Search found 982 matches

by Nystul
Tue Jun 12, 2018 8:06 am
Forum: Developer Discussion
Topic: Interesting Finds for Daggerfall Rumors
Replies: 8
Views: 521

Re: Interesting Finds for Daggerfall Rumors

Would be interesting if we could later import these rumors when importing vanilla savegames. A question I would like to find the answer to is: is the total number of generated rumors by vanilla always fixed and thus do generic rumors and quest rumors sum up to a fixed number or do quest rumors incre...
by Nystul
Mon Jun 11, 2018 5:09 pm
Forum: General
Topic: Screenshot thread
Replies: 137
Views: 24776

Re: Screenshot thread

I think common citizens would not be able to read those runes due to lack of education
by Nystul
Mon Jun 04, 2018 3:34 pm
Forum: Released Mods
Topic: [MOD] Real Grass 2
Replies: 74
Views: 6258

Re: [MOD] Real Grass 2

Wow Beautiful
by Nystul
Mon Jun 04, 2018 5:43 am
Forum: Developer Discussion
Topic: Daggerfall Unity VR with the Vive Pro
Replies: 111
Views: 4791

Re: Daggerfall Unity VR with the Vive Pro

When designing the automap windows I thought about the case what would happen if you would have window open while game would run unpaused. I decided to go for the easy way and just assume game is always paused... We would have to rewrite some of its logic if we need this feature. Let me know what yo...
by Nystul
Sun Jun 03, 2018 7:06 pm
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 243
Views: 19870

Re: implementation of talk window

2 out of 4 being available is correct, the other two are hidden by dialog link command.
The hidden ones should become available when pc learns about them in answer messages given by the first two. Though this might be broken at the moment. Cannot test at the moment though
by Nystul
Sun Jun 03, 2018 9:25 am
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 243
Views: 19870

Re: implementation of talk window

at least I can test now a bit more with this quest. I think I might have to do a bug fix session for TalkManager as well before this quest will work correctly. It seems that not all dialog links might get correctly revealed when pc gets the answer messages from the npcs (_missingperson_ does, _frien...
by Nystul
Sun Jun 03, 2018 9:11 am
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 243
Views: 19870

Re: implementation of talk window

TalkManager line 2904 is the cause of the problem: Symbol assignedPlaceSymbol = person.GetAssignedPlaceSymbol(); returns null for all person resources except _missingperson_ (which is correctly hidden via dialog link command) I would have expected to return placeSymbols for _friend1_, _friend2_, _fr...
by Nystul
Sat Jun 02, 2018 11:21 pm
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 243
Views: 19870

Re: implementation of talk window

What's strange with this specific quest is that create npc is called but place npc is never called. Nevertheless npc can be found in the building and can be asked about under where is -> person in vanilla df when doing this quest
by Nystul
Sat Jun 02, 2018 10:52 pm
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 243
Views: 19870

Re: implementation of talk window

I tried in classic - it is exactly as I expected: friend1 and friend2 are available in where is -> person section. when talking with them friend3 and friend4 also become available there when they are mentioned in their respective answers. Note: there are no entries in the tell me about section - sin...
by Nystul
Sat Jun 02, 2018 10:15 pm
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 243
Views: 19870

Re: implementation of talk window

does this quest work correctly in vanilla df? will have to work on this quest when I get the time. There seem to be several problems with this one, starting with _friend1_ and _friend2_ not showing up in "where is"->"person" section. Those 2 should not be hidden since there is no dialog link for the...