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Re: Warm Ashes: Dangerous Dungeon Exteriors

Posted: Wed Dec 25, 2019 1:37 am
by Kamer
cognatogen wrote: Tue Dec 24, 2019 6:19 pm
daggerdude wrote: Thu Dec 19, 2019 3:49 pm Hey, so i was wondering, is there any documentation on what exactly changes and what the odds are with this?

I've noticed some "proceed with caution" quest dialogues that don't appear to do anything, harpy/giant quest dungeons throw a monster at me every hour preventing me from resting (and can't be completed :/) and some crazy wilderness spawns. one was a neutral party who i could not dialogue with, nor would intervene to help fight monsters.

There was a keep encounter thing too.

IDK, i'm just not sure qhat exactly to expect.
I'm also having this issue as well as being attacked in taverns by gargoyles, imps, bandits, etc after double-confirming that I'm using V3.0.3; never actually used this mod before the current version. Also, not sure if this is intended, but I'm using the Archaeologists mod with high Language skills but they never trigger on enemies spawned from Warm Ashes.
I'm curious. Do you update your Daggerfall by overwriting the files or installing into a new folder?

Re: Warm Ashes: Dangerous Dungeon Exteriors

Posted: Sat Dec 28, 2019 4:03 am
by Kamer
cognatogen wrote: Tue Dec 24, 2019 6:19 pm
daggerdude wrote: Thu Dec 19, 2019 3:49 pm Hey, so i was wondering, is there any documentation on what exactly changes and what the odds are with this?

I've noticed some "proceed with caution" quest dialogues that don't appear to do anything, harpy/giant quest dungeons throw a monster at me every hour preventing me from resting (and can't be completed :/) and some crazy wilderness spawns. one was a neutral party who i could not dialogue with, nor would intervene to help fight monsters.

There was a keep encounter thing too.

IDK, i'm just not sure qhat exactly to expect.
I'm also having this issue as well as being attacked in taverns by gargoyles, imps, bandits, etc after double-confirming that I'm using V3.0.3; never actually used this mod before the current version. Also, not sure if this is intended, but I'm using the Archaeologists mod with high Language skills but they never trigger on enemies spawned from Warm Ashes.

Also, what operating system are you using to play Daggerfall.

Re: Warm Ashes: Dangerous Dungeon Exteriors

Posted: Thu Jan 09, 2020 4:37 pm
by Daniel87
Not sure if it was this mod, the basic game or another quest altering mod:

I just finished a quest from a random city NPC in an Inn in Singcroft:
It was something along the lines "Please cleare out a house from harpyr infestation. You dont have to kill all of them, just bring me a feather as proof it was done, otherwise I have to pay a fee for the infestation to some random king or office."

After finishing the quest, the quest item (the griphon feather) is not being removed.
Does anyone have an idea from which questpack or mod this quest is? I think it is a bug.

Re: Warm Ashes: Dangerous Dungeon Exteriors

Posted: Thu Jan 09, 2020 5:34 pm
by pango
Daniel87 wrote: Thu Jan 09, 2020 4:37 pm After finishing the quest, the quest item (the griphon feather) is not being removed.
Does anyone have an idea from which questpack or mod this quest is? I think it is a bug.
I've seen it happen a lot in streams for a guy using unmodded DFU, so I don't think it's Warm Ashes-related.
The way it fixes it is by saving/reloading (I don't remember if restart is already required inbetween).

Re: Warm Ashes: Dangerous Dungeon Exteriors

Posted: Sun Jan 12, 2020 6:32 am
by josephkeen
I've seen this mod be brought up with tedius travel a lot. will I be able to come across the encounters with fast travel? or will I have to actually ride my horse everywhere?

Re: Warm Ashes: Dangerous Dungeon Exteriors

Posted: Sun Jan 12, 2020 11:03 am
by L57
josephkeen wrote: Sun Jan 12, 2020 6:32 am I've seen this mod be brought up with tedius travel a lot. will I be able to come across the encounters with fast travel? or will I have to actually ride my horse everywhere?
I don't use Warm Ashes, but I'm sure you have to ride your horse everywhere. The same with Wilderness NPC mod and similar stuff. However, some random events may happen right next to the dungeons and in towns AFAIK.

I suppose it would require a lot of effort (and probably impossible at all) to make fast travel in Daggerfall similar to Fallout 1-2 system.

Mods like this are definitely noticeable gameplay-wise even if you don't use tedious travel. Not just because of spawns near dungeons, but also because it's pointless sometimes to use fasttravel and is better to move manually (you'd be actually faster if you ride horse manually instead of fasttraveling, especially if your destination point is 2-3 pixels from you and you don't have to sleep to recover stamina during this trip). Especially useful if you have to arrive in the temple nearby when you're infected or poisoned.

Re: Warm Ashes: Dangerous Dungeon Exteriors

Posted: Sun Jan 12, 2020 11:58 am
by pango
Probably not impossible, the game already computes what world map zones you'd travel (in straight line) to evaluate how much time fast travel will take.
Using the same simplistic assumption, fast travel could be simulated with a simple loop, randomly generate events if it's not a water zone, and drop you into the world when an event occurs (or you decide to interrupt the loop).

Re: Warm Ashes: Dangerous Dungeon Exteriors

Posted: Sun Jan 12, 2020 12:33 pm
by L57
pango wrote: Sun Jan 12, 2020 11:58 am Probably not impossible, the game already computes what world map zones you'd travel (in straight line) to evaluate how much time fast travel will take.
Using the same simplistic assumption, fast travel could be simulated with a simple loop, randomly generate events if it's not a water zone, and drop you into the world when an event occurs (or you decide to interrupt the loop).
Random encounters like these would be definitely awesome! It looks pretty feasible then to add random encounters via fasttrevel events, which might be based simply on the existing leveled lists.

For example, Wilderness NPCs apparently already generates random enemies in accordance with leveled lists which determine what the enemy will disturb you during the rest (my supposition based on personal expirience, since I experimented a lot with such leveled lists. Not sure though because it may be just placebo effect).

Random encounters via fasttrevel may work this way too.

Also it is possible to make Luck and/or Stealth and/or anything else to determine a chance to engage in these random encounters (or at least in hostile ones). Some encounters with friendly traders and caravan escortss (random named NPC + guards + some horses nearby) would be cool too.

Re: Warm Ashes: Dangerous Dungeon Exteriors

Posted: Sun Jan 12, 2020 2:47 pm
by Jeoshua
pango wrote: Sun Jan 12, 2020 11:58 am Using the same simplistic assumption, fast travel could be simulated with a simple loop, randomly generate events if it's not a water zone, and drop you into the world when an event occurs (or you decide to interrupt the loop).
Sort of a "Less Tedious Travel". I would love this. You could even add a little A* pathfinding to route around water areas.

Re: Warm Ashes: Dangerous Dungeon Exteriors

Posted: Wed Jan 15, 2020 12:24 am
by Kamer
I haven't posted here about it yet but Warm Ashes Version 4 is in the works. The skeleton quest system is being replaced with a proper C# script to run the quests. This gives so much more flexibility before. More info to come when I have something more to show.

I will say expect easier installation/uninstalls for Version 4 as well as more accurate and more types of encounters. While the skeleton is handled by C#, the main meat of it will still be the quest system. This C#/Quest System hybrid will hopefully being even more immersion and entertainment in your future playthroughs. If anyone is interested in adding more content through quests, please be sure to message me here or on the unofficial discord.