Let's make this first quest simple, and have them craft some Wooden Planks. These quests do not need to be linked. This tool allows us to select an already made task and switch the type of task it is. For example: the alchemy skill book 'A Game at Dinner' will show up as ' Alchemy A Game at Dinner Unread ', and after you read it its name will be ' Alchemy A Game at Dinner'. The Move Quests Tool: This tool, once selected, allows us to click and drag a quest around the screen! Don't forget to hit save on your way out! It's like moving a file between folders, but a quest between sets. . This one allows us to change the visual size of the quest, to make it appear bigger than the others.
This mod renames skill books and quest books so that you can identify them quickly by just hovering with your crosshair. Fuzzy detection is useful for things that should ignore damage values. The Quest Requirements Tool: This tool allows us to link quests together. Then repeat step 1 again. It's the Create Set Tool! When you have this button selected, everything you click on will be deleted.
For now you'll just have to screw around in the pack until it gets fixed it seems. The Create Set Button: In order to understand this button, we first have to understand the idea of sets. Once we're inside of a set, this tool changes uses. Also tell me if there is a mod you would like to have added. If you know how to do it yourself, go ahead and then send me a link to the updated version. There's everything from Crafting Tasks to Killing Tasks.
If you have it selected, you can edit anything with text! Select that and hit okay, and bam! It lets us create a task to tell the player exactly what they need to do. If there is anything you don't understand how to use or craft or you have any other kind of problem, send me a message or write it here and I will write a guide. I use mod so I made it compatible with it, but I also uploaded a vanilla version if you want to use it without that mod though in vanilla the names in the inventory will probably be cut off for being too long. We'll see a blank screen, with a whole bundle of new and helpful tools! Sure, we are forcing the player to craft some Wood Planks, but we can, at the least, give them a reward. The advice I found was to just make a selection from the few at the top, with Broken skies being the recommended starting point. Like you said before, I'd very much love to play when you give it a code. Can you find them all? We'll be using this shortly.
Unless we had it on Fuzzy detection, it would not accept a stone sword that had been used twice. I only ask that you let me know, and that you send me the link so I can include your translation in this description as well as credit you, of course. Now, we can select the amount of times we want them to craft the planks, and what kind of detection we want. It's helpful for making things look nice and be aesthetically pleasing to the user. At the time I'm just creating quests for mods I like and as I progress in my own singleplayer, I make more quests. How do we select the item we want the player to craft? There are a lot of new buttons here. Only use this in a case of emergency.
What if we used that tool and right-clicked on the nothing? It may be finished in the near future, check its to see previous edits. Hardcore Questing Mode Name Hardcore Questing Mode Creator Unknown Latest Version New Heights 5. We would use this tool in order to make quests invisible or locked until a certain requirement has been reached. On this page, there are only two tools available: The Cursor: This is the tool you'll use to navigate your Questing Adventure. Feels like a basic template with to big of an interface, and you just put your own text in. This is the tool you would use to actually send the quests to the selected set. If you have decided to help the mercenary leader then a new quest will starts.
The options further down are for if you wish to make a custom story, which is why it poses a question at the start of each subsection and then selects appropriate mods. I only ask that you let me know, and that you send me the link so I can include your translation in this description as well as credit you, of course. Master quests for when you have completed different questlines - Tons of different bag rewards. So you can refuse the quest by just dropping the note and you go away in another hold. How do we select the item we want the player to craft? Suggest it in the comments section and I'll try to implement it in the next version. A few quests are executed only once.
All of these quests lack individuality. Make a backup of these somewhere just to be safe, and then delete both files. Say we wanted the player to submit a block of Copper from Thermal Foundation. Now, to give this quest a point. You can edit this to read whatever you like, and later, even add in a file to narrate it! This mod renames skill books and quest books so that you can identify them quickly by just hovering with your crosshair. The Create Set Button: In order to understand this button, we first have to understand the idea of sets. We can edit the title of the quest with our good old Text Editor, or we can swap to our Cursor and click on it.
When you have this button selected, everything you click on will be deleted. You can configure the amount of rewards and also you can decide if you want them leveled or not. Precise detection is the default. You have my permission to translate this mod if the translation will be uploaded to the Nexus. But if we had it on this setting, it would. Last I will just point out that I go to high school in Norway, so if there are any writing mistakes in the quests I would very much like you to point them out for me so I can fix them.