand list.
I'm finding it really difficult to manage once I get 50+ quests going. I get the search, but the list only displays the name, which is what is visible to the user. So if you have names like "Don't Flip, Flop" because it's funny, and refers to some odd task, once you get a ton of those it becomes hard to remember what each does. In your v.next do you think it would be possible to put some indicator in the list showing what type of quest it is (craft, hunt, etc) and what the primary icon is for the goal?
I'm still unclear as to the exact functionality of "Main" quest line. It doesn't appear to have much effect if I change that value and run through the quests.
Thanks again.. this mod has opened up all sorts of possibilities that I had shelved because HQM seemed too tedious to write.
There are visibility options for quests to chain together a whole set to show up at once. Quest lines stay locked until at least one of its quest are open however in edit mode it will always be open for editing purposes.
Quest can have any number of tasks/rewards so showing a single indicator wouldn't be possible. If you're using the quest line designer you can always set the quest icon as a quick reference. Personally I don't see this as so much a problem with a mod but a developer's quest line planning. You should really only be managing a small subset of quests at any given time. You could even setup a temporary quest line in the designer as a workspace if that's easier.
Main Quests are purely for visual purposes. It helps direct users to what the most important objectives are which is often helpful when you have a lot of quests in one line and the way forward is not always clear.
PS: BQ2 versions are not the release versions and I will no longer be providing support for BQ1. They are also much more stable and flexible than BQ1 builds as of now.
I'm trying to setup a kill quest with a specific Custom NPCs boss that I've made and can't seem to figure out how to designate that NPC as the target. How do I go about doing that?
This will likely require a good amount of knowledge into how Custom NPC's NBT tags function in order to accurately identify the boss in question. I can't really give you a tutorial on that but the most simple method (but not reliable) would be to have the task search for the boss's name in the NBT tags.
If you're still in edit mode then yes, you can manually test/complete locked tasks. That's not a bug
I'm not in edit mode. I ran "/bq_admin default save", created a new world, completed #11, and was able to open #12, even though it was greyed out. Other greyed-out quests are inaccessible.
I'm not in edit mode. I ran "/bq_admin default save", created a new world, completed #11, and was able to open #12, even though it was greyed out. Other greyed-out quests are inaccessible.
Hi there! I have been using your mod in the previous 1.10.2 version, and when I updated I found that I could no longer:
1: Use commands to spawn custom mobs I create using websites such as https://mcstacker.bimbimma.com/ on quest completion. (After leaving the quest editor I end up not being able to edit the quest after going back in, as it resets each time to a version that doesn't work).
2: Create item rewards with lore and/or enchantments via the "From Your Inventory" menu, due to quests rewarding players with an item that either had different enchantments, different lore, or a combination of missing lore/enchantments.
3: Make custom potion rewards with higher enchantment levels than the usual max.
I also find it much more time consuming and complicated to create lots of slightly varying quests due to the ammount of sub-menus in the new update, but not to worry! It's not a big problem for me!
I absolutely adore the simple to use system you had previously, and really loved making quests spawn custom mobs on players or fill out dungeon locations without the need for extensive command block usage.
I even used it to make a boss event with custom music (#KevinMacleodRoyaltyFree!) where a powerful killer bunny with custom drops spawns and attacks the player!
I was wondering if I was experiencing a bug that I can fix? (If so is there a way to fix it?); Or if these changes are something that unintentionally caused these kinds of problems and might be different in the next update?
Hi. Hoping you can help me. I've tried googling and i'm coming up blank, I have to believe this has been done before.
I'm trying to set up a Quest for the Player to obtain a maxed out Agricraft seed (i.e. 10/10/10)
I'm assuming a retreaval quest with consume off to obtain a Wheat_seed then edit the raw NBT data and add a tag for strength 10 growth 10 gain 10.
but nothing i've tried has worked...
What format should i be using?
i've tried
({strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short}) - as copied from /mt hand
{strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short}
(strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short)
strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short
strength: 10 as short
(strength: 10 as short)
{strength: 10 as short}
strength: 10
None of those has worked
No that definitely won't work (the way you're attempting to do it anyway). When choosing an item for a task you can just select the item out of your inventory with all its NBT still intact. There's also a dedicated in-game editor for changing NBT tags on items within tasks (click the [...] button next to item entries).
I highly discourage trying to edit the JSON files outside of the game unless you know exactly what you're doing and how the BQ format works. There is a high likelihood you could corrupt the quest database doing that.
No that definitely won't work (the way you're attempting to do it anyway). When choosing an item for a task you can just select the item out of your inventory with all its NBT still intact. There's also a dedicated in-game editor for changing NBT tags on items within tasks (click the [...] button next to item entries).
I highly discourage trying to edit the JSON files outside of the game unless you know exactly what you're doing and how the BQ format works. There is a high likelihood you could corrupt the quest database doing that.
Um. You're Missunderstanding me I think...
I haven't tried tinkering with any Json files, I have been using the [...] button to edit the tags...
