Closed: Quests and reputation changes

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Hazelnut
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Closed: Quests and reputation changes

Post by Hazelnut »

So, anyone paying attention knows I've implemented guild progression based on reputation and skills. Each guild quest successfully completed increases your rep with the guild faction by 5, and failing decreases by 2. This is the default case, but some quests shown on UESP have different reputation changes.

e.g. http://en.uesp.net/wiki/Daggerfall:Stil ... _with_Orcs and http://en.uesp.net/wiki/Daggerfall:More ... _with_Orcs

I know that the local region rep change is done in the quest script with "change repute with _local_ by +4" but how the extra guild faction rep increase is done is unknown. Can anyone confirm the numbers on UESP for a quest that it says should give more +rep than the default in classic? I've found the Dagrep tool is good for seeing rep changes, or just let me have a classic save just before quest hand in for any quest that UESP claims should give more than +5 rep for success.

This will be very valuable assistance for getting this part of DFU implemented correctly. UESP is incredibly helpful, but it cannot be blindly trusted because it does have discrepancies with the actual game.
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: Open: Quests and reputation changes

Post by Hazelnut »

Is there anyone out there who wants to contribute and help Interkarma get DFU to Alpha this year then this is the perfect way to assist the project if you can spare some time. All you need is classic Daggerfall install and be able to play it up to quest hand in for one or more of the quests that have non-standard rep gain/loss on UESP. Then send me or post the zipped classic savefile, unless you want to analyse the rep changes yourself of course.

I will do this myself fairly soon, but that will use time I could be coding instead. ;)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jay_H
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Re: Open: Quests and reputation changes

Post by Jay_H »

Ah, if it's that simple, then I can do that. Let me instead.

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Hazelnut
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Re: Open: Quests and reputation changes

Post by Hazelnut »

I thought you were busy and time-poor yourself with all your quest work you're doing... maybe someone else will volunteer? Lets give it a few days.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jay_H
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Re: Open: Quests and reputation changes

Post by Jay_H »

Nah, this is simple. If it's directed towards something, I can do it very quickly. Testing and writing quests are bigger ordeals, but this is a few minutes at most.

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Jay_H
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Re: Open: Quests and reputation changes

Post by Jay_H »

Okay, I have them all in a zip file. I did a quest for the Mages Guild, the Fighters Guild, and a Knightly Order. Saves 0 to 2 are the "pre" and 3 to 5 are the "post" (it made more sense inside Daggerfall itself).

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Hazelnut
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Re: Open: Quests and reputation changes

Post by Hazelnut »

Were they all quests marked as non-standard rep changes on UESP?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jay_H
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Re: Open: Quests and reputation changes

Post by Jay_H »

Oops. Uh, I'll have to do that then. Yeah, I'll take some time to see that.

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Jay_H
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Re: Open: Quests and reputation changes

Post by Jay_H »

There, I did the quest you indicated, "More Trouble with Orcs." 2 is pre, 5 is post.
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R.D.
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Re: Open: Quests and reputation changes

Post by R.D. »

I know that the local region rep change is done in the quest script with "change repute with _local_ by +4" but how the extra guild faction rep increase is done is unknown
I don't know this. I haven't done much on quest stuff, as there has been plenty of other things to focus on, but I'll try to chip away at it some soon. If I find out anything I'll let you know or submit a PR or something.

What I do know:
As far as I know all reputation changes in classic are done through the same function (except maybe the -2 for failing. I don't know where that is done), which we have a preliminary version of as ChangeReputation() in PersistentFactionData.cs. The propagation part is still a todo. The easy part of propagation is that half of the reputation change should be added to the PC's reputation with the faction's allies, and half of it subtracted from the faction's enemies (these are simple additions and subtractions, no propagation). But there a few other functions called, including some special cases in there for the Dark Brotherhood, knightly orders, etc. that I still need to figure out. I don't think it's anything too complicated.

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