Quest Editor [0.16.0]

For all talk about quest development - creation, testing, and quest system bug diagnosis.
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haloterm
Posts: 220
Joined: Sat Feb 16, 2019 5:21 am

Re: Quest Editor [0.16.0]

Post by haloterm »

Still have errors on the symbols because they're not visible to dftemplate obviously. The ability to define custom keys would work, but if it's possible to right click and ignore it that would be even better. I wouldn't complain if you left this though, I can certainly live with the occasional symbol error because I know they're valid.
It would be cool if maybe a yellow warning could be shown, with the hint "make sure you defined the symbols properly" (like e.g. custom cities defined in the C# file).

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TheLacus
Posts: 1322
Joined: Wed Sep 14, 2016 6:22 pm
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Re: Quest Editor [0.16.0]

Post by TheLacus »

Version 0.17.0 is available with some fixes. Another update will follow. :)
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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