Modding Tutorials: Quest Packs & New Guilds
Posted: Fri Mar 16, 2018 3:17 pm
There are two distinct parts of creating a new guild for DFU; the guild implementation itself, and overriding world data to integrate the implementaion into the daggerfall world.
Planning
Before you start, you should plan what you want your guild to provide. Things like, name, npcs, services, benefits, rank titles etc. You will also need to allocate a faction id for the guild, as well as faction id's for every npc with a custom service. Classic faction id's are all less than 1000, so I've allocated id's 1000-1009 for the Archaeologists (only using 2 for now) so the next quild can use 1010-1019. I don't see more than 10 id's ever being needed. You will need to allocate one of the unused FactionFile.GuildGroup values for your guild. (don't use GeneralPopulace - that's the Thieves guild) Any of the GGroupX are fine to use, I used GGroup0 for Archaeologists. The others should be left for appropriate mods e.g. Bards.
See the Archaeologist mod thread for an example of the pre-planning. This assumes that your guild will work like existing DF guilds, but you have the power to create anything you like. Bear in mind that the more you diverge from the standard DFU guild behaviour, the less you will be able to rely on the foundation functionality I've written into DFU. Also note that temples (and to a lesser extent knightly orders) have sub-variants of a guild but this is not something that can easily be added by a mod.
Next decision is to decide how to insert your guild into the existing DF world - by either finding an unused building or a group of unused npc's. I will talk about the first since that is harder and what I've done for Archaeologists.
Find an unused building that is present in locations that matches the guild design. This will have to be a compromise unless you want to get into editing locations and the blocks they use which is possible but may require modelling and art skills - don't look at me for that. Since blocks are generally either generic residential or have a specific use this can be tricky. For Archaeologists I found a pair of buildings that game considers one that were pretty much empty, and didn't look like homes, and were present in enough locations without being repeated too much (several places have 2 Arch guild halls though which is not ideal) - other good candidates are blocks with taverns / shops that are not matched by location map data (you will need to check this is 100% true) so don't work. These buildings look a bit more like guild halls than most houses, which unsurprisingly... look like homes. Alternatively with a bit more work a building could be replaced with another model and the map adjusted accordingly. I stuck to just modifying the interior, only briefly testing replacing a tavern model with a knighly guild - main issue was the tavern sign was half in half out of the new model. There will probably be other issues but I am pretty sure it's possible. So lets discuss the actual override data.
Planning
Before you start, you should plan what you want your guild to provide. Things like, name, npcs, services, benefits, rank titles etc. You will also need to allocate a faction id for the guild, as well as faction id's for every npc with a custom service. Classic faction id's are all less than 1000, so I've allocated id's 1000-1009 for the Archaeologists (only using 2 for now) so the next quild can use 1010-1019. I don't see more than 10 id's ever being needed. You will need to allocate one of the unused FactionFile.GuildGroup values for your guild. (don't use GeneralPopulace - that's the Thieves guild) Any of the GGroupX are fine to use, I used GGroup0 for Archaeologists. The others should be left for appropriate mods e.g. Bards.
See the Archaeologist mod thread for an example of the pre-planning. This assumes that your guild will work like existing DF guilds, but you have the power to create anything you like. Bear in mind that the more you diverge from the standard DFU guild behaviour, the less you will be able to rely on the foundation functionality I've written into DFU. Also note that temples (and to a lesser extent knightly orders) have sub-variants of a guild but this is not something that can easily be added by a mod.
Next decision is to decide how to insert your guild into the existing DF world - by either finding an unused building or a group of unused npc's. I will talk about the first since that is harder and what I've done for Archaeologists.
Find an unused building that is present in locations that matches the guild design. This will have to be a compromise unless you want to get into editing locations and the blocks they use which is possible but may require modelling and art skills - don't look at me for that. Since blocks are generally either generic residential or have a specific use this can be tricky. For Archaeologists I found a pair of buildings that game considers one that were pretty much empty, and didn't look like homes, and were present in enough locations without being repeated too much (several places have 2 Arch guild halls though which is not ideal) - other good candidates are blocks with taverns / shops that are not matched by location map data (you will need to check this is 100% true) so don't work. These buildings look a bit more like guild halls than most houses, which unsurprisingly... look like homes. Alternatively with a bit more work a building could be replaced with another model and the map adjusted accordingly. I stuck to just modifying the interior, only briefly testing replacing a tavern model with a knighly guild - main issue was the tavern sign was half in half out of the new model. There will probably be other issues but I am pretty sure it's possible. So lets discuss the actual override data.