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Re: Starting Dungeon Randomizer

Posted: Thu Sep 26, 2019 4:02 pm
by Jay_H
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.

Re: Starting Dungeon Randomizer

Posted: Sun Sep 29, 2019 3:19 pm
by MadPreacher1AD
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.

Re: Starting Dungeon Randomizer

Posted: Mon Sep 30, 2019 1:13 am
by MadPreacher1AD
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.

Re: Starting Dungeon Randomizer

Posted: Mon Nov 25, 2019 5:50 am
by CringingDragon
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.

Re: Starting Dungeon Randomizer

Posted: Mon Nov 25, 2019 1:17 pm
by Jay_H
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 :lol: Perhaps in the future though! Thanks for the feedback.

Re: Starting Dungeon Randomizer

Posted: Sun Apr 05, 2020 2:31 pm
by emmathepony
Would be cool if the dungeons were limited to ones on the coastlines.

Re: Starting Dungeon Randomizer

Posted: Mon Apr 06, 2020 7:21 am
by Jay_H
Yeah, that's waaay beyond me :lol: It's more intended for avoiding the MQ altogether.