[MOD] Crystal Quest Tweak

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[MOD] Crystal Quest Tweak

by Stickman » Sat Oct 06, 2012 11:18 am

This simple mod tweaks the secret ship unlock quest line to make it slightly less frustrating.

Dropbox download here



Specifics (with some potential spoilers):

**Spoilers!**
Once you've opened the stasis pod, entering the required homeworld sector with the secret crew member will put a quest marker at a secret sector wormhole location. This should alleviate the frustration of opening the pod, finding the correct homeworld, but missing the wormhole event.
**End Spoilers**


Alternate version with increased quest start probability:

I've also created a second version (Crystal Quest - Start Boost) which makes the pod event a guaranteed node in Engi space and a possible node in Zoltan space. If you try this version, let me know if you run in to too many pods!

Crystal Quest - Start Boost download
Last edited by Stickman on Sat Oct 06, 2012 1:49 pm, edited 2 times in total.
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Re: [MOD] Crystal Quest Tweak

by DCChuckles » Sat Oct 06, 2012 11:46 am

Very useful, but could you make it so that the crystal pod appears, then the zoltans appear, then the rock homeworld appears? I remember being very annoyed when I had the crystal but I'd already passed the rock homeworlds.
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Re: [MOD] Crystal Quest Tweak

by Stickman » Sat Oct 06, 2012 12:14 pm

DCChuckles wrote:Very useful, but could you make it so that the crystal pod appears, then the zoltans appear, then the rock homeworld appears? I remember being very annoyed when I had the crystal but I'd already passed the rock homeworlds.


Unfortunately, I'm pretty sure that sector generation is hardcoded. At this point, we can modify sectors themselves, and the list of sectors from which the map is generated, but not how the sector map is generated. However, the devs already added the zoltan researcher events to all zoltan and engi sectors (and guaranteed in zoltan space), and the stasis pod event to all engi sectors (and rock sectors). As long as you hit an early engi sector with green sectors after it, you've got a good chance of starting the quest.

If the crystal ship is all you have left, unlocking it will still be frustrating. If you're just starting off, however, this mod should help you unlock it through the normal course of play (so long as you take the pods when you find them).

That said, I might add the pod event to other green sectors, but my guess is they may pop up too often that way.

E: I've added a version that makes the stasis pod event a guaranteed node in Engi Space and a possible node in Zoltan space.
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Re: [MOD] Crystal Quest Tweak

by dan 360 » Tue Oct 09, 2012 11:46 am

Finally got the ship by using this mod (took 4 attempt with the mod about 100 without) so thanks for making this mod :D trying to get the cruiser had become really annoying.
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Re: [MOD] Crystal Quest Tweak

by nimitz98 » Wed Oct 10, 2012 4:21 am

Does this mod add the "so I can properly repay you" dialogue after you get the crystal crew member? I installed this only on my laptop, but was surprised when I saw this dialogue on my desktop. I'm not sure how FTL mods work, so can someone clarify this?
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Re: [MOD] Crystal Quest Tweak

by Stickman » Thu Oct 11, 2012 10:19 am

nimitz98 wrote:Does this mod add the "so I can properly repay you" dialogue after you get the crystal crew member? I installed this only on my laptop, but was surprised when I saw this dialogue on my desktop. I'm not sure how FTL mods work, so can someone clarify this?


No - that text was already in the game (in fact, that's why I thought adding a quest marker would be appropriate. Previously, to get to the crystal sector you needed to take the crystal crew member to the Rock Homeworld, then find the one unmarked node with the wormhole to the secret sector (which you could easily miss). The only thing this mod changes is that when you enter the Rock Homeworld with a crystal crew member, you get a short dialogue and quest marker with the location of the wormhole to the secret sector.

dan 360 wrote:Finally got the ship by using this mod (took 4 attempt with the mod about 100 without) so thanks for making this mod :D trying to get the cruiser had become really annoying.


You're welcome. I'm glad it helped!
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Re: [MOD] Crystal Quest Tweak

by RavingRendal » Tue Nov 20, 2012 4:42 pm

OK so I downloaded the second one that is to add the quest marker and now FTL won't load. This is the only thing that has changed and the only other mod I have is Additional Quests and Texts

Edit: OK so a bit of fun here.

I deleted the more common find patch and tried installing the main one

When I booted I got this

Image

So I deleted that and re verified, things work again and new problem

I downloaded the first one again and running it through the patcher it saysInstalled and removed.

I just tried again and everything unpacked so hopefully it will work
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Re: [MOD] Crystal Quest Tweak

by Stickman » Fri Nov 30, 2012 4:34 am

Did FTL work after the reinstall? I haven't been able to replicate this issue - downloading and installing works fine for me. There shouldn't be any conflicts with the Additional Events & Text mod, since these tweaks modify completely different files.
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Re: [MOD] Crystal Quest Tweak

by s0ulman » Sun Dec 02, 2012 5:21 am

Thanks for making this, much appreciated, I'll be shortly giving it a go and giving feedback!

I've had quite a few failed attempts but I've got other ships to unlock, don't mind having a few more.
So I'll be testing the non-start boost first and seeing how that goes :)
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Re: [MOD] Crystal Quest Tweak

by s0ulman » Fri Dec 07, 2012 12:55 am

OK, so a few days on and more than a few games later, still no Crystal Cruiser :(

Mods works well; I'm using start boost ver as got tired of trying to find the pod, so can't comment on just the tweak.
I'm very likely to find it in Zoltan/Engi Homeworlds (and once in Rock controlled sector - not sure if that was mod/vanilla glitch) and the research group is everywhere as normal - but no Rock Homeworld on ANY of my runs :!:
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