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Graveyard flavor text oddness (potential text issue)

Posted: Wed Sep 11, 2019 1:17 pm
by GethN7
Something about the flavor text for entering graveyards struck me as odd, so I kept re-entering them until I narrowed it down:

"You smell of freshly buried dead"

This doesn't make a lot of sense. You wouldn't smell of freshly buried dead unless you had been handling the shovels and the bodies, and the text shows up as you arrive on the scene.

It would make more sense as:

"You smell freshly buried dead"

You could smell freshly turned over earth in a graveyard, and if the dead had an odor or the ground had one from the burial process, then this would make more sense.

Re: Graveyard flavor text oddness (potential text issue)

Posted: Wed Sep 11, 2019 1:59 pm
by d999
I suspect the message came from original game.
Some mod can fix it later.

Re: Graveyard flavor text oddness (potential text issue)

Posted: Wed Sep 11, 2019 2:22 pm
by Deepfighter
That's a message from the TEXT.RSC, which DFUnity reads from the original game files (as d999 mentioned). It can be easily changed or accessed via DFTools, more exact DFRSCEDT.

I move that topics to Mods & Features, as this could lead more or less to some kind of TEXT.RSC mod. The latter exists already, but I don't know if texts regarding graveyards have been also altered/expanded.

Re: Graveyard flavor text oddness (potential text issue)

Posted: Wed Sep 11, 2019 5:03 pm
by pango
Once Daggerfall Unity gets localization support, maybe some English language pack could be released, overriding classic typos and issues... :)

Re: Graveyard flavor text oddness (potential text issue)

Posted: Mon Oct 26, 2020 3:44 pm
by Ferital
Fixed here.

Re: Graveyard flavor text oddness (potential text issue)

Posted: Mon Oct 26, 2020 7:54 pm
by King of Worms
Thanks for the TEXT.RSC bug fixing effort

Re: Graveyard flavor text oddness (potential text issue)

Posted: Wed Oct 28, 2020 5:05 pm
by GethN7
Glad to see this cleared up.