Removing towns from quests.

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Astor

Knight at Arms
Another silly question i'm afraid.  :wink:

I've removed the towns and villages I don't want to be included in my mod, but they are still being used as locations for quests - (i.e. 'Collect taxes from Khudan' - but Khudan isn't on the map anymore) how would I stop them from being chosen?

I realise there is probably a relatively simple answer, but I can't see it.

 
quite simple

search for "collect_taxes" in module_quest.py and module_scripts.py and and change this:

Code:
            (assign, ":quest_xp_reward", ":quest_gold_reward"),
            (val_mul, ":quest_xp_reward", 3),
            (val_div, ":quest_xp_reward", 10),
            (assign, ":result", ":quest_no"),
            (assign, ":quest_expiration_days", 120),
            (assign, ":quest_dont_give_again_period", 15),
          (try_end),
        (else_try),
          (eq, ":quest_no", "qst_collect_taxes"),
          (try_begin),
            (neq, ":giver_reputation", lrep_goodnatured),
            (neq, ":giver_reputation", lrep_upstanding),
            (ge, "$g_talk_troop_faction_relation", 0),
            (call_script, "script_cf_troop_get_random_leaded_town_or_village_except_center", ":giver_troop", ":giver_center_no"),
to this:
Code:
#            (assign, ":quest_xp_reward", ":quest_gold_reward"),
#            (val_mul, ":quest_xp_reward", 3),
 #           (val_div, ":quest_xp_reward", 10),
  #          (assign, ":result", ":quest_no"),
   #         (assign, ":quest_expiration_days", 120),
    #        (assign, ":quest_dont_give_again_period", 15),
     #     (try_end),
      #  (else_try),
       #   (eq, ":quest_no", "qst_collect_taxes"),
        #  (try_begin),
         #   (neq, ":giver_reputation", lrep_goodnatured),
          #  (neq, ":giver_reputation", lrep_upstanding),
           # (ge, "$g_talk_troop_faction_relation", 0),
            #(call_script, "script_cf_troop_get_random_leaded_town_or_village_except_center", ":giver_troop", ":giver_center_no"),

and change this:
Code:
 ("collect_taxes", "Collect taxes from {s3}", qf_random_quest,
  "{s9} asked you to collect taxes from {s3}. He offered to leave you one-fifth of all the money you collect there."
  ),
to this:
Code:
# ("collect_taxes", "Collect taxes from {s3}", qf_random_quest,
 # "{s9} asked you to collect taxes from {s3}. He offered to leave you one-fifth of all the money you collect there."
  #),

have not tested it but it should work..
 
Cruger said:
quite simple

search for "collect_taxes" in module_quest.py and module_scripts.py and and change this:

*snip*

have not tested it but it should work..

Would that remove all towns from quests? I just want to stop the game from referencing disabled towns and villages when a quest is created - not stop the quests completely.

Would it be easier to remove the towns completely, instead of using the 'pf_disabled' flag?
 
ooh.. i see i didnt read your post well enough..thougt you had removed all settlements from the map :oops:

and yes, i think that it would be easier to remove the towns completely, if you dont use them i dont see any reason to keep them :)
 
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