Perpetual Quest Pack

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Jay_H
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Perpetual Quest Pack

Post by Jay_H » Tue May 15, 2018 1:52 am

Note: This quest pack has been merged with Daggerfall Unity Quest Pack 1.

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Do you want to add some unexpected events to your Daggerfall? Want the world to reach out to you instead of always having to go look for trouble? Or see the world pass by with you as a tiny speck in it?

These quests generate each other, so they go in an endless cycle. You'll have to remove them from the quest folder or use a quest removal command in the console to stop them. They're meant to add a little spice to ordinary Daggerfall, so go about your ordinary business and let them happen when they will.

The Cartographer expansion pack is included, and adds a questline based on outdoor exploration.
Last edited by Jay_H on Tue May 22, 2018 9:28 pm, edited 4 times in total.
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

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Midknightprince
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Re: Perpetual Quest Pack

Post by Midknightprince » Tue May 15, 2018 3:30 am

Do I need to take out the quest pack first ?
Or is this backwards compatible ?
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Jay_H
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Re: Perpetual Quest Pack

Post by Jay_H » Tue May 15, 2018 4:02 am

Each pack should be mutually compatible. They each run on independent systems.
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

I rarely read instructions well the first time. Tell me to re-read them. I'll do it.

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Kamer
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Re: Perpetual Quest Pack

Post by Kamer » Wed May 16, 2018 2:41 am

Daggerfall needed this tbh. Only thing left to do imo is to have bandits/creatures outside of dungeon entrances and fortresses and it will feel less dead.

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Jay_H
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Re: Perpetual Quest Pack

Post by Jay_H » Wed May 16, 2018 3:06 am

Yeah, I remember specifically triggering the Lord K'avar quest and letting myself get ambushed again and again by enemies just to give the appearance of livelihood. I was so excited when I got attacked in the middle of the night in the city by a random Nightblade for no reason, and wished that kind of thing could happen more. Now DFU can make it a reality :D
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

I rarely read instructions well the first time. Tell me to re-read them. I'll do it.

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Jay_H
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Re: Perpetual Quest Pack

Post by Jay_H » Sat May 19, 2018 6:02 pm

I've now added an automatic start to _BRISIEN.txt as well as installation instructions. After installing the mod, players can immediately begin to receive the Perpetual Quests with no console use whatsoever. This is dependent on the players running the main quest at game start.

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**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

I rarely read instructions well the first time. Tell me to re-read them. I'll do it.

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Midknightprince
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Re: Perpetual Quest Pack

Post by Midknightprince » Sun May 20, 2018 5:40 am

How do you start the Cart guild quests ?
Just JHCG001 in the console ?
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Jay_H
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Re: Perpetual Quest Pack

Post by Jay_H » Sun May 20, 2018 5:56 am

The proper introduction is in JHPQ005. But if you just want to get to the good stuff, use JHCGENT0.
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

I rarely read instructions well the first time. Tell me to re-read them. I'll do it.

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Midknightprince
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Re: Perpetual Quest Pack

Post by Midknightprince » Sun May 20, 2018 6:40 am

Jay_H wrote:
Sun May 20, 2018 5:56 am
The proper introduction is in JHPQ005. But if you just want to get to the good stuff, use JHCGENT0.
So the cart guild is dynamic too, and JHPQ005 starts it all ?
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Jay_H
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Re: Perpetual Quest Pack

Post by Jay_H » Sun May 20, 2018 6:45 am

Yep. Once you successfully complete PQ005, it'll start to throw Cartographer and Perpetual quests at you. The Cartographer quests will end if you fail them and refuse to follow up, but the Perpetual quests do not end.
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

I rarely read instructions well the first time. Tell me to re-read them. I'll do it.

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