Search found 1211 matches

by Nystul
Tue Sep 17, 2019 1:10 pm
Forum: Released Mods
Topic: [MOD] Distant Terrain
Replies: 442
Views: 111733

Re: [MOD] Distant Terrain

hmm yes there seems to be a problem in a function (ScheduleGenerateSamplesJob) - not sure when I will have time to take a look
by Nystul
Sun Sep 15, 2019 8:12 pm
Forum: Quest Hub
Topic: Rumors Mill
Replies: 6
Views: 188

Re: Rumors Mill

it is up to you to decide how much percent of the rumor answers should be true info or not, same for anyinfo - you could also give wrong info there if you want - just be aware that commoners will give more of the rumors and better educated npcs will give more anyinfo answers (but also rumors some ti...
by Nystul
Sun Sep 15, 2019 5:13 pm
Forum: Developer Discussion
Topic: itemInfoPanel for gold
Replies: 17
Views: 205

Re: itemInfoPanel for gold

pango wrote:
Sun Sep 15, 2019 4:41 pm
I made a mess on GitHub though :(
It was displaying me a lot more stuff in your PR than the patch itself; It was probably just a re-merge of master (my branch was late by 3 commits vs master), but I panicked.
this happened to me as well several times ;)
by Nystul
Sun Sep 15, 2019 5:11 pm
Forum: Quest Hub
Topic: Rumors Mill
Replies: 6
Views: 188

Re: Rumors Mill

So, what's the difference between "rumors" and "anyInfo" tags? anyInfo messages are meant for answer messages which are true (give valid information) whereas rumors are answer messages that can be true or false. answers usually contain %hnt or %hnt2 macro - one resolves to infos one to rumors - ans...
by Nystul
Thu Sep 12, 2019 4:47 pm
Forum: Quest Hub
Topic: Rumors Mill
Replies: 6
Views: 188

Re: Rumors Mill

there is the console command "talk_npcsKnowEverything" which should make npcs give infinite "any news" answers for easier development I would also suggest to delete the rumor mill section (called listRumorMill) in ConversationData.txt file in savegame folder before starting your quest - then you sho...
by Nystul
Fri Sep 06, 2019 2:21 pm
Forum: Developer Discussion
Topic: Daggerfall Unity VR with the Vive Pro
Replies: 137
Views: 14439

Re: Daggerfall Unity VR with the Vive Pro

yeah now it works, thanks you ;)

this is really amazing. Swinging the flail feels good in vr!
by Nystul
Fri Sep 06, 2019 12:18 pm
Forum: Developer Discussion
Topic: Daggerfall Unity VR with the Vive Pro
Replies: 137
Views: 14439

Re: Daggerfall Unity VR with the Vive Pro

thank you - trying now ;)

now, I see the handle but not the chain and ball - collision/interaction with the objects seem to work though:

Image
by Nystul
Fri Sep 06, 2019 7:24 am
Forum: Developer Discussion
Topic: Daggerfall Unity VR with the Vive Pro
Replies: 137
Views: 14439

Re: Daggerfall Unity VR with the Vive Pro

how do I activate the flail? I just see my hands in vr but not the flail... ;)
by Nystul
Thu Sep 05, 2019 7:36 pm
Forum: General
Topic: Resetting dungeon maps
Replies: 7
Views: 182

Re: Resetting dungeon maps

No you misunderstood, as soon as you leave dungeon, state of switches etc. resets

Map discovery is not linked to state in any way

There is a persistent dungeons mod that does that
by Nystul
Thu Sep 05, 2019 4:36 pm
Forum: General
Topic: Resetting dungeon maps
Replies: 7
Views: 182

Re: Resetting dungeon maps

How will that effect the quest progression? A couple of steps are tied into finding an item/npc in the bowels of a dungeon. If you remove the dungeon information marking it as undiscovered does that also remove the steps you had taken in the dungeon that you are required to go back to? it would rem...