[MOD] Archaeologists

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Thanks for the report. I will track this down as soon as I can.

EDIT: Seems to be an issue with the custom book import. This worked for quite a while now, but is breaking in 0.10.26 for some reason.

EDIT2: The byte reader is getting out of sync by a word for some reason, but since classic books work and it's the same reader plus the bytes are all in the same places I am having trouble figuring out why this is occurring.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Just uploaded v1.3 which fixes this issue. Sorry for the inconvenience.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

yabay
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Joined: Wed Aug 14, 2019 11:32 am
Location: Russia

Re: [MOD] Archaeologists

Post by yabay »

Is it normal that there are two guild halls in one city? (solved)
I'm playing with latest version.
Last edited by yabay on Sun Sep 27, 2020 2:03 am, edited 1 time in total.

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Some cities yes, since the block with the building I repurposed for the guild hall appears twice in some locations.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

Flooge22
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Joined: Thu Dec 17, 2020 5:15 pm

Re: [MOD] Archaeologists

Post by Flooge22 »

I had a very brief idea while playing my new save. In short to make the Archaeologists blend more seamlessly into the world why not add a Dark brotherhood quest called Archaeologist basically in likeness to the kill priest, knight Et cetera.

I can understand if you don't want to make changes within this mod to other guilds, which I can understand, I just thought it was a somewhat valid suggestion.

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