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Add ability to declare QuestLists in .dfmod file. #2580
Add ability to declare QuestLists in .dfmod file. #2580
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My thinking behind this was that if you were packaging quests into a mod then you'd very likely have some c# script even if just to set things up and act on settings etc. The quest pack idea was because Jay (and others) didn't want to create a dfmod package and script files etc for purely quests. Given some of the abuse of DFU quest packs have enabled I am not sure it was a good idea, but there you go. :-) This may have been a better way to go than questpacks, but unless we intend to deprecate and remove quest pack functionality I don't really see what this achieves. What am I missing? |
Sometimes you want to pack mod just to have 1 file instead of 275. The reasoning behind it is simple and I believe the feature is useful. The same as with books, instead of 275 files that you need to add to StreamingAssets, there's only one. It's cleaner, it's easier to uninstall, it's better maintainable, you can turn the quests on and off as usual mod. And with a declarative approach you don't even need C# call. No need to deprecate anything, all 3 ways can easily coexist. |
The culture has evolved, even quest-only modders can press Build on the Mod Builder nowadays, without any scripting knowledge.
I'm with you in avoiding mods using quests to create unrelated systems, but DFU has to support them regardless. Outside of that, my only issue with the PR is that it seems to require modifying the JSON manually to enable the feature, which is a step better than C#, but should probably be a Mod Builder feature. Granted, I think we can push that part to a later PR |
It is actually the same for Bookmappings and Spellicons. There's no editor for "Contributes" part of the |
Yeah I recognize that it's an existing issue, we'll consider it later if users want one. I want to add that in terms of having QuestPacks in .dfmod, I have observed users confused as to why Quest Pack 1 and other quest mods were not showing up in the DFU mod list. I think moving forward, I would prefer if all mods came in .dfmod files, and keep loose files for development and very specific user configuration purposes. So this PR has my approval |
Thanks for the answers. Looks good to me. |
Having finally tested this, the feature is almost all good, save one last outstanding issue. Gonna approve after this |
Currently you can activate new Quest Pack (quest list) by adding the file to StreamingAssets\QuestPacks\ folder.
In case of packing quests in .dfmod file, you must call
QuestListsManager.RegisterQuestList("MyQuests")
.It is not possible to ship quests in .dfmod without C# script.
I propose to register them in "Contributes" ModInfo section, the same way as BooksMappings
Example: