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:
Wizard version 1.0 has been released.
Fixed some bugs (including the save the location of the install bug )
The quest creator has been merged in, allowing both advanced and basic users to decide how they want to start their quest. Just choose start quest and you'll get the option to start with a template or not. Then you can immediately save after using the template if you don't want to edit it, or you can choose to dive into the editor and make changes.
Good day Murteas... So after our conversation yesterday (https://forums.elementalgame.com/436784) I downloaded the Quest Wizard and gave it a whirl. Really good job in putting that together, it wasn't nearly as complicated to make a quest as I thought it was going to be. But...
You knew there had to be a "but", right? I understand this is completely beyond your control, but perhaps you may know some dark, back alley solution for testing the quests? Even at 100% probability and marking it as a Starting Quest, there is still a chance this quest would not be included in any new game. And there is also a chance it may be included, but the AI may get it, or it may not actually show up until 150-200 turns into a game.
So is there any dark alley approach to testing a Quest?
Also, seeing as how great a job you've done with this, and the ease it is for adding a quest (assuming it has actually been added and is playable, I've yet to see my quest in a new game. See above ), give any thoughts to an item creator/editor? Making custom quests would be far more reqarding if one could give out custom items, which it can, assuming I could create a custom item.
So for testing quests I usually use the cheat codes. You have cheat to the end of your target line in the executable properties: i.e. something like this:
"C:\Games\Stardock Games\FallenEnchantress\FallenEnchantress.exe" cheat
Then you can start a new game and hit Ctrl-U to see the whole map. Ctrl-T will teleport the selected character to your mouse location and you should be able to find your quest. I am sure there is a better way to do this, and if someone has another suggestion I am all for it.
The other way I can think of is to create a custom map that you populate only with your quest and a starting point for you & an enemy on an island. You'd have to mod the xml though to get your quest as they don't show up in the workshop.
I've thought about an item editor. I've actually started one but I haven't released anything. It shouldn't be too hard. I'll give it some more thought and if there is interest I'll do it.
They actually do show up in the workshop. My test quest showed up at the very very bottom.
The item editor would be a nice feature. Part of the features that needs to occur is the addition of each of the items in the unit creation screen. It was a beast editing by hand all those items to show up when I created that henchmen female mod.
I tried doing a custom map, but had no real idea on how to control the startup space, how to place a quest, etc... There's just so much I don't know about this modding stuff. LOL
The cheat method sounds like it'll work, I'll tinker around a bit more with it. Thanx.
Oh, and I bet there'd be all sorts of interest in an item editor.
I also would like an item editor, and if it can be used to add extra abilities to custom items(possibly from a dropdown list) even better.
harpo
Awesome that must be relatively new as when I last tried (a few months ago) they didn't show up for me.
I'll need to get more details from you about the addition of the items to the unit creation screen? Do you mean in the quest editor? If so, yes my next change is going to be adding mod files to the quest editor drop downs.
It was the rumor that you are working on an item creator. If you are then I'm refering to the code on supported model types.
-<GameItemTypeArtDef InternalName="ArcticWolfCloak_ArtDef">
-<GameItemTypeModelPack InternalName="ArcticWolfCloak_Default">
<SupportedUnitModelType>HenchmanFemale</SupportedUnitModelType>
</GameItemTypeModelPack>
</GameItemTypeArtDef>
Namely this is what allows the Henchmanfemale to use the articwolfcloak. But there are these supported unit model types for each male and female of each of the factions. But this is important for armor to restrict the use for particular classes or develop different models for each male and female and to make the appropriate supported unit type. I'm sure heavenfall will give better details than I could, since I'm sure he's done it for each of his creations.
Does this contain hardcoded paths? Having a custom folder with elemental in it crashes the wizard.
The wizard doesn't load/remember the objectives set when creating the quest.
