Search found 983 matches

by Hazelnut
Fri May 24, 2019 4:28 pm
Forum: Resolved
Topic: 0.7.145: Holding down shift drains stamina [RESOLVED]
Replies: 2
Views: 38

Re: 0.7.145: Holding down shift drains stamina

Surely that means you're running on the spot though right? ;-)

:lol:
by Hazelnut
Thu May 23, 2019 5:14 pm
Forum: Bug Reports
Topic: Windows x64 PreAlpha 0.7.126 - Drop tables don't change/copy pasted
Replies: 5
Views: 75

Re: Windows x64 PreAlpha 0.7.126 - Drop tables don't change/copy pasted

I might take a look and try and trace exactly what's going wrong with asset injection.
by Hazelnut
Thu May 23, 2019 1:11 pm
Forum: Mods & Features General
Topic: Endless wagon prompts on exit
Replies: 10
Views: 202

Re: Endless wagon prompts on exit

I get it, I do. You're just trying to remake the game right now, you're not necessarily thinking about everything as you do it. It's not expected of you to notice all of the design problems in that process. I cannot speak for the other developers, but I think you underestimate how much I think abou...
by Hazelnut
Thu May 23, 2019 1:05 pm
Forum: Bug Reports
Topic: 0.7.126: %n missing implementation
Replies: 4
Views: 82

Re: 0.7.126: %n missing implementation

Should be a quick fix. Will see if I can do it this weekend. Should the name be of any specific type? Nord, Breton etc?
by Hazelnut
Tue May 21, 2019 12:02 pm
Forum: Mods & Features General
Topic: Endless wagon prompts on exit
Replies: 10
Views: 202

Re: Endless wagon prompts on exit

It's this way to match classic, but I understand what you guys are getting at. My thoughts are to dump the entire prompt entirely and allow wagon access within 5 meters or so of the exit, but not elsewhere. This would need to be an option though to preserve the ability to play vanilla DF with DFU I ...
by Hazelnut
Tue May 21, 2019 11:05 am
Forum: Bug Reports
Topic: Dev build/Linux: magic item shops restocking do not match classic
Replies: 12
Views: 546

Re: Dev build/Linux: magic item shops restocking do not match classic

Yeah, guys, we haven't forgotten about this. (well I haven't at least)
by Hazelnut
Mon May 20, 2019 9:23 am
Forum: General
Topic: DFU vs Classic Differences: Master List
Replies: 47
Views: 2465

Re: DFU vs Classic Differences: Master List

Sorry I was not clear, in classic they pop up the guild menu like you're in a Thieves guild. No idea how many there are.
by Hazelnut
Sun May 19, 2019 3:53 pm
Forum: Mods & Features General
Topic: Dungeon nagivation: New spells/skills
Replies: 6
Views: 258

Re: Dungeon nagivation: New spells/skills

You may be interested in checking out the locator devices I implemented in the Archaeologists mod. See the thread in the completed mods forum. (note: mod is usable but not completely finished, I plan to add more)
by Hazelnut
Sun May 19, 2019 3:51 pm
Forum: Mods & Features General
Topic: Killable billboard NPC's
Replies: 2
Views: 285

Re: Killable billboard NPC's

It would also require to track the life status of all the NPCs in the Daggerfall world game data. Otherwise there'd be a lot of 'undead' shop keepers!
by Hazelnut
Sat May 18, 2019 4:27 pm
Forum: Bug Reports
Topic: Win 64 0.7.91 quest disappears from list then reappears
Replies: 3
Views: 121

Re: Win 64 0.7.91 quest disappears from list then reappears

So this seems to be an exception in TalkManager when expanding a quest macro, assume it's a location macro. Not really sure why a building is being undiscovered, but my gut says this is to do with quests taking over a building for the duration. Not quite sure why that is being fired off from a macro...