Add support for player teleportation markers

Talk about the mods you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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pango
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Add support for player teleportation markers

Post by pango »

Currently, when a quest requires to teleport the player into a dungeon, Daggerfall (and Daggerfall Unity) reuse quest markers to select where the player will be spawned.
A major issue with that approach is that, while those places are located so that you can reach them from dungeon entrance (not counting bugged dungeons), there''s no guarantee that you can reach the dungeon entrance from those locations. Classic example is, you can spawn below a trapdoor that you're supposed to open first using a lever, so you're trapped.
Quest locations are also often guarded by some enemies, so the worse choice for safe teleportation targets.

It would be interesting to define a new kind of marker, "player teleportation marker", and then when the player is teleported to a dungeon first check if such markers are present then use them, otherwise use quest markers as before, for backward compatibility; That way mods could enrich existing dungeon modules with such markers, or create new dungeon modules with those markers from day 1.

As an extra refinement, player could be warned that (s)he may be trapped only if classic markers have been used, instead of being displayed unconditionally by quests (example in QP#1).
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BadLuckBurt
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Re: Add support for player teleportation markers

Post by BadLuckBurt »

I like the idea of additional markers so consider me a supporter. I just tele2exit normally if I feel like I've gotten stuck (which takes a long time) but your post got me thinking, it's probably just a couple of problematic blocks. If we could identify them and look at which markers would cause issues, build an exclusion table from that with support for mods to add their own exclusions for custom blocks (thinking ahead here), that would solve the problem. I can easily make a list of which blocks contain teleporters and trapdoors for example because I assume those are the main culprits.

The ability to use custom markers would go a long way in any case. Fun stuff to explore for after 1.0
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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