I've started working through these now as I have time. Reserving a post for myself to update on status on above. I'll continue to edit this post and my comments above as I progress. Please keep adding more below as you find them.
Bug #1 RESOLVED
Now "saying nnnn" will only display once.
Now also supports alternate variant "pc at aPlace do aTask"
Bug #2 NOT REPRODUCED
TotingItemAndClickedNpc already breaks check once parent task triggered. There should be no issues with multiple instances of this trigger condition under a single parent task. This is not a continuous toggle like HaveItem.
Successfully tested with A0C00Y00 and task S.02 is triggered as scripted when player clicks on quest giver with any of the chosen letter variants.
Note1: This test is inclusive of Bug #3 fixes. It's most probable cause was actually inability to drop item to satisfy S.03.
Note2: Picking up the treasure "the courier's belongings" will also make quest impossible to complete. Quest giver will not deliver reward if the belongings are disturbed, as scripted.
Note3: A0C00Y00 is a problematic quest for other reasons as well. It's almost impossible to pick up the letter without touching the belongings (which fails the quest) and there's no feedback for this action even if the user intended it.
Bug #3 RESOLVED
DroppedItemAtPlace now stops processing once parent task triggers. This prevents issue encountered when multiple "dropped item" conditions are used underneath same parent task.
Reworked how drop logic is handled so item is able to be successfully dropped when in correct quest location.
Added support for "saying nnnn". Will only be shown once.
Bug #4 RESOLVED
Added support for "saying nnnn". Will only be shown once.
Bug #5 RESOLVED
Added support for "saying nnnn". Will only be shown once.
Bug #6 RESOLVED
Added support for "saying nnnn". Will only be shown once.
Bug #7 RESOLVED
Implemented "make pc ill with aDisease" and related Quests-Diseases data table.
Bug #8 RESOLVED
Implemented "cure aDisease" quest action.
Bug #9 RESOLVED
Added support for "saying nnnn". Will only be shown once.
Bug #10 RESOLVED
"give item" will now remove said item player's inventory if they have it..
Bug #11 RESOLVED
Quest messages now use a stack which fixes multiple issues related to message and execution concurrency
Bug #12 RESOLVED
This one appears to have been resolved around the time I fixed a related issue with NPC placement. Just played through quest successfully in test.
Bug #13 RESOLVED
I was able to play through quest successfully. It appears problem has been resolved by another fix.
Bug #14 RESOLVED
Dungeons quests will now fallback to a random dungeon type if specific dungeon not available.
Bug #15 RESOLVED
CreateFoe now supports msg message ID displayed on placement of first spawn only.
Bug #16 RESOLVED
Place resource will now try to match preferred dungeon type first (e.g. "dungeon4"). If preferred dungeon type does not exist in region, it will fall back to use any available random dungeon type so quest can continue.
Bug #17 RESOLVED
RestrainFoe flag is no longer cleared on master Foe resource by first spawned enemy. All spawned enemies can now process restrained flag.
Bug #18 RESOLVED
DestroyNpc action now accepts both "destroy npc anNPC" and "destroy anNPC" variants. Did the same for HideNpc action.
Bug #20 RESOLVED
Fixed regex and processing issues so item class/subclass variants are generated.
Bug #21 RESOLVED
Removed apostrophe to fix table link.
Bug #22 RESOLVED
Foe and Item resources can now be hot-placed to another location and will be removed from initial location.
Bug #23 RESOLVED
Added a fallback to random house if specified house type not found.
Bug #24 RESOLVED
HUD faces now supports portraits for faction type children.
The prompt action will fire before the "injured saying" actions.
Suggestions:
The quest functions but is a little non-sensical. As it currently stands, the questgiver starts bragging to the attackers before they make their hostile intentions known. If you then choose to turn him over (or resist), they'll explain why they want him, which isn't how the dialogue is supposed to work.
Interkarma's Notes:
RESOLVED
Quest messages now use a stack which fixes multiple issues related to message and execution concurrency
Person _sister_ face 2 group Resident2 female
create npc _sister_
Source:
A0C01Y09
Description of problem:
The sister is created in a remote location, not local.
Suggestions:
UESP confirms this quest is all meant to take place in one city. The town I test in is small but still accomodates various residences, so this must be something other than lack of space. Repeated in K0C00Y04.
Interkarma's Notes:
RESOLVED
This one appears to have been resolved around the time I fixed a related issue with NPC placement. Just played through quest successfully in test.
Last edited by Jay_H on Fri Jun 22, 2018 12:46 am, edited 1 time in total.
Could not find Quest Place /
UnityEngine.Debug:LogErrorFormat(String, Object[])
DaggerfallWorkshop.Game.Questing.Clock:GetTravelTimeInSeconds(Place, Boolean) (at Assets/Scripts/Game/Questing/Clock.cs:452)
DaggerfallWorkshop.Game.Questing.Clock:GetTravelTimeInSeconds(Boolean) (at Assets/Scripts/Game/Questing/Clock.cs:418)
DaggerfallWorkshop.Game.Questing.Clock:SetResource(String) (at Assets/Scripts/Game/Questing/Clock.cs:227)
DaggerfallWorkshop.Game.Questing.Clock:.ctor(Quest, String) (at Assets/Scripts/Game/Questing/Clock.cs:112)
DaggerfallWorkshop.Game.Questing.Parser:ParseQBN(Quest, List`1) (at Assets/Scripts/Game/Questing/Parser.cs:270)
DaggerfallWorkshop.Game.Questing.Parser:Parse(String[]) (at Assets/Scripts/Game/Questing/Parser.cs:138)
Interkarma's Notes:
QUEST DESIGN RELATED
Problem is simply that quest is asking for a dungeon1 type (Orc Stronghold) this dungeon types does not exist in all regions, e.g. there are no Orc Strongholds in Daggerfall. This just means it won't be available in regions without an Orc Stronghold, which is likely by design. No further action at this time.
Parsing quest $CUREVAM.txt FAILED! Search failed to locate matching remote site for Place _wrongdung_ in region Daggerfall. Resource source: 'Place _wrongdung_ remote dungeon5'
Quest cannot initialize since the Daggerfall region lacks the proper dungeon.
The same problem exists in $CUREWER.
Interkarma's Notes:
RESOLVED
Place resource will now try to match preferred dungeon type first (e.g. "dungeon4"). If preferred dungeon type does not exist in region, it will fall back to use any available random dungeon type so quest can continue.
Jay, just making a special note that I fixed bug #16. As this is a very common issue, I decided to change how Place resource handles this situation.
Place resource will now try to match preferred dungeon type first (e.g. "dungeon4"). If preferred dungeon type does not exist in region, it will fall back to use any available random dungeon type so quest can continue.