Search found 396 matches

by Hazelnut
Mon May 21, 2018 9:17 pm
Forum: Bug Reports
Topic: Commoner quest related bug
Replies: 16
Views: 241

Re: Commoner quest related bug

I checked out this problem tonight, and it's not restricted to just that quest - it seems to be any quest offered by commoners/nobles direct through DaggerfallQuestOfferWindow without a menu - from my testing anyway. (no I didn't test all of the quests) As I thought I might be, commenting out line 8...
by Hazelnut
Mon May 21, 2018 8:12 pm
Forum: Creator's Corner
Topic: [MOD] KOWs Daggerfall Remaster
Replies: 68
Views: 3136

Re: [MOD] KOWs Daggerfall Remaster

Looks really nice mate.

Also, glad to hear it will be in another pack... although I reckon the biggest issue with configuring DFU for a playthough will be the number of choices and options - but what a fantastic 'problem' to have. :D
by Hazelnut
Mon May 21, 2018 3:58 pm
Forum: Creator's Corner
Topic: Mage Pack by AXO_WiP_Mage 2 available
Replies: 12
Views: 480

Re: Mage Pack by AXO_WiP_Mage 2 available

Ha, different strokes for different folks I guess. My incompetence at art makes me very annoyed when I try to do any artwork, but programming is fun. :)
by Hazelnut
Mon May 21, 2018 2:13 pm
Forum: Creator's Corner
Topic: Mage Pack by AXO_WiP_Mage 2 available
Replies: 12
Views: 480

Re: Mage Pack by AXO_WiP_Mage 2 available

That's really good work.

Hello Gandalf the blue! :D
by Hazelnut
Mon May 21, 2018 1:03 pm
Forum: Creator's Corner
Topic: Perpetual Quest Pack
Replies: 13
Views: 344

Re: Perpetual Quest Pack

I'm thinking of rolling some functionality into the quest system to support this, once I have enough time & energy. Please no more hacks into poor old BRISIEN.
by Hazelnut
Mon May 21, 2018 9:02 am
Forum: Quest Hub
Topic: Region Reputation Check
Replies: 2
Views: 39

Re: Region Reputation Check

There's a 'legal repute' action but not sure how it's used. It's not operational for DFU yet, but it will be at some point.
by Hazelnut
Sun May 20, 2018 5:37 pm
Forum: Creator's Corner
Topic: [Mod] New Locations
Replies: 29
Views: 743

Re: [Mod] New Locations

Uncanny_Valley wrote:
Fri May 18, 2018 2:23 pm
I don't have a public repo with the code, but that is a good idea.
Any progress? I'm dying to know how you're doing this magic. lol :lol:
by Hazelnut
Sat May 19, 2018 10:10 am
Forum: Developer Discussion
Topic: New Quest actions - enhancing classic
Replies: 10
Views: 133

Re: New Quest actions - enhancing classic

Interkarma has suggested the syntax should change to:

Code: Select all

when skill Medical is at least 40
so I will change it to this.
by Hazelnut
Sat May 19, 2018 9:14 am
Forum: Mods & Features General
Topic: Enemy Factions Target Player
Replies: 12
Views: 153

Re: Enemy Factions Target Player

I've made a new repository for it: http://github.com/JayH2971/dfunity-reactiveguilds . I've called it Reactive Guilds, but that may as well be Factions in the future depending on what direction it goes in. I'll get to it when I'm able to. Hey, if you are busy that's fine man. I need to learn how to...
by Hazelnut
Sat May 19, 2018 9:12 am
Forum: Mods & Features General
Topic: Adding Extra Blocks To Existing Locations
Replies: 6
Views: 290

Re: Adding Extra Blocks To Existing Locations

Yes, unless you made a variant file format and adjusted the reader code accordingly.

BTW I wasn't confused before, I was suggesting an alternative approach, albeit one you are not interested in.