Search found 3720 matches

by Interkarma
Thu Mar 21, 2019 11:27 pm
Forum: Help & Support
Topic: Bug causing menu and in game UI/Text to become invisible
Replies: 12
Views: 292

Re: Bug causing menu and in game UI/Text to become invisible

I think I've found the issue. Appreciate all the screenshots and log information you've provided Apocrypher00. :)
by Interkarma
Thu Mar 21, 2019 10:58 pm
Forum: Help & Support
Topic: Bug causing menu and in game UI/Text to become invisible
Replies: 12
Views: 292

Re: Bug causing menu and in game UI/Text to become invisible

Hey! Thanks for the screenshots and logs. No, definitely not your machine, it's just a game data issue. Seems most prevalent with the Anthology edition. That's why using known-good game data like DaggerfallGameFiles.zip can help. Looking at the logs, the problem in both cases is not being able to ac...
by Interkarma
Thu Mar 21, 2019 10:07 pm
Forum: General
Topic: Video Thread
Replies: 55
Views: 9663

Re: Video Thread

That was fun Jay! Great to watch an experienced player just steamroll everything. :twisted:
by Interkarma
Thu Mar 21, 2019 1:12 am
Forum: News
Topic: March Builds – Faster Terrain, New Spells, Bug Fixes, QoL Improvements
Replies: 11
Views: 187

Re: March Builds – Faster Terrain, New Spells, Bug Fixes, QoL Improvements

BTW, let me know if you'd like me to credit you differently in updates. I usually credit you as "Pango" in updates and Tweets as that's probably the name most people will be familiar with from forums.
by Interkarma
Thu Mar 21, 2019 12:34 am
Forum: Bug Reports
Topic: [PreAlpha 0.7.65 win64] - Died after falling unconscious with only a dead enemy nearby
Replies: 8
Views: 74

Re: [PreAlpha 0.7.65 win64] - Died after falling unconscious with only a dead enemy nearby

Thank you Jay, appreciate the detective work. :)

For my part, I'll just confirm that a dead enemy can't trigger the mechanic. I don't think it can, but it's worth double-checking anyway.
by Interkarma
Wed Mar 20, 2019 11:06 pm
Forum: Bug Reports
Topic: [PreAlpha 0.7.65 win64] - Died after falling unconscious with only a dead enemy nearby
Replies: 8
Views: 74

Re: [PreAlpha 0.7.65 win64] - Died after falling unconscious with only a dead enemy nearby

Thanks for the update. :)

I'll treat this as a bug with enemy detection triggering mechanic from a dead enemy for now. I'll reproduce and confirm when I can.
by Interkarma
Wed Mar 20, 2019 10:28 pm
Forum: Bug Reports
Topic: [PreAlpha 0.7.65 win64] - Died after falling unconscious with only a dead enemy nearby
Replies: 8
Views: 74

Re: weird result of falling unconscious

Thanks Jay. It sounds like that poor character had their throat slit while laying passed out on the floor by one of the other two assassins then. A bad day in Tamriel. :)
by Interkarma
Wed Mar 20, 2019 10:24 pm
Forum: Help & Support
Topic: Isues seen during Zaric Zhakaron streams
Replies: 3
Views: 65

Re: Isues seen during Zaric Zhakaron streams

Thanks for collating. :) immunity to magic != immunity to poisons, diseases and paralysis He's fine with such departure from classic, as long as it's an option With recent changes to saving throws, Immunity to Magic will make player immune to paralysis if the Paralyze effect was delivered via Magic ...
by Interkarma
Wed Mar 20, 2019 9:43 pm
Forum: Bug Reports
Topic: [PreAlpha 0.7.65 win64] - Died after falling unconscious with only a dead enemy nearby
Replies: 8
Views: 74

Re: weird result of falling unconscious

The house wasn't being treated as a dungeon, that's not how the mechanic works. If you pass out from exhaustion when hostile enemies are nearby, it's considered a death. The most likely cause here was a another enemy nearby. It's also possible the previously deceased enemy was enough to trigger mech...
by Interkarma
Wed Mar 20, 2019 10:38 am
Forum: Modder Discussion
Topic: DagSkill Mod Remake?
Replies: 5
Views: 114

Re: DagSkill Mod Remake?

Welcome to the forums. :) You're not the first person to ask about Dagskills. I recently merged code to allow overriding attribute cap in next round of builds. The modder just needs to override "MaxStatValue" formula in their mod and return the new cap value. To simulate Dagskills, this would return...