Starting Dungeon Randomizer

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Jay_H
Posts: 3145
Joined: Tue Aug 25, 2015 1:54 am

Re: Starting Dungeon Randomizer

Post by Jay_H » Thu Sep 26, 2019 4:02 pm

That's more or less how it works; once you land in Privateer's Hold, it'll teleport you. Daggerfall can't place markers that cause effects, but I don't think it's a relevant condition here anyway.
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MadPreacher1AD
Posts: 6
Joined: Thu Sep 26, 2019 9:16 pm

Re: Starting Dungeon Randomizer

Post by MadPreacher1AD » Sun Sep 29, 2019 3:19 pm

I noticed that there's a problem when you run this mod and the quest packs 1 mod. When you spawn into Privateer's Hold that MQP#1 runs, but you have no cursor. You get random reloads of the level then your mod kicks in. I believe it has to do with the timing of when things fire.

MadPreacher1AD
Posts: 6
Joined: Thu Sep 26, 2019 9:16 pm

Re: Starting Dungeon Randomizer

Post by MadPreacher1AD » Mon Sep 30, 2019 1:13 am

After installing the latest version and running it with Kamer's MQP1 this works fine now. It runs after Kamer's quest pack. Thank you for fixing it.

CringingDragon
Posts: 9
Joined: Mon Nov 25, 2019 5:17 am

Re: Starting Dungeon Randomizer

Post by CringingDragon » Mon Nov 25, 2019 5:50 am

Love this mod with Iron man. Only suggestion is adding some starting locations to towns, temples and homes. If you're feeling really ambitious, starting scenarios would really liven up replay value.

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Jay_H
Posts: 3145
Joined: Tue Aug 25, 2015 1:54 am

Re: Starting Dungeon Randomizer

Post by Jay_H » Mon Nov 25, 2019 1:17 pm

I really wish I could. Right now the Teleport action only works with dungeons; otherwise with a few simple clicks I could literally send you anywhere in the game to start :lol: Perhaps in the future though! Thanks for the feedback.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
See the Daggerfall Unity Wiki on the UESP.

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