ReadyM.Oblivion.Quests.Server
1.0.0-rc.3
dotnet add package ReadyM.Oblivion.Quests.Server --version 1.0.0-rc.3
NuGet\Install-Package ReadyM.Oblivion.Quests.Server -Version 1.0.0-rc.3
<PackageReference Include="ReadyM.Oblivion.Quests.Server" Version="1.0.0-rc.3" />
<PackageVersion Include="ReadyM.Oblivion.Quests.Server" Version="1.0.0-rc.3" />
<PackageReference Include="ReadyM.Oblivion.Quests.Server" />
paket add ReadyM.Oblivion.Quests.Server --version 1.0.0-rc.3
#r "nuget: ReadyM.Oblivion.Quests.Server, 1.0.0-rc.3"
#:package ReadyM.Oblivion.Quests.Server@1.0.0-rc.3
#addin nuget:?package=ReadyM.Oblivion.Quests.Server&version=1.0.0-rc.3&prerelease
#tool nuget:?package=ReadyM.Oblivion.Quests.Server&version=1.0.0-rc.3&prerelease
OblivionMP quests
Server-authored quests for OblivionMP: stages with journal text, objectives, compass targets, dialogue topics, and quests that start on their own for the whole world or for each player. Quest state lives on the server and is saved with the world.
It is an optional mod, and it runs only on the relay server. Other mods write quests through one NuGet package:
dotnet add package ReadyM.Oblivion.Quests.Server
Add --prerelease while the version you want is a preview.
It gives you a QuestCatalog to take as a constructor parameter, like any service. Define your quests when your
service starts:
[Service]
public sealed partial class MyQuests(QuestCatalog quests)
{
private void Start()
{
var quest = quests.Define("a_horse_astray", "A Horse Astray");
var reportBack = quest.Topic("About the horse", HumilisNoniusBaseId, StageWindow.At(20),
"You found her. By the Nine, I thought the wolves had her for certain.");
quest
.Stage(10, "Humilis Nonius has lost his horse. I should check the nearby buildings.",
Objective.ReachAnyInterior())
.Stage(20, "I found the horse. I should tell Humilis Nonius.",
CompassTarget.At(HumilisNoniusRefId), Objective.Talk(reportBack))
.Stage(30, "Humilis Nonius thanked me for returning his horse.")
.AutoStartForPlayer(10)
.Build();
}
}
A mod that defines quests has to list this mod as a dependency in its manifest.json, so it is loaded first, and
the server has to run the quests mod too:
"dependencies": [
{ "uniqueId": "OblivionMP.SDK", "minimumVersion": "1.0.0" },
{ "uniqueId": "OblivionMP.SDK.Quests", "minimumVersion": "1.0.0" }
]
The quests assembly is loaded by the quests mod itself, so your mod folder only needs your own.
Building
The project builds against the OblivionMP SDK package from NuGet, ReadyM.SDK.Oblivion.Server. Its version is set
once, as OblivionSdkVersion in Directory.Build.props.
.\MakeModFolder.ps1 Release # the mod, into Output/mods/OblivionMp.Quests
.\BuildNugetPackages.ps1 # the package above, into Output/nuget
Use Debug instead of Release to include .pdb symbol files.
Copy Output/mods/OblivionMp.Quests/ into your server's mods/ directory, next to the OblivionMp.Sdk mod, and
restart the server. The mod has no client half, so players need nothing extra.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- ReadyM.SDK.Oblivion.Server (>= 1.0.0-rc.3)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 1.0.0-rc.3 | 0 | 10/22/2026 |
| 1.0.0-rc.2 | 52 | 10/16/2026 |
| 1.0.0-rc.1 | 53 | 10/15/2026 |