(Proof of concept) New Fighters Guild Services

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imsobadatnicknames
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(Proof of concept) New Fighters Guild Services

Post by imsobadatnicknames »

So... I've always thought that the Fighters Guild got the short end of the stick when it comes to the services they offer. That's kind of an inevitable consequence of being the most "mundane" of all factions, but I still want to attempt to breathe some new life into it.

With this mod, you will find two new types of services at the Fighters Guild.

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Guild escorts: they work pretty much like my mercenaries mod (you hire them, and you get an item in your inventory which you can use to summon you to help you fight once per day for a month), except they'll be a single companion instead of four. The fighters guild is a guild of mercenaries for hire, after all, so you should be able to hire mercenaries there.

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Guild map sellers: They sell dungeon maps to guild members looking to do some independant adventuring imbetween assignments.

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My original idea was that your reputation with the Fighters Guild would control their appearances and their price (escorts would be avaliable as long as your reputation with the guild wasn't negative, map sellers would appear as soon as your reputation with them was at least 10, and both services would get cheaper as your reputation icnreased), but since currently there doesn't seem to be a way to check rank or reputation with an entire faction in the quest system, I ended up tying it to player level at least for now. If you're level 1-2, as soon as you enter a city a guild escort will be placed in the local Fighters Guild (if there's one). If you're level 3 or higher, the game will pick randomly between a guild escort or a map seller.

So... yeah. This is still a pretty early proof of cncept but it's working as intended for now so I wanted to post it to get some opinions on the idea. To be quite honest, even if I had managed to link it to your guild rank/reputation as I originally intended, using the quest system for this kind of mod isn't exactly the most elegant or efficient implementation. I think I'm going to take a break from usig the quest system, at least for now. Over the course of the last few weeks I've managed to push it far beyond what it was ever supposed to accomplish, but I think I've reached the limits of what can/want to do with it, at least for now, as with this mod concept I've clearly started to veer into the territory of "technically doable through the quest system but would probably be better implemented through world data editing and C#", so I'm probably going to focus on learning how to use world data and the Unity editor and then come back to this concept once I have the skills to execute it better. I might come abck to the quest system if I think of mroe creative ways to use it that can only be accomplishe through it, or just to write some actual quests :p

Installation

1. Download the file.
2. Unzip the file inside StreamingAssets/Questpacks
3. If you're starting a new game, it should start working right away. If you're using it on a game you already started, you'll need to open up the console and type startquest FGSSTART to get it running. If this doesn't work, your version of DFU might only be able to start quests inside StreamingAssets/Quests from the console, so try moving the contents of the folder to StreamingAssets/Quests and try again.

Nexus link: https://www.nexusmods.com/daggerfallunity/mods/119
Attachments
New Fighters Guild Services.rar
(12.64 KiB) Downloaded 147 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Ralzar
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Re: (Proof of concept) New Fighters Guild Services

Post by Ralzar »

On thing: Hazelnuts "Mountain Rumors" quest places that exact npc sprite in that exact spot in the fighters guild involved.

I feel the natural thing would be to use the money-bags npc in the entrance hallway for this? But you might not be able to use existing NPCs?

imsobadatnicknames
Posts: 371
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Location: Colombia

Re: (Proof of concept) New Fighters Guild Services

Post by imsobadatnicknames »

Ralzar wrote: Tue Sep 01, 2020 6:41 pm On thing: Hazelnuts "Mountain Rumors" quest places that exact npc sprite in that exact spot in the fighters guild involved.

I feel the natural thing would be to use the money-bags npc in the entrance hallway for this? But you might not be able to use existing NPCs?
Yeah, I think they get placed in the same spot because Mountain Rumors also uses the quest system (maybe, I'm not sure about that) to place that NPC, and Fighters Guilds only have one quest location (meaning there's only one spot in the building where the quest system can put NPCs, items, enemies, etc.)

That's why I make it clear that this isn't the way I want to do the final implementation of this idea, this is just an early prototype to demo the concept, so to speak. My idea for the final implementation is to use the moneybag NPC from the entrance (and maybe place an additional NPC somewhere in the building for the other service), but as the only thing I know how to use so far is the quest system, I'm going to take a few months to actually learn how to use Unity and then come back to this once I know how to edit world data blocks and all that jazz.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Jay_H
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Re: (Proof of concept) New Fighters Guild Services

Post by Jay_H »

Ralzar wrote: Tue Sep 01, 2020 6:41 pm On thing: Hazelnuts "Mountain Rumors" quest places that exact npc sprite in that exact spot in the fighters guild involved.

