Starting Dungeon Randomizer
- Jay_H
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Re: Starting Dungeon Randomizer
That's more or less how it works; once you land in Privateer's Hold, it'll teleport you. Daggerfall can't place markers that cause effects, but I don't think it's a relevant condition here anyway.
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- Joined: Thu Sep 26, 2019 9:16 pm
Re: Starting Dungeon Randomizer
I noticed that there's a problem when you run this mod and the quest packs 1 mod. When you spawn into Privateer's Hold that MQP#1 runs, but you have no cursor. You get random reloads of the level then your mod kicks in. I believe it has to do with the timing of when things fire.
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- Posts: 6
- Joined: Thu Sep 26, 2019 9:16 pm
Re: Starting Dungeon Randomizer
After installing the latest version and running it with Kamer's MQP1 this works fine now. It runs after Kamer's quest pack. Thank you for fixing it.
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- Joined: Mon Nov 25, 2019 5:17 am
Re: Starting Dungeon Randomizer
Love this mod with Iron man. Only suggestion is adding some starting locations to towns, temples and homes. If you're feeling really ambitious, starting scenarios would really liven up replay value.
- Jay_H
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Re: Starting Dungeon Randomizer
I really wish I could. Right now the Teleport action only works with dungeons; otherwise with a few simple clicks I could literally send you anywhere in the game to start Perhaps in the future though! Thanks for the feedback.
- emmathepony
- Posts: 248
- Joined: Sat Jun 29, 2019 5:26 pm
Re: Starting Dungeon Randomizer
Would be cool if the dungeons were limited to ones on the coastlines.
- Jay_H
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Re: Starting Dungeon Randomizer
Yeah, that's waaay beyond me It's more intended for avoiding the MQ altogether.