Your guess is wrong, I think.. I'd have to spend some time to be sure, but IIRC the DF data structure for a location can only have one dungeon defined.imsobadatnicknames wrote: ↑Sun Jan 24, 2021 1:38 am Dungeons can have multiple entrances so I guess it would be possible to modify Daggerfall castle to add an additional crypt dungeon module that doesn't connect to the rest of the dungeon, and turn the crypt model in the town cementery into another entrance. However, a problem with multi-entrance dungeons is that no matter where you enter trough, you'll appear in the same part of the dungeon, so if you did that entering through the crypt door would still end up with you appearing in the main room in Castle Daggerfall.
Changing cities/towns?
- Hazelnut
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Re: Changing cities/towns?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- BadLuckBurt
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Re: Changing cities/towns?
Yep, that is correct. There is no way to add more than one dungeon to a location.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
- Daniel87
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Re: Changing cities/towns?
How many locations can spawn per MapPixel? Only one, right?
In Julianos we Trust.
- BadLuckBurt
- Posts: 948
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Re: Changing cities/towns?
Yes, that's correct as well.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
- haloterm
- Posts: 391
- Joined: Sat Feb 16, 2019 5:21 am
Re: Changing cities/towns?
Yes that is possible. You do it in the C# file which you use for mod setup.imsobadatnicknames wrote: ↑Thu Jan 21, 2021 9:04 pm so if you create a custom city or dungeon and want a quest that only takes place there, you'll have to define it as a permanent site. I'm not sure how to do that or if it's even possible at the moment
When I am back at my PC I can look for an example.
Edit: Here's a quick screenshot of my current "Black Horse Courier.cs"
There I add a few new and old places to the places table, so they can be accessed by quest files, for example the city of Tulune as "TuluneCity":
Code: Select all
Place _TuluneCity_ permanent TuluneCity
- Hazelnut
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Re: Changing cities/towns?
Yep, that's how I did it for places and unique npcs in Roleplay & Realism too. Note that I also needed to define new factions for the npcs. Please do register any id's you use in the thread pinned in released mods. Ta.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods