[MOD] Perform at taverns

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imsobadatnicknames
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[MOD] Perform at taverns

Post by imsobadatnicknames »

Adds the option to occasionally earn some money by performing at taverns to entertain patrons.

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Another mod inspired by this post by andromacus (viewtopic.php?f=12&t=3775) that I decided to cook up in a free moment I had this morning.

How does it work?

Occasionally when inside a tavern you'll be offered the opportunity to entertain other patrons by performing. There are four types of performances you can do: singing, dancing, telling jokes, and doing card tricks.

The quality of your performance will determine what happens next.

Terrible: You will get no money and your performance is so bad that a patron decides to attack you.
Bad: You will get no money.
Mediocre: You will get 1-20 gold.
Good: You will get 21-40 gold.
Amazing: You will get 40-80 gold.

Your attributes will influence the likeliness of your performance quality. Singing and telling jokes depend on Personality, dancing and doing card tricks depend on Agility.
I don't wanna go into full detail about how performance quality is determined, but, as an example, with 40-59 in the relevant attribute, you'll get a 40% chance of a mediocre performance, 20% chance of a bad performance, 20% chance of a good performance, 10% chance of a terrible performance, and 10% chance of an amazing performance.

1.1 Update: I noticed that the game constantly interrupting you sleep asking you if you want to performorm can be really annoying, so I replaced the prompt that randomly shows up when you're at a tavern with a bard NPC who will offer you the opportunity to perform once you talk to them :)

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Installation:

1. Download the file.
2. Unzip the file inside StreamingAssets/Questpacks
3. If you're starting a new game, it should start working right away. If you're using it on a game you already started, you'll need to open up the console and type startquest PATMASTER to get it running. If this doesn't work, your version of DFU might only be able to start quests inside StreamingAssets/Quests from the console, so try moving the contents of the folder to StreamingAssets/Quests and try again.

EDIT: Replaced the file. There was a minor bug that caused the "this tavern is looking for entertainers" prompt even after you've already left the tavern hours ago. It's working correctly now.

You can get the mod at nexus https://www.nexusmods.com/daggerfallunity/mods/110

Or simply get it from this post!
Attachments
Perform At Taverns 1.1.rar
(1.74 KiB) Downloaded 182 times
Perform At Taverns.rar
(1.68 KiB) Downloaded 187 times
Last edited by imsobadatnicknames on Wed Oct 14, 2020 2:26 am, edited 6 times in total.
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

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Jay_H
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Re: [MOD] Perform at taverns

Post by Jay_H »

Excellent! I wonder why no one's thought of this before (especially since Morrowind has an entertainers add-on since 2003). More non-violent actions are always good!

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Kokey
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Re: [MOD] Perform at taverns

Post by Kokey »

imsobadatnicknames wrote: Mon Aug 10, 2020 3:48 pm lotofstuff
So, would it be possible to add options for magical entertainment? Could use a mix of intelligence and willpower to determine success.

imsobadatnicknames
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Re: [MOD] Perform at taverns

Post by imsobadatnicknames »

Kokey wrote: Mon Aug 10, 2020 11:42 pm
imsobadatnicknames wrote: Mon Aug 10, 2020 3:48 pm lotofstuff
So, would it be possible to add options for magical entertainment? Could use a mix of intelligence and willpower to determine success.
Yeah! You're more than welcome to modify this mod and make your own version with whatever you come up with!

Also, they can not only be based on attributes but also skills, so you could do an act where success is based on Destruction or Alteration or whatever.
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

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Jay_H
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Re: [MOD] Perform at taverns

Post by Jay_H »

I'll post this here as a catch-all for your recent mods, to not make a post in each one:

Code: Select all

PAMASTER, InitAtGameStart, M, 0, 0,
The quest file is PATMASTER so this didn't initialize at game start.

Code: Select all

BFMASTER, InitAtGameStart, M, 0, 0,
The quest file is bfmaster, and Linux machines like mine are case-sensitive so this didn't initialize at game start. Same problem with tgmaster.

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Perform at taverns

Post by imsobadatnicknames »

Jay_H wrote: Tue Aug 11, 2020 1:57 am I'll post this here as a catch-all for your recent mods, to not make a post in each one:

Code: Select all

PAMASTER, InitAtGameStart, M, 0, 0,
The quest file is PATMASTER so this didn't initialize at game start.