How exactly do i select an item from my inventory? the only way I've found to select and item is to search for it inside the quest editor... but only the un-leveled seeds are available in there.
Thanks for the reply tho. I'll see if i can work it out in the mean time.
{edit:} LOL. I am so Blind... Well thats going to make life easier. and here i was doing things the hard way. Thanks. I think its all working now.
Before anyone asks. Yes I am aware the update check is failing. I was not informed in advance that the build service I had been using was being deprecated and everything has gone pretty much as well as you can expect when a critical service goes down. I'm working as fast as I can to organise a new more reliable service but in the mean time I'll be sending out an emergency update to temporarily disconnect the update checker
Hmm. is there any good way to find out what the resolutions or aspect ratios of various GUI assets are? The title card is a little counter-intuitive... I'm not sure what exactly it is doing, to be honest. It looks like the bottom half of the image is used in a separate quad that can be overlaid over the first, but if there are certain resolution restrictions or aspect ratio restrictions I'm not sure exactly what they are. I will probably just mess with it until I get it to work, which is what I've done with most everything; it would however be nice to have a bit of info on that, as the wiki is pretty vague.
It also doesn't mention, but in order to actually change the title card you have to edit the betterquesting object itself and change the image that way. I only realized this indirectly: the fact that the wiki page tells you what the syntax is indicates it's going to be somewhere in code, and the first place to look was on the settings-gear control on the main splash page.
I'm playing the modpack Forever Stranded and after logging in, I found my completed quests deleted.
Is there a way I can manually input(config?,NBTexplorer?) the quests I have completed? Giving myself items in creative doesn't complete the retrieval tasks. I tried editing the Questprogress.json file in the world save file, but I dunno if I did it wrong as the file seemingly reset it?
I'm playing the modpack Forever Stranded and after logging in, I found my completed quests deleted.
Is there a way I can manually input(config?,NBTexplorer?) the quests I have completed? Giving myself items in creative doesn't complete the retrieval tasks. I tried editing the Questprogress.json file in the world save file, but I dunno if I did it wrong as the file seemingly reset it?
Does your logs show any notable loading errors? This pack seems to be having a few issues with BetterQuesting and I'm not particularly sure why
I'm trying to setup a kill quest with a specific Custom NPCs boss that I've made and can't seem to figure out how to designate that NPC as the target. How do I go about doing that?
Where is that located? I can't seem to find it
version 2.4.182
How do you get load the resource files? I currently have the core better questing mod, the quest book, and standard expansion installed in my pack. I've read through the started guide, as many of the betterquesting config files as I could find, checked your github website, and I'm still confused. Can you please explain to me what to do?
I'm trying to setup a kill quest with a specific Custom NPCs boss that I've made and can't seem to figure out how to designate that NPC as the target. How do I go about doing that?
Man o Man.. I just stumbled across this mod over at curse and am LOVING it!
I started off playing around with the ver 2 betas but they're a tad buggy, so downgraded to the 1.3 line.
I have a couple of capability questions, and not sure what the roadmap is like for the mod:
Is it possible to have quest chains hidden until a certain quest is complete or certain condition is met? for example finding an item in the world would open up a chain to dive deeper into that mod, etc. and the quest line would then, and only then, be visible in the left-hand list.
I'm finding it really difficult to manage once I get 50+ quests going. I get the search, but the list only displays the name, which is what is visible to the user. So if you have names like "Don't Flip, Flop" because it's funny, and refers to some odd task, once you get a ton of those it becomes hard to remember what each does. In your v.next do you think it would be possible to put some indicator in the list showing what type of quest it is (craft, hunt, etc) and what the primary icon is for the goal?
I'm still unclear as to the exact functionality of "Main" quest line. It doesn't appear to have much effect if I change that value and run through the quests.
Thanks again.. this mod has opened up all sorts of possibilities that I had shelved because HQM seemed too tedious to write.
How am I supposed to create mutually exclusive quests? I have 2 quests, (for setting difficulty) and I want the player to only complete one. I have done this by setting both as requirements for the other, with NAND logic.
One of them works fine. However, the other, if completed, will grey out the other, but you can still open it and complete it, even though it's greyed out.
Quest IDs are #11 and #12. If #11 is completed, #12 will grey out, but is still usable.
If you're still in edit mode then yes, you can manually test/complete locked tasks. That's not a bug
There are visibility options for quests to chain together a whole set to show up at once. Quest lines stay locked until at least one of its quest are open however in edit mode it will always be open for editing purposes.
Quest can have any number of tasks/rewards so showing a single indicator wouldn't be possible. If you're using the quest line designer you can always set the quest icon as a quick reference. Personally I don't see this as so much a problem with a mod but a developer's quest line planning. You should really only be managing a small subset of quests at any given time. You could even setup a temporary quest line in the designer as a workspace if that's easier.
Main Quests are purely for visual purposes. It helps direct users to what the most important objectives are which is often helpful when you have a lot of quests in one line and the way forward is not always clear.
