Starting Dungeon Randomizer

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Jay_H
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Re: Starting Dungeon Randomizer

Post 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.

MadPreacher1AD
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Joined: Thu Sep 26, 2019 9:16 pm

Re: Starting Dungeon Randomizer

Post 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.

MadPreacher1AD
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Re: Starting Dungeon Randomizer

Post 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.

CringingDragon
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Re: Starting Dungeon Randomizer

Post 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.

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Jay_H
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Re: Starting Dungeon Randomizer

Post 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.

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emmathepony
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Re: Starting Dungeon Randomizer

Post by emmathepony »

Would be cool if the dungeons were limited to ones on the coastlines.

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Jay_H
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Re: Starting Dungeon Randomizer

Post by Jay_H »

Yeah, that's waaay beyond me :lol: It's more intended for avoiding the MQ altogether.

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