
A small collection of one-off text-only quests.
requires
LazyLib 2.6 or later
All updates are save-compatible unless the first number changes (1.1.x to 1.2.x is ok, but 1.x.x to 2.x.x is not).
To get started, simply check around at bars.
Features
– Over 7,000 words
– Various degrees of branching stories (nothing too wild, but some quests can end differently or even base your rewards on your decisions)
– Custom ambient music for one quest by MesoTroniK
– No anime
2022 edit: – or catgirls
Known IssueWhen doing the 2nd Karengo quest, save before landing at the destination planet.
There is a low chance of a crash due to an issue in vanilla, which Alex has fixed for the next update.
More info here:
https://fractalsoftworks.com/forum/index.php?topic=21297
This should be fixed with Starsector 0.95.1a.
Samples
Quests & Starting Conditions (minor spoilers)
Bugs? Suggestions? Questions? Want me to talk about why you should be coding in Kotlin instead of Java until you can’t take it any more? Ping me on
Discord @Wisp#0302, or just leave a comment in this thread.
Changelog
Other Known Issues
– If other mods add systems with hostile patrolling fleets, those systems may still be chosen as quest targets
Other Modder Authors
Supports modSettings.json for blacklisting systems.
Credits
Avanitia: For proof-reading literally _everything_ and providing an incredible amount of feedback.
MesoTroniK: For the deeply suspenseful music.
Tartiflette: For market condition code in Unknown Skies.
Vayra: For taking a vanilla illustration and making it magical.
LazyWizard: For LazyLib, Console Commands
NTNU (https://www.ntnu.edu/oceans/deep-sea-mining) for art.
Many others on Discord for help, support, reports, and being a motivating community
And of course Fractal Softworks for this incredible game
Only read on if you are stuck.
Does this use the library you were working on for a backend?
Oh, story mod! Fantastic!
Does this use the library you were working on for a backend?
It does! That can be found here: https://github.com/davidwhitman/questgiver although the readme is probably a little out of date.
Here’s what the beginning of the Nirvana quest looks like, in code:
class Nirvana_Stage1_BarEvent : AutoBarEventDefinition(
questFacilitator = NirvanaQuest,
createInteractionPrompt = {
para { game.text["nirv_stg1_prompt"] }
},
onInteractionStarted = { },
textToStartInteraction = { game.text["nirv_stg1_startBarEvent"] },
pages = listOf(
Page(
id = 1,
onPageShown = {
para { game.text["nirv_stg1_pg1_para1"] }
para { game.text["nirv_stg1_pg1_para2"] }
para { game.text["nirv_stg1_pg1_para3"] }
},
options = listOf(
Option(
// accept
text = { game.text["nirv_stg1_pg1_opt1"] },
onOptionSelected = {
it.goToPage(2)
}
),
Option(
// decline
text = { game.text["nirv_stg1_pg1_opt2"] },
onOptionSelected = { navigator ->
navigator.close(doNotOfferAgain = false)
}
)
)
),
I had a lot of unique bugs caused by how complex I made this, hehe.
Just wanted to post a thank you for pointing me toward your mod in my story content question. I’ve really enjoyed the story so far but I do have one question. Are the quests faction related? I am currently playing a faction that is friendly with the Hegemony so I was able to do the passenger quest but will I get the quest or if so turn it in if I am playing a faction hostile to them?
Glad to hear it!
They are not faction-related. You can always turn them in, no matter your relations with the faction controlling the world.
Added
– More robust blacklisting and whitelisting. (see https://starsector.fandom.com/wiki/Category:Modding#Persean_Chronicles)
Changed
– Slightly different text for Dragons if ending planet is hostile.
Fixed
– Quests should no longer be offered from blacklisted locations.
Always excited for new quest mods, much rarer than ship/weapon mods. Will this expand with more quests later?
Yes, that’s the plan. I’d like to add more interesting rewards and campaign-level interactions, things beyond text, in the future. Hopefully build on from some of the current quests based on the decisions you made. Add some interesting stuff to find scattered around that’s nothing lengthy, just “huh, that’s interesting” moments. Lots of ideas. It took me a year to finish this much, though, so we’ll see how long this takes me, plus Story Points are coming.
edit: Also, I agree; the lack of story-based mods was what led me to create this. I recycled some content I’d written for an unreleased Endless Sky mod (Dragons and Depths), finished it up, adapted it for Starsector, and wrote a few other quests. Figured this was a good time to release it and get feedback before getting too far with more quests.
Hey i know that this question doesnt regard you mod, but how did you do that github download counter widget thing?
https://shields.io/category/downloads
[url=https://github.com/davidwhitman/stories][img]https://img.shields.io/github/downloads/davidwhitman/stories/1.0.1/total?color=blue&logo=github[/img][/url]
[url=https://github.com/davidwhitman/stories][img]https://img.shields.io/github/downloads/davidwhitman/stories/total?color=blue&logo=github&label=downloads%40total[/img][/url]
You can also hit “Reply” to a post and it’ll show you the “code” used to write the post
The only serious quibble I’ve got is that the quests could probably use some sort of lockout or reduced frequency – after installing the mod, I happened to stop at a large independent planet with mining and instantly got four quests; it’d feel better if they were spaced out a bit more.
Though, along the lines of changing text for the Dragons quest if the planet is hostile, I’ll note that I usually run with Nexerelin random mode enabled, and in that context, both Dragons and Depths quests will frequently end up heading for uninhabited or decivilized planets.
The quest icons are nice, too; I’m not sure if the image resolutions work out, but if they do, would it be possible to get a few extra faction flags along similar lines?
Thanks, good feedback. I’ll look into a way to spread out the quest offerings a bit more. Maybe simply player level.
> Dragons and Depths quests will frequently end up heading for uninhabited or decivilized planets
Oops, I should add a case for uninhabited planets for Depths.
Dragons, though, should already have a different result if the planet is uncolonized, though (it won’t mention anything about tourist areas or law enforcement). Let me know if that’s not working for you.
> The quest icons are nice, too; I’m not sure if the image resolutions work out, but if they do, would it be possible to get a few extra faction flags along similar lines?
Can you expand on what you mean by this?