Temple Quest Fixes

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Fixes quest breaking issues with Power From Beyond and Into the Unknown temple quests.

Issues -Receiving Power From Beyond Quests when entering systems with planets that can contain temples would eventually just stop working. Map markers missing, quest targets missing, and even if you landed on the planet it would be impossible to find the temple.

-Leaving your ship in orbit (entering another ship for example) or landing anywhere on the planet except for at the Scanner Anomaly disables the Scanner Anomaly map marker and the quest could no longer be completed.

-Into the Unknown, after speaking to Vlad, the objective to go to the temple would show "Go to [...]" and the quest would not progress.

Root Causes -The Freeform quests are those that automatically start when you enter a system that has a planet that can contain a temple. Conditions on these quest targets reference the wrong quest (i.e. All of them reference MQ_TempleQuest_Freeform instead of themselves). So the quest targets would stop working.

-The MQ_Temple_SubScript script attached to the quests listens for the player exiting their ship. The script then uses "if landingLocation.IsSameLocation(planetLocation, LocTypeMajorOrbital)" to check if the next stage of the quest should be set. By passing in the LocTypeMajorOrbital keyword and comparing the landingLocation to the planetLocation (instead of perhaps checking the anomaly location), this returns true if the player exits their ship in orbit or anywhere on the planet and causes the next stage of the quest to be set (which removes the Scanner Anomaly map marker).

-The temple sub quest (MQ_TempleQuest_MQ104A) will sometimes not start, which locked "Into the Unknown".

Solutions -The conditions for the quest targets were modified to check the current quest's stage (i.e. MQ_TempleQuest_Freeform00 now checks for the current quest stage on MQ_TempleQuest_Freeform00 instead of MQ_TempleQuest_Freeform).

-The MQ_Temple_SubScript script was modified to remove the line that set the stage in the OnExitShipInterior Event. Instead the stage is set during an OnLocationChange event. It checks if the player is at the Scanner Anomaly location (not the planet location) and if so, then it will set the next stage. Using the Anomaly location ensures it only returns true if the players lands at the anomaly (and not somewhere else on the planet). Using the OnLocationChange Event instead of the OnExitShipInterior Event allows the player to land elsewhere on the planet and later fast travel to the Scanner Anomaly map marker to progress the quest. Otherwise fast travelling to the marker would not trigger the next stage.

-Set up a listener quest. When "Into the Unknown" reaches the stage when the temple quest is started, the listener quest will check to see if it actually started, and if not it will start MQ_TempleQuest_MQ104A. It is set up to retry a few times. Once the quest is up and running, then the "Go to [...]" objective will update to "Go to Procyon III" if applied retroactively.

Additional "Fix" I hesitate to really call this a fix, more of cleanup really, but all the Power From Beyond quests have a property that was referencing a missing alias. I set this to None to keep logs from complaining about it since I was already modifying the quests for the real fixes anyway.

Additional Information "Into the Unknown" is the only fix that applies retroactively. This mod will NOT fix already broken Power from Beyond quests. It prevents them from becoming broken and it should apply to quests currently running if they are not in a broken state. This mod is an "install it and forget it" mod.

Screenshots show landing on a temple planet without the mod installed then with it installed.

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