I feel the natural thing would be to use the money-bags npc in the entrance hallway for this? But you might not be able to use existing NPCs?
There's only one quest spot in a Fighters Guild, so you can't freely choose where to place them via quests.

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Kamer
Posts: 583
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Re: (Proof of concept) New Fighters Guild Services

Post by Kamer »

Jay_H wrote: Tue Sep 01, 2020 8:46 pm
Ralzar wrote: Tue Sep 01, 2020 6:41 pm On thing: Hazelnuts "Mountain Rumors" quest places that exact npc sprite in that exact spot in the fighters guild involved.

I feel the natural thing would be to use the money-bags npc in the entrance hallway for this? But you might not be able to use existing NPCs?
There's only one quest spot in a Fighters Guild, so you can't freely choose where to place them via quests.
This is a limitation of the quest system. Which is why I stopped using it and switched over for more control. Yes, they will all overlap in the same spot.

imsobadatnicknames
Posts: 371
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Re: (Proof of concept) New Fighters Guild Services

Post by imsobadatnicknames »

Kamer wrote: Tue Sep 01, 2020 11:28 pm
Jay_H wrote: Tue Sep 01, 2020 8:46 pm
Ralzar wrote: Tue Sep 01, 2020 6:41 pm On thing: Hazelnuts "Mountain Rumors" quest places that exact npc sprite in that exact spot in the fighters guild involved.

I feel the natural thing would be to use the money-bags npc in the entrance hallway for this? But you might not be able to use existing NPCs?
There's only one quest spot in a Fighters Guild, so you can't freely choose where to place them via quests.
This is a limitation of the quest system. Which is why I stopped using it and switched over for more control. Yes, they will all overlap in the same spot.
I think both systems have their ups and downs, to be quite honest.
This concept, where it's an NPC that's supposed to consistently be there, would definitely be done better through world data editing and C# scripting, which is what I ultimately intend to do.
On the other hand, stuff like my Tavern Games mod, my Mercenaries mod or my two companion mods, where there are NPCs that the player is supposed to occasionally or randomly come accross, would've been substantially worse if I had placed the NPCs through anything other than the quest system, as the quest system allowed me to easily randomize what buildings they appear in and to move them to a new set of randomly chosen buildings after a certain ammount of time, while world data editing would have just consistently placed them in all instances of the same building.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: (Proof of concept) New Fighters Guild Services

Post by imsobadatnicknames »

Small update:
Updated this the same way i updated my mercenaries mod. When you use the contract to summon your guild escort, a bell will be added to your inventory. You can use this bell to tell them to stop following you, so they won't keep interrupting your fast travel or preventing you from resting.
Attachments
New Fighters Guild Services.rar
(12.66 KiB) Downloaded 101 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: (Proof of concept) New Fighters Guild Services

Post by imsobadatnicknames »

Another small update: I finally figured out how to make the price of the services scale with the player's reputation with the fighter's guild rather than with the player's level (turns out all i had to do was switch from "when repute with _x_ at least nn" to "repute with _x_ exceeds nn do _z_"). So now improving your reputation with the guild will reduce the price of these services, and the guild cartographer service will only be avaliable to player who have at least 10 reputation with the guild.
Attachments
New Fighters Guild Services 0.7.rar
(12.69 KiB) Downloaded 99 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: (Proof of concept) New Fighters Guild Services

Post by imsobadatnicknames »

Version 0.8:
I noticed that running this mod in the newer versions of the game (likely since the beta came out but I'm not sure) introduces a new issue where hiring a guild companion causes the game to keep charging you the hiring price over and over again until the contract ends, causing you to run out of money. This issue wasn't present when running this mod in older versions of the game,a nd it took me a while to notice it, so sorry if it went unresolved for a while. I made a small change to the mod's code to stop it from happening.
Attachments
New Fighters Guild Services 0.8.rar
(12.75 KiB) Downloaded 79 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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