Code: Select all

BFMASTER, InitAtGameStart, M, 0, 0,
The quest file is bfmaster, and Linux machines like mine are case-sensitive so this didn't initialize at game start. Same problem with tgmaster.
Gotta start proofreading more after I finish testing stuff in-game D:
I'll upload corrected versions in a bit!
Actually, I was just wondering if it'd be possible, since I've already released 5 of these mods in a relatively short ammount of time using the quest system, if it'd be possible to bundle them all in a dfmod file where they can be turned on an off using the mod settings menu. I'd definitely prefer that to having to tell people to manually initialize them through the console, and it'd help prevent stuff like this.
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

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Perform at taverns

Post by imsobadatnicknames »

Jay_H wrote: Tue Aug 11, 2020 1:57 am same stuff, I'm just quoting so it'll notify you
Here are the corrected versions, I will now procceed to replace them in the original posts and the nexus
Attachments
Tavern games.rar
(5.69 KiB) Downloaded 161 times
Perform At Taverns.rar
(1.68 KiB) Downloaded 165 times
Battlefields.rar
(8.57 KiB) Downloaded 161 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

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Jay_H
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Re: [MOD] Perform at taverns

Post by Jay_H »

It still isn't working. I decided to load your quests in the quest editor, and the results show:

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Your quests have tons of errors still, mostly typographical. They won't run in their current state. You need to start using the quest editor IDE, because this is far too complex to do without proofreading.

One of the more obscure problems is that your questlist files are in all caps, which the game doesn't recognize. It needs to be "QuestList-Taverngames.txt," not "QUESTLIST-TAVERNGAMES.txt."

I'm excited to see these projects come out and more content get added, but this is not in a releasable state yet.

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Hazelnut
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Re: [MOD] Perform at taverns

Post by Hazelnut »

imsobadatnicknames wrote: Tue Aug 11, 2020 3:11 am Actually, I was just wondering if it'd be possible, since I've already released 5 of these mods in a relatively short ammount of time using the quest system, if it'd be possible to bundle them all in a dfmod file where they can be turned on an off using the mod settings menu. I'd definitely prefer that to having to tell people to manually initialize them through the console, and it'd help prevent stuff like this.
Yes, that's probably a good idea - then you can combine your forum threads as well so you have less to maintain. Basically you would register the quest lists according to settings. You can see examples of registering a quest list in my Archaeologists and Roleplay & Realism mods.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Perform at taverns

Post by imsobadatnicknames »

Jay_H wrote: Tue Aug 11, 2020 4:18 am It still isn't working. I decided to load your quests in the quest editor, and the results show:

Image

Your quests have tons of errors still, mostly typographical. They won't run in their current state. You need to start using the quest editor IDE, because this is far too complex to do without proofreading.

One of the more obscure problems is that your questlist files are in all caps, which the game doesn't recognize. It needs to be "QuestList-Taverngames.txt," not "QUESTLIST-TAVERNGAMES.txt."

I'm excited to see these projects come out and more content get added, but this is not in a releasable state yet.
Weird, from the 2-3 hours I spent playing yesterday it seemed to be working as intended.
Then again, most of these errors seem to be related to startup at gamestart, and to case-sensitivity that doesn't seem to be an issue in my Windows machine, which means I wouldn't have encountered them in the first place.

I'll download quest editor and give it a look there. Thanks for the feedback.

EDIT: Just cleaned up Iliac Bay Battlefields using quest editor and changed filenames and quest IDs so casing is consistent, so it should work on Linux now too. However, I get this weird error in the part where I make the two groups of enemies fight each other:

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For some reason it tells me it's wrong because the enemy is not defined as a person?
It has never prevented it from working in-game tho. I will now procceed to clean up everything else, and then rewrite Tavern Games to use "the pay (x) gold" command since I wrote before I knew how that worked.

EDIT 2:
Cleaned everything up in Quest Editor and rewrote Tavern Games. The only thing that it shows as "wrong" now is the error i showed above, and the fact that it for some reason interprets "pay (x) gold do _y_ otherwise do _z_" as an invalid action, despite the fact that both of them work correctly in-game. Made sure casing in filenames is consistent with quest IDs, and removed all caps from questlist files, so they should be working correctly in non-windows files too. I will now be updating the files for all 5 mods in the nexus and on the original threads.
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

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