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Re: Persistent Dungeons

Posted: Tue Jan 01, 2019 7:49 am
by Narf the Mouse
LypyL wrote:
Tue Jan 01, 2019 6:28 am
The first release lacked versioning which was the main problem. I didn't think it would be a problem as it's only been a few days, if you grab the latest version I reverted the change so this won't be an issue for you.
Eh...I can ignore Privateer's Hold for a couple in-game months.

Re: Persistent Dungeons

Posted: Thu Jan 10, 2019 2:28 pm
by LypyL
Narf the Mouse wrote:
Sun Dec 30, 2018 2:47 am
Every time I enter Privateer's Hold, the rat, bat, and Imp are there. It's not been more than five? days. I haven't gone more than a few hours ride from Gothway Garden. Will have more info later.
I was finally able to reproduce this issue (hopefully it was the same issue anyways), it should be fixed in the newest version.

Re: Persistent Dungeons

Posted: Thu Jan 10, 2019 7:59 pm
by Narf the Mouse
LypyL wrote:
Thu Jan 10, 2019 2:28 pm
Narf the Mouse wrote:
Sun Dec 30, 2018 2:47 am
Every time I enter Privateer's Hold, the rat, bat, and Imp are there. It's not been more than five? days. I haven't gone more than a few hours ride from Gothway Garden. Will have more info later.
I was finally able to reproduce this issue (hopefully it was the same issue anyways), it should be fixed in the newest version.
Thanks. :)

Re: Persistent Dungeons

Posted: Tue Jan 22, 2019 2:57 pm
by Dem
she wont download for me i want this one bad help plz

Re: Persistent Dungeons

Posted: Tue Jan 22, 2019 3:06 pm
by Dem
nvm i fixed it

Re: Persistent Dungeons

Posted: Wed Aug 14, 2019 10:46 pm
by pango
Lady Lilia mentioned an issue with this mod in her last video, and I managed to reproduce the issue:
- anchor outside of a dungeon;
- enter the dungeon, do stuff;
- teleport out of the dungeon;
- enter the dungeon again, it will have reset

Re: Persistent Dungeons

Posted: Mon Sep 02, 2019 12:08 pm
by d999
Several times lost maps and got respawned mobs for visited recently dungeons.
But my items and corpses lays where dropped.
Two times at least it occurs with Castle Sentinel.
I could not repeat that when reload older saves.

Edit:
As I understand now this mod does nothing with "lost maps".
AutomapNumberOfDungeons in Settings.ini set number of dungeons for which the map info is remembered.
So this mod works as intended.

Re: Persistent Dungeons

Posted: Mon Sep 02, 2019 7:59 pm
by Vondur
Love this mod, thank you!

Re: Persistent Dungeons

Posted: Tue Sep 03, 2019 6:46 pm
by emmathepony
Decided to finally use this and can't go back to insta-resets now, it makes the world feel a little more livelier knowing you just cleared it out for a while!

Re: Persistent Dungeons

Posted: Tue Sep 03, 2019 9:24 pm
by Hazelnut
It also breaks one of the design elements of Daggerfall which is once you enter a dungeon you have to complete it with your skills and equipment because if you exit it aborts and you're back to square 1 with it. Means you can't pop out and sleep in a local tavern, buy more arrows, repair equipment etc before continuing.

Well that's my interpretation anyway. :D