Graveyard flavor text oddness (potential text issue)

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GethN7
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Graveyard flavor text oddness (potential text issue)

Post by GethN7 »

Something about the flavor text for entering graveyards struck me as odd, so I kept re-entering them until I narrowed it down:

"You smell of freshly buried dead"

This doesn't make a lot of sense. You wouldn't smell of freshly buried dead unless you had been handling the shovels and the bodies, and the text shows up as you arrive on the scene.

It would make more sense as:

"You smell freshly buried dead"

You could smell freshly turned over earth in a graveyard, and if the dead had an odor or the ground had one from the burial process, then this would make more sense.

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d999
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Re: Graveyard flavor text oddness (potential text issue)

Post by d999 »

I suspect the message came from original game.
Some mod can fix it later.

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Deepfighter
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Re: Graveyard flavor text oddness (potential text issue)

Post by Deepfighter »

That's a message from the TEXT.RSC, which DFUnity reads from the original game files (as d999 mentioned). It can be easily changed or accessed via DFTools, more exact DFRSCEDT.

I move that topics to Mods & Features, as this could lead more or less to some kind of TEXT.RSC mod. The latter exists already, but I don't know if texts regarding graveyards have been also altered/expanded.
Head of the German Daggerfall translation - www.daggerfalldeutsch.de
and German translator for The Elder Scrolls V: Skyrim and Lore-Expert for The Elder Scrolls: Online

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pango
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Re: Graveyard flavor text oddness (potential text issue)

Post by pango »

Once Daggerfall Unity gets localization support, maybe some English language pack could be released, overriding classic typos and issues... :)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Ferital
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Re: Graveyard flavor text oddness (potential text issue)

Post by Ferital »

Fixed here.

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King of Worms
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Re: Graveyard flavor text oddness (potential text issue)

Post by King of Worms »

Thanks for the TEXT.RSC bug fixing effort

GethN7
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Re: Graveyard flavor text oddness (potential text issue)

Post by GethN7 »

Glad to see this cleared up.

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