[MOD] Perform at taverns
- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
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Re: [MOD] Perform at taverns
Yeah, the editor isn't completely up to date with the newest tasks, which are "pay money," "clicked foe," and "change foe." I reported them in their topic: viewtopic.php?f=25&t=1142&start=130#p45633 viewtopic.php?f=25&t=1142&start=130#p43247 viewtopic.php?f=25&t=1142&start=130#p45633.
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- Joined: Sun Jun 02, 2019 4:28 pm
- Location: Colombia
Re: [MOD] Perform at taverns
Oh, alright.Jay_H wrote: ↑Tue Aug 11, 2020 6:55 pm Yeah, the editor isn't completely up to date with the newest tasks, which are "pay money," "clicked foe," and "change foe." I reported them in their topic: viewtopic.php?f=25&t=1142&start=130#p45633 viewtopic.php?f=25&t=1142&start=130#p43247 viewtopic.php?f=25&t=1142&start=130#p45633.
Anyway, everything is fixed now then, and should be running on Linux. If that isn't the case, don't doubt to tell me!
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
- Orbarth
- Posts: 61
- Joined: Wed Aug 07, 2019 10:37 pm
Re: [MOD] Perform at taverns
Hello, i gave a try to this mod in current DU and noticed a possible problems in a village when i asked some random npc about "news" as she replied oddly :
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- Posts: 371
- Joined: Sun Jun 02, 2019 4:28 pm
- Location: Colombia
Re: [MOD] Perform at taverns
Hmmmm. I forgot to test in-game if the rumors were working correctly. Thanks for catching that bug, I'll check it out tonight when I get the time
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
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- Posts: 371
- Joined: Sun Jun 02, 2019 4:28 pm
- Location: Colombia
Re: [MOD] Perform at taverns
It seems you're using the old version of this mod, where I defined the quest tavern as _tavern_ but accidentally put it as _inn_ in the rumors section. I caught and fixed that a while ago but had forgotten about it. Downloading the last version should fix that
- Attachments
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- Perform At Taverns.rar
- (1.68 KiB) Downloaded 125 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
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- Posts: 371
- Joined: Sun Jun 02, 2019 4:28 pm
- Location: Colombia
Re: [MOD] Perform at taverns
Small update: I decided to rework this mod a little bit. Instead of showing the "Do you want to perform here" prompt a while after you've entered a tavern that's looking for an entertainer, replaced it with a bard NPC who will show the perform prompt when you talk to them. This is to prevent the prompt from interrupting your sleep, which can be really annoying sometimes.
- Attachments
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- Perform At Taverns.rar
- (1.74 KiB) Downloaded 128 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
- Orbarth
- Posts: 61
- Joined: Wed Aug 07, 2019 10:37 pm
Re: [MOD] Perform at taverns
Thanks for the new version
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
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Re: [MOD] Perform at taverns
I don't know what version was being used, but I recently had to take a hatchet to a player's quest data save file which had reached almost 0.5Gb in size due to this mod.
This needs to be looked at because I am concerned that many players will not realise that this mod is overloading DFUs quest system until it's too late. This user had noticed that their framerate had dropped from ~100fps on earlier saves to around 40-50fps on their most recent and asked on discord if anyone could work out what could be causing this.
This needs to be looked at because I am concerned that many players will not realise that this mod is overloading DFUs quest system until it's too late. This user had noticed that their framerate had dropped from ~100fps on earlier saves to around 40-50fps on their most recent and asked on discord if anyone could work out what could be causing this.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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- Posts: 67
- Joined: Wed Jun 29, 2022 8:54 am
Re: [MOD] Perform at taverns
Hi, I really love this mod but I’ve heard that it can cause huge bloating of the quest data file and I removed it before it struck me.
I missed the mod however and I decided to try and make my own trigger system for the quest to try and resolve it.
I have renamed all the files to reduce the chances of a conflict with the other versions of the mod.
So now the Performers can only trigger one at a time and the Performer quest must finish before the trigger will allow another one to start. In theory, you can only have one performer at a time (my thought was to ensure that duplicate versions of the same quest file do not run at the same time). This means you are less likely to see a performer especially in a city.
I have kept the actual quest the same though.
I just wondered if anyone would like to test this mod to see if it is any better? Especially those who fast travel or use instant travel by magic?
To start on current save type startquest PerTrig1
Starts automatically on new game.
I missed the mod however and I decided to try and make my own trigger system for the quest to try and resolve it.
I have renamed all the files to reduce the chances of a conflict with the other versions of the mod.
So now the Performers can only trigger one at a time and the Performer quest must finish before the trigger will allow another one to start. In theory, you can only have one performer at a time (my thought was to ensure that duplicate versions of the same quest file do not run at the same time). This means you are less likely to see a performer especially in a city.
I have kept the actual quest the same though.
I just wondered if anyone would like to test this mod to see if it is any better? Especially those who fast travel or use instant travel by magic?
To start on current save type startquest PerTrig1
Starts automatically on new game.