I'm not sure what you're refering to. At startup the wizard looks for the registry setting for the installation path of your game, if it can't find it it should prompt you for the install path (that is as of version 1.0). It remembers it for the next time so it shouldn't prompt you again. You'll have to unistall and reinstall if you move the game after running the wizard.
As for the objectives, I'm not sure what you mean. If you load a quest the objectives should show up. If they didn't get an internal name (some of the quests in the game don't all have names for each objective). They'll still be there but will just be a blank name. You should be able to edit/delete/reorder them still.
Hope that helps. If not, post a picture or describe more fully what you need help with.
I pointed to a specific folder (C:\Program Files (x86)\Steam\steamapps\common\Elemental Fallen Enchantress - Master). When trying to start the wizard, it crashes. However, if i point to the real folder there's no problems. I imagine there's either a hardcoded path or maybe it doesn't work with modded FE .
Maybe I don't know where to edit the mobs in the wizard, but I haven't found it yet. Any help is appreciated.
So you need to point it to the folder where the data Folder is. The paths in the Wizard look for the data/English folder and then the .xml files under that. So when you specify the directory, you have to point it to the parent directory of the data folder. That is really all it is looking for.
So you can't actually edit the monsters, you just delete them and then add a new one. Adding monsters is actually very simple so I didn't think editing them was a high priority. See the x button next to the black widows in your picture - click it to delete. You can delete the monster and just add a new one there. If you want to edit it after the fact. Then go to the objectives screen and press the eye button to edit the objective. In this case the first objective has the monsters in it, and then you have to choose the choice that leads to the fight. Phew... I guess that is a bit confusing. Let me show some pictures.
If you mean you want to add your own monster (not one that is included in the game) or edit an existing monster and change it's abilities or attributes., that is out of the scope of the editor. It just uses monsters that have already been created. To edit or create a monster you'll have to dive into the xml or someone will have to make a unit editor.
Are people uploading their quest creations to FE Nexus?
Please do if you're not.
Yes please. I am soon going to start making some more interesting quests (instead of just examples), so I want to try some others quests as well.
I am going to start making a few video tutorials for the quest wizard. So if you have any questions you want me to answer than feel free to post and I'll try to address them in a tutorial.
Thanks, that was exactly what I was looking for.
The folder is just a copy of the game, but with Master's Affliction mod in it, so I dont know why it crashes.
Someone is making MA compatible quests? Sweet!
I have "redo every quest" on my list, but it is low priority. The vanilla ones are way too easy.
The quests will certainly be more in line with the difficulty of MA, that's for sure. I already tried to put a company of hoarder spiders into it, but it didnt work hehe.
Note - Here is a test map to use to test your quests. Make sure you are in player 1 position and then add just one more player when you load it. The quest should be near your starting position. It is still helpful to use the cheats, but not strictly necessary. Currently, it loads only one quest on the whole map. You'll find that quest at the bottom of the xml. Just replace QuestWizard_AshrillCry with the name of your quest. Hopefully that is helpful. Grab it here, and uzip it and put it in /My Documents/My Games/Fallen Enchantress/Maps
Version 1.1 is up. Fixed a bug with the wizard type retrieve item quest. It wouldn't give you the item you were looking for after defeating the monster. So I've uploaded a new version and fixed the sample quests. Uploaded to both nexusmods and wincustomize. Just waiting on approval for WinCustomize.
Is there a repository of the quests anywhere? I look on the Nexus site, but I didn't see any.
Thanks.
There isn't a repository anywhere. I know that people have made quests, but they've been stubborn and haven't shared them. You can post quests on nexus however if you make some.
Muhahaha
Sincerely~ Kongdej
Murt, I'm not having much luck with this wizard. I tried to create 4 quests and none of them work. In addition, I tried to download your sample quests, but when I click the "download" button, the browser just shows me the XML and doesn't download anything. Argh!
Right-click and save-target-as should allow you to save it to your computer.
Can you post your quests. Maybe we can help you out. At least then I can load them and see what is going on.
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