Search found 3233 matches

by Interkarma
Thu Nov 08, 2018 8:50 pm
Forum: Resolved
Topic: Build #136 - The Missing Price (Sx001) Quest item spawned outside of play area [RESOLVED]
Replies: 17
Views: 806

Re: The Missing Price Wrong Dungeon

I'll take a look at the save and issue a hotfix to help shortly. :)

I'm interested to find out why quest not working now. This is a fairly strait forward place item mechanic. I'll make this one a priority after work today.
by Interkarma
Thu Nov 08, 2018 9:06 am
Forum: Resolved
Topic: Build #136 - The Missing Price (Sx001) Quest item spawned outside of play area [RESOLVED]
Replies: 17
Views: 806

Re: The Missing Price Wrong Dungeon

Based on the quest script itself, I would consider this resolving a limitation in classic rather than a bug in DFU. :) As I mentioned in that older thread, I'd be happy to hardcode the behaviour if people find this really important. But I don't see any real issue in allowing the quest to execute lik...
by Interkarma
Thu Nov 08, 2018 3:52 am
Forum: Bug Reports
Topic: Linux #138: Enemy spells do not tick down during rest
Replies: 6
Views: 454

Re: Linux #138: Enemy spells do not tick down during rest

Thanks pango. Yep, these are both the same issue.
by Interkarma
Thu Nov 08, 2018 1:02 am
Forum: Resolved
Topic: Build #136 - The Missing Price (Sx001) Quest item spawned outside of play area [RESOLVED]
Replies: 17
Views: 806

Re: The Missing Price Wrong Dungeon

Regarding dungeon selection, the quest S0000001 specifies dungeon11 type as follows. Place _ukcrypt_ remote dungeon11 anyInfo 1015 rumors 1016 The dungeon11 type represents a "Ruined Castle". There are a total of 11 Ruined Castle dungeons in Sentinel (sort by Type in that link). "Castle Faallem" and...
by Interkarma
Thu Nov 08, 2018 12:17 am
Forum: Resolved
Topic: Build #136 - The Missing Price (Sx001) Quest item spawned outside of play area [RESOLVED]
Replies: 17
Views: 806

Re: The Missing Price Wrong Dungeon

Welcome to the forums. :) This quest was working the last time I played it. If you can provide a save as Jay mentioned, we can inspect state and see what's happening. In this case, the best console cheat to use is "tele2qitem". This is distinct from quest spawns and inventory items delivered via the...
by Interkarma
Wed Nov 07, 2018 10:26 pm
Forum: Bug Reports
Topic: Linux #138: Enemy spells do not tick down during rest
Replies: 6
Views: 454

Re: Linux #138: Enemy spells do not tick down during rest

Thank you Jay. :)

There's a similar bug report about spells not respecting travel time, and both are related to how spell time is tracked independently of world time. I'll sort this out soon.
by Interkarma
Wed Nov 07, 2018 9:42 pm
Forum: General
Topic: Vanilla saves on Unity
Replies: 6
Views: 381

Re: Vanilla saves on Unity

To import successfully, classic saves must be made by a copy of Daggerfall patched to .213. There is no support for older save versions. Saves edited using a save game editor can break the format also. If you don't mind attaching a zip of your classic saves, we'll take a look and see where the issue...
by Interkarma
Tue Nov 06, 2018 10:19 pm
Forum: Bug Reports
Topic: Build #138: Delivered letter doesn't display first use
Replies: 4
Views: 325

Re: Build #138: Delivered letter doesn't display first use

I'm aware of this one. As Hazelnut points out, the quest system eats the initial click before the inventory system has a chance to act on it.

I'll look at redesigning this one when I can.
by Interkarma
Tue Nov 06, 2018 10:16 pm
Forum: Bug Reports
Topic: Build #138: Cloaks are rendered behind robes on character portrait
Replies: 2
Views: 266

Re: Build #138: Cloaks are rendered behind robes on character portrait

Thanks for report. I can confirm this issue. Not sure why its happening as DFU uses same template data as classic, which is where draw order comes from. I also think this used to work at some point. Error might have arrived after regenerating item templates recently. Will chase this down when I can.
by Interkarma
Tue Nov 06, 2018 10:14 pm
Forum: Bug Reports
Topic: Build #138 - "Cast when held" enchantments are assigned to non-equipable items
Replies: 11
Views: 517

Re: Build #138 - "Cast when held" enchantments are assigned to non-equipable items

Thank you for report. The bug is that "cast when held" enchantments are being assigned to items that cannot be equipped. I believe this bug also exists in classic. And from what Prester Lewin is saying, the enchantment for quest items seems to be Fortitude without much variability. It seems like bot...