PS: BQ2 versions are not the release versions and I will no longer be providing support for BQ1. They are also much more stable and flexible than BQ1 builds as of now.
This will likely require a good amount of knowledge into how Custom NPC's NBT tags function in order to accurately identify the boss in question. I can't really give you a tutorial on that but the most simple method (but not reliable) would be to have the task search for the boss's name in the NBT tags.
I'm not in edit mode. I ran "/bq_admin default save", created a new world, completed #11, and was able to open #12, even though it was greyed out. Other greyed-out quests are inaccessible.
What version are you using?
Minecraft 1.7.10, BQ 2.0.197
Hi there! I have been using your mod in the previous 1.10.2 version, and when I updated I found that I could no longer:
1: Use commands to spawn custom mobs I create using websites such as https://mcstacker.bimbimma.com/ on quest completion. (After leaving the quest editor I end up not being able to edit the quest after going back in, as it resets each time to a version that doesn't work).
2: Create item rewards with lore and/or enchantments via the "From Your Inventory" menu, due to quests rewarding players with an item that either had different enchantments, different lore, or a combination of missing lore/enchantments.
3: Make custom potion rewards with higher enchantment levels than the usual max.
I also find it much more time consuming and complicated to create lots of slightly varying quests due to the ammount of sub-menus in the new update, but not to worry! It's not a big problem for me!
I absolutely adore the simple to use system you had previously, and really loved making quests spawn custom mobs on players or fill out dungeon locations without the need for extensive command block usage.
I even used it to make a boss event with custom music (#KevinMacleodRoyaltyFree!) where a powerful killer bunny with custom drops spawns and attacks the player!
I was wondering if I was experiencing a bug that I can fix? (If so is there a way to fix it?); Or if these changes are something that unintentionally caused these kinds of problems and might be different in the next update?
Um, Cheese?
Hi. Hoping you can help me. I've tried googling and i'm coming up blank, I have to believe this has been done before.
I'm trying to set up a Quest for the Player to obtain a maxed out Agricraft seed (i.e. 10/10/10)
I'm assuming a retreaval quest with consume off to obtain a Wheat_seed then edit the raw NBT data and add a tag for strength 10 growth 10 gain 10.
but nothing i've tried has worked...
What format should i be using?
i've tried
({strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short}) - as copied from /mt hand
{strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short}
(strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short)
strength: 10 as short, analyzed: 1 as byte, growth:1 as short, gain:1 as short
strength: 10 as short
(strength: 10 as short)
{strength: 10 as short}
strength: 10
None of those has worked
No that definitely won't work (the way you're attempting to do it anyway). When choosing an item for a task you can just select the item out of your inventory with all its NBT still intact. There's also a dedicated in-game editor for changing NBT tags on items within tasks (click the [...] button next to item entries).
I highly discourage trying to edit the JSON files outside of the game unless you know exactly what you're doing and how the BQ format works. There is a high likelihood you could corrupt the quest database doing that.
hey can make so for you can search a mob for the quest with your BQmod i am dealing with over 297 mob
Um. You're Missunderstanding me I think...
I haven't tried tinkering with any Json files, I have been using the [...] button to edit the tags...
How exactly do i select an item from my inventory? the only way I've found to select and item is to search for it inside the quest editor... but only the un-leveled seeds are available in there.
Thanks for the reply tho. I'll see if i can work it out in the mean time.
{edit:} LOL. I am so Blind... Well thats going to make life easier. and here i was doing things the hard way. Thanks. I think its all working now.
Before anyone asks. Yes I am aware the update check is failing. I was not informed in advance that the build service I had been using was being deprecated and everything has gone pretty much as well as you can expect when a critical service goes down. I'm working as fast as I can to organise a new more reliable service but in the mean time I'll be sending out an emergency update to temporarily disconnect the update checker
Hmm. is there any good way to find out what the resolutions or aspect ratios of various GUI assets are? The title card is a little counter-intuitive... I'm not sure what exactly it is doing, to be honest. It looks like the bottom half of the image is used in a separate quad that can be overlaid over the first, but if there are certain resolution restrictions or aspect ratio restrictions I'm not sure exactly what they are. I will probably just mess with it until I get it to work, which is what I've done with most everything; it would however be nice to have a bit of info on that, as the wiki is pretty vague.
It also doesn't mention, but in order to actually change the title card you have to edit the betterquesting object itself and change the image that way. I only realized this indirectly: the fact that the wiki page tells you what the syntax is indicates it's going to be somewhere in code, and the first place to look was on the settings-gear control on the main splash page.
I'm playing the modpack Forever Stranded and after logging in, I found my completed quests deleted.
Is there a way I can manually input(config?,NBTexplorer?) the quests I have completed? Giving myself items in creative doesn't complete the retrieval tasks. I tried editing the Questprogress.json file in the world save file, but I dunno if I did it wrong as the file seemingly reset it?
Does your logs show any notable loading errors? This pack seems to be having a few issues with BetterQuesting and I'm not particularly sure why