Persistent Dungeons

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Elricwulf
Posts: 12
Joined: Mon Jan 06, 2020 10:22 pm

Re: Persistent Dungeons

Post by Elricwulf »

L57 wrote: Tue Jan 14, 2020 6:02 am
Elricwulf wrote: Tue Jan 14, 2020 1:42 am [EDIT]:Okay, yeah just confirmed again, loaded up one of the last Saves I made inside the Dungeon and a Mummy that I had just killed before saving was attacking me)
But that was your second visit to the dungeon, right?
I had visited the dungeon previously, yes. Got plague with no Cure Disease, so I had to leave and come back.

L57
Posts: 207
Joined: Tue Dec 31, 2019 7:53 pm
Location: Moscow, Russia

Re: Persistent Dungeons

Post by L57 »

Elricwulf wrote: Tue Jan 14, 2020 8:52 am
L57 wrote: Tue Jan 14, 2020 6:02 am
Elricwulf wrote: Tue Jan 14, 2020 1:42 am [EDIT]:Okay, yeah just confirmed again, loaded up one of the last Saves I made inside the Dungeon and a Mummy that I had just killed before saving was attacking me)
But that was your second visit to the dungeon, right?
I had visited the dungeon previously, yes. Got plague with no Cure Disease, so I had to leave and come back.
If you visit it for the first time, classic mechanics will work without bugs. I posted that earlier, just repeat to make sure it's clear for you.

In practice with this mod you still have to clear the dungeon at the first visit basically, almost as in vanilla. Bug prevents multiple visits abuse. However, this mod allows you at least to loot all the stuff later, which is a good and immersive thing.

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Helegad
Posts: 142
Joined: Sun Oct 07, 2018 6:24 am

Re: Persistent Dungeons

Post by Helegad »

L57 wrote: Mon Jan 13, 2020 9:59 pm Well, already tested this. :D

Rule 2 partially doesn't hold. If you save and reload in the dungeon during the second visit, enemies will respawn.
I can +1 that, although this mod does what it's advertised to do, it really needs some more thorough bug testing and squashing.

What's pissing me off right now is the local map resetting randomly. I just crawled Woodborne Castle for loot (off the back of a Cartographer's quest) and found too much gold. So I traveled to Tuncart to make a deposit, and while I was there I received a random quest to travel half a day to a town to heal someone at a palace. I did that and returned to Woodborne Castle, and lo and behold, I've completely lost track of where I was because it's reset and I use the local map extensively to mark where I have and haven't been, among other things like locations of switches.

I realize that it was this way in DFDOS but I'll chalk that up entirely to the RAM and disk space limitations of the time. There really is no reason that the local map should forget what you've discovered in these days of octacore processors, multiple gigabytes of RAM, and terabytes of storage space.

I've found that if I exit a dungeon briefly and go back in the local map stays as I left it. I'm not sure what the trigger is for it to forget.

Actually, I'm not even certain Persistent Dungeons has anything to do with this, as the OP doesn't mention saving the local map, but it would go hand-in-hand with the rest of the features.

One other thing: it's be great if the corpse decay time ended in a pile of bones, instead of removing the corpse altogether. This would distinguish old enemies from new, and mark the passage of time in a fulfilling way.

Kane Tombs
Posts: 5
Joined: Sun Aug 04, 2019 11:07 pm

Re: Persistent Dungeons

Post by Kane Tombs »

I really want to see this expanded and bugtested, it needs some fixing but it's on my list of must have mods.

That being said, anyone know of a way to expand time of dungeon time remembered from 360 to a higher number?

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billyloist
Posts: 12
Joined: Thu Jul 30, 2020 2:07 am

Re: Persistent Dungeons

Post by billyloist »

This mod is great and exactly what I wanted to see in this game. I noticed that remembering story dungeons (main palaces count too) however might cause a glitch in the matrix and basically duplicate the interior at random.
Also, I believe I found the setting that would allow the game to remember automaps for visited dungeons, take a look at settings.ini in your Daggerfall folder in Appdata where your saves are located and find "AutomapNumberOfDungeons" (there's two). Set them both to like 999. I didn't test it yet, but it might work?

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