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.
[MOD] Archaeologists
- Hazelnut
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Re: [MOD] Archaeologists
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Hazelnut
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- Joined: Sat Aug 26, 2017 2:46 pm
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Re: [MOD] Archaeologists
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
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Re: [MOD] Archaeologists
Is it normal that there are two guild halls in one city? (solved)
I'm playing with latest version.
I'm playing with latest version.
Last edited by yabay on Sun Sep 27, 2020 2:03 am, edited 1 time in total.
- Hazelnut
- Posts: 2531
- Joined: Sat Aug 26, 2017 2:46 pm
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Re: [MOD] Archaeologists
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
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Re: [MOD] Archaeologists
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.
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.