I had no idea this wasn't already in the game. I just accepted a huge order from a modded NPC (like 30 wine and goat cheese, I'm in y1) and hoo boy is she about to be disappointed.
Hello, I'm using greenhouse upgrade and, in short, it adds a bunch of quests that can be failed but I want these to be excluded. I see your mod has config file to ignore quests but I'm having difficulty on what to put and where to find the name or number when it comes from other mods. Also if it is possible to ignore repeatable quest. The mod uses i18n as quest title so it's hard to find the name.
For context, one of the quest is structured like this (spoiler as to not hinder the other readers)
I recommend installing Generic Mod Config Menu! You'll be able to enable/disable these quests by name via checkboxes once you have a save loaded. If you really want to do this manually, the config file stores disabled special orders by ID, so that should be "GreenhouseUpgrade_GreenhouseV2" for the example you gave above.
When it comes to repeatable quests, the mod should work just fine. As long as the mod is configured to have a particular quest type enabled at the end of that quest's last day, it will do the friendship penalty.
While this mod does not provide any dialogue for modded quests or NPCs, it is possible to add more dialogue for these situations using just Content Patcher. See my newly-written Author Guide for documentation.
not to be lazy and sound like I want to avoid working but wouldn't it be easier to instead add a default dialogue, instead of a custom one adapted for each npc quest requestor?
While I welcome people offering to work with me to contribute human-made translations for my mods, I don't extend that permission for AI-generated content.
The concept alone was enticing because I've always abused the fact you don't lose friendship by accepting every quest, but this mod goes above and beyond to add some real Stardew Valley flavored consequences. I can't hurt the feelings of that clump of 12 pixels! Instant download. :)
This sounds wonderful! Looking at your screenshots, Demetrius has such a disappointed dad face, I'm having second-hand regret. We´re really going to have to do our best, now.
If I may just ask, would it be possible to configure this so different types of quests are toggleable or not? Most quests I would absolutely love this for, except the "slay" ones, where bad luck is not uncommon when I'm looking for that second squid kid, or lava crab. All the other quest types like "item delivery" or "fish" depend on dedication, in my opinion, but the slay ones are much more RNG dependent.
Yes, that would be useful. Also, difficult quests can fall on the last dates of the month, if the tasks are timed to a certain season. This is damn inconvenient. Sometimes it’s possible to fulfill the order, and sometimes it’s not
Config is definitely something I'm looking at! For reference, the penalty only applies if you actually TAKE the quest and then fail it. If you just leave a difficult quest up on the board, nothing happens.
15 comments
For context, one of the quest is structured like this (spoiler as to not hinder the other readers)
"LogName": "GrenhouseV2",
"Action": "EditData",
"Target": "Data/SpecialOrders",
"Update": "OnLocationChange",
"Entries": {
"GreenhouseUpgrade_GreenhouseV2": {
"Name": "{{i18n:QuestTitle.Upgrade1}}",
"Requester": "Robin",
"Duration": "Month",
"Repeatable": "True",
"RequiredTags": "mail_ccPantry, !mail_mailGreenhouseV2, !dropbox_JunimoPlant",
"OrderType": "GreehouseUpgrades",
"SpecialRule": "",
"Text": "{{i18n:QuestText.Upgrade1}}",
"ItemToRemoveOnEnd": null,
"MailToRemoveOnEnd": null,
"RandomizedElements": null,
"Objectives": [
{
"Type": "Donate",
"Text": "{{i18n:Item1.Upgrade1}}",
"RequiredCount": "100",
"Data": {
"DropBox": "JunimoPlant",
"DropBoxGameLocation": "Greenhouse",
"DropBoxIndicatorLocation": "2 7",
"AcceptedContextTags": "item_clay"
}
},
{
"Type": "Donate",
"Text": "{{i18n:Item2.Upgrade1}}",
"RequiredCount": "50",
"Data": {
"DropBox": "JunimoPlant",
"DropBoxGameLocation": "Greenhouse",
"DropBoxIndicatorLocation": "2 7",
"AcceptedContextTags": "item_refined_quartz"
}
}
],
"Rewards": [
{
"Type": "Mail",
"Data": {
"MailReceived": "CosmicKillsSouls.GreenhouseV2",
"NoLetter": "true"
}
}
]
}
}
},
When it comes to repeatable quests, the mod should work just fine. As long as the mod is configured to have a particular quest type enabled at the end of that quest's last day, it will do the friendship penalty.
Will it work with modded quests and npc too?
If I may just ask, would it be possible to configure this so different types of quests are toggleable or not? Most quests I would absolutely love this for, except the "slay" ones, where bad luck is not uncommon when I'm looking for that second squid kid, or lava crab. All the other quest types like "item delivery" or "fish" depend on dedication, in my opinion, but the slay ones are much more RNG dependent.