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<futureQuests>
<li>
<mtbDays>60</mtbDays>
<questDef>VQE_Deadlife_AncientSilo</questDef>
</li>
<li>
<mtbDays>1</mtbDays>
<questDef>VQE_AbandonedARC</questDef>
</li>
</futureQuests>
(I presume you understand XML terminology. If not, look it up, or ask nicely.)
In your save file, in the element '<li Class="VEF.Storyteller.GameComponent_QuestChains">', you will find an element 'futureQuests'.
Now:
1. find the folder for the VQE mod you're having trouble with
2. in the "Quests" folder, find the XML file defining the next quest in the chain
3. at the top of that file, find the defName of that quest, f.ex. ' <defName>VQE_AbandonedARC</defName>' for the second Generator quest
Back in your save file, create a second '<li>' element in the 'futureQuests', set 'mtbDays' to whatever you like, and the 'questDef' to the one you found.
Load your game, and either wait for the MTB to trigger it for you, or use dev mode to start the quest that will now be listed at the bottom as a future quest.
Not mad really want to know why.
"ARC maintenance in map: x 0.8779081"
It reduces the overal global work speed by more than 12%. Does anyone knows why is that for? I deconstracted all of the ARCs and it is still there.
VQE-Generator In Space
If anyone else is wondering.
Thanks Sarg :)
"1. Remove all VQE mods and install Mid-save saver
2. Load the save and save it with another name.
3. Go to the new save file and delete the following node and its children
<li Class="VEF.Storyteller.GameComponent_QuestChains">
4. Load the VQE mods back and manually trigger them using dev mode
It's important to immediately dev spawn the next quest before the bug fix drop. And step3 is important, using Mid-save saver alone is not enough."
Note: I followed all the steps, but I installed the mod using the regular method through the mod loader, since I didn’t understand how to enable mods via developer mode. To find the quests related to the mod, search for "quest chain".
I try to pull up Quest Chains in dev mode, but the window is broken.
Very good
Actually, all the quests from the Vanilla Quests Expanded series currently have issues, and I had to disable them before starting the game due to errors. At first, only 'The Generator' seemed to work, so I took the risk and played with it. However, even it turned out to have some problems.
Scroll down to the comment in this mod, I post a solution there.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3497226454&tscn=1752856130
- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
Can't wait to play it myself.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3524903134&searchtext=
It is a nice mod however a lot of things to right-click study in the second quest, and for some reason it would not let me build the first wood upgrade for the ARC? I don't believe it threw an error, does it fail if a regular colonist without ARC study tries building it or something lol. Thanks for the great mods, cheers