0.10.13 - Building undiscover process at end of quest can undiscover guild halls, etc. [RESOLVED 0.10.24]

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Hazelnut
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Re: (Bug) Thieves Guild Map Markers disappear after staying in the inn.

Post by Hazelnut »

Interkarma wrote: Mon Dec 02, 2019 10:16 pm Agreed, this undiscover process should be limited to residences only and exclude TG and DB buildings specifically.
Should it maybe always exclude the guild hall where the quest giver is? Even though only TG & DB have issues due to the secret (shhh) location and the consequent way the labels get applied by my guild code?

Also attached a better save with no terrain sampler problems. Load it, open map. Loiter 1 hr. Open map, TG label is gone.
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See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Interkarma
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Re: 0.10.13 - Building undiscover process at end of quest can undiscover guild halls, etc.

Post by Interkarma »

If it's limited to residences, then guilds and businesses won't be undiscovered anyway. We just need an exclusion for TG and DB as they appear in residences.

Any other buildings player discovers should remain that way, even when used as part of a quest. I just don't want all these "Residence" nameplates cluttering up the map from old quests like classic does.

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Hazelnut
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Re: 0.10.13 - Building undiscover process at end of quest can undiscover guild halls, etc.

Post by Hazelnut »

Didn't know it was restricted to residences, but yeah in that case.. ah now I see the onlyIfResidence flag which is set true. :D
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Nystul
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Re: 0.10.13 - Building undiscover process at end of quest can undiscover guild halls, etc.

Post by Nystul »

does reentering town discover the thieves guild and dark brotherhood guildhalls again?

but yes, this was an oversight

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Interkarma
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Re: 0.10.13 - Building undiscover process at end of quest can undiscover guild halls, etc.

Post by Interkarma »

From a recent reddit post, it seems this bug (or some version of it) is still active in 0.10.23. Is anyone able to confirm?

https://www.reddit.com/r/daggerfallunit ... s_missing/

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Hazelnut
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Re: 0.10.13 - Building undiscover process at end of quest can undiscover guild halls, etc.

Post by Hazelnut »

Hmm, I was pretty sure I fixed this stuff a while back, but maybe that was just a different bug - I forget. Would be good to get a savefile & DFU version from reddit.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Interkarma
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Re: 0.10.13 - Building undiscover process at end of quest can undiscover guild halls, etc.

Post by Interkarma »

I can reproduce using save in first post. Rest for a couple hours and the marker is removed. I'll take a look at bug now while I have it all open in front of me.

Edit: Doesn't look like was ever addressed. There still weren't any checks for TG and DB in UndiscoverBuilding(). Have pushed a change to resolve this now.

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