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[MOD] Town Descriptions and Details

Posted: Tue Feb 02, 2021 4:23 am
by imsobadatnicknames
So, I think we all know Daggerfall sites can be pretty samey, with not much difference between any of them. While there-s nothing I can do to physically change that, here-s a small attempt to somewhat alleviate that problem with a bit of imagination.

With this mod, sometimes when you enter sites like cities, towns, temples, inns, etc. you might receive a small random pop-up describing the place you're at, or telling you a small detail about it, somewhat inspired by the messages that show up when you're entering a dungeon. Hopefully they will help give these places a little personality. They have a somewhat long cooldown because I thought getting a pop-up EVERY time you ente a site might get annoying and eventually cheapen them. All sites present in the game (except for covens) are covered, but the list of details for some of them is bit short, so I plan on upating this mod as I come up with more random details to add to each type of site.

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INSTALLATION:

Unzip the file inside StreamingAssets/Questpacks. If you're starting a new game, that's all you need to do. Otherwise you'll need to open up the console and type startquest TDD to get he mod running.

UNINSTALLATION:
Delete the questpack.

Please tell me if I made any typos, I caught a couple of them when proofreading but this kind of thing always slips by lol.

Nexus mods link:https://www.nexusmods.com/daggerfallunity/mods/169/

Re: [MOD] Town Descriptions and Details

Posted: Tue Feb 02, 2021 2:15 pm
by Hazelnut
Not tried it (am at work) but it looks wrong with the quest list referring to MQ (bad name too short) but also it doesn't exist. There is a TDD.txt that looks like it starts all the others.

Code: Select all

MQ, InitAtGameStart, M, 0, 0,
Should it say TDD here? Also could you give your quests some more unique names so you don't get confusion if someone uses the same names?

I also wonder why even have a quest that just starts the others without any logic, rather than add all the quests in the list? (not saying it's the wrong approach, doesn't really matter - just curious)

Nice idea though, very nice. Would be nice if you could expand it to differ by region maybe, but I think that would need to move away from quest system.

Re: [MOD] Town Descriptions and Details

Posted: Tue Feb 02, 2021 8:03 pm
by imsobadatnicknames
Hazelnut wrote: Tue Feb 02, 2021 2:15 pm Not tried it (am at work) but it looks wrong with the quest list referring to MQ (bad name too short) but also it doesn't exist. There is a TDD.txt that looks like it starts all the others.

Code: Select all

MQ, InitAtGameStart, M, 0, 0,
Should it say TDD here? Also could you give your quests some more unique names so you don't get confusion if someone uses the same names?

I also wonder why even have a quest that just starts the others without any logic, rather than add all the quests in the list? (not saying it's the wrong approach, doesn't really matter - just curious)

Nice idea though, very nice. Would be nice if you could expand it to differ by region maybe, but I think that would need to move away from quest system.
Huh... weird. I noticed that mistake a while after uploading the file and I was pretty sure I had replaced it with a fixed version. Maybe I forgot to save the cahnges after uploading the new version?

Re: [MOD] Town Descriptions and Details

Posted: Tue Feb 02, 2021 8:09 pm
by Hazelnut
Hmm I grabbed your rar and didn't go to nexus. Assumed they'd be the same.. so maybe Nexus was okay?

Re: [MOD] Town Descriptions and Details

Posted: Tue Feb 02, 2021 10:45 pm
by imsobadatnicknames
Hazelnut wrote: Tue Feb 02, 2021 8:09 pm Hmm I grabbed your rar and didn't go to nexus. Assumed they'd be the same.. so maybe Nexus was okay?
Maybe? Anyway, I just replaced the file again both here and on nexus just to be sure