[MOD] Archaeologists

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut »

Thanks, I had forgotten. :)

I'm going to incorporate your enchanter suggestion into an overhaul of the guild and balance. It's clear to me that locators are not really being used by players much since they were broken for months without anyone letting me know. Now it will be easy to join at rank 0 with only 30 int required, and a free locator will be given to try out. Buying them now doesn't require a holy relic (dagger or tome) but they're heavily discounted to 33% if you do supply one. Also you get a better locator that will activate quicker if you do this, same as when you rise in the ranks and get cheaper more quickly activatable locators. Basic ones should activate after 35% of a dungeon is explored (down from 50%) although this is doubled if smaller dungeons are being used.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut »

Okay, have done the refresh of the mod now. First post updated with new rank requirements (30 int to join) and benefits.

Archaeologists v1.5 is out on Nexus, enjoy your item enchanting!
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Kab the Bird Ranger
Posts: 123
Joined: Tue Feb 23, 2021 12:30 am

Re: [MOD] Archaeologists

Post by Kab the Bird Ranger »

In the quest JHAR007, the message 1041 says
<ce> _qgiver_ needed you the _relig_ by now.
This is meant to read as "John needed you the talisman by now".

Pretty sure the "you" is a typo.

Wolfgod64
Posts: 3
Joined: Sun May 30, 2021 7:50 pm

Re: [MOD] Archaeologists

Post by Wolfgod64 »

Some console commands don't seem to work. I haven't done much testing, but I was trying to fix a separate issue (a broken misc bodyguard quest I couldn't finish, go figure) that I got in an archeologist building. It's too late for me to reload a save and start the quest over, so I tried "modnpcrep" to make up the loss rep of the failed quest, but it gives me an unknown error.

Here's a screenshot of the error Image

I couldn't use endquest either, but this needs further testing to see if it's specifically an issue with the mod and I'm too lazy for that right now.

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut »

The mod doesn't add or change any commands itself. Did you click an npc first? Was it one of the guild npcs? Also which quest was it that went wrong for you?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Jay_H
Posts: 4061
Joined: Tue Aug 25, 2015 1:54 am
Contact:

Re: [MOD] Archaeologists

Post by Jay_H »


Wolfgod64
Posts: 3
Joined: Sun May 30, 2021 7:50 pm

Re: [MOD] Archaeologists

Post by Wolfgod64 »

(Reposting this to be more specific). Thanks Jay_H. But for this thread post, yes it was in an archeologist guildhall. I clicked on the npc. I don't fully understad guilds yet personally, but it does not seem to be a guild npc because I don't get the usual potential options (training, quest, etc.). It just pops up the normal citizen dialogue screen. Regardless the console doesn't effect anyone in the guildhall I click on, but works in the nearby tavern and such. It was a normal bodyguard quest "A0C01Y01". I restarted the game and tested multiple times with no change to the console. Hopefully that helps, but I am now far past this quest and already didn't have a save to start it over from scratch (not a big deal for me, but I can't test more on my side unless I miraculously get the same quest in the same place).

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut »

Minor fix released for locator devices so they work with retro rendering mode... v1.5.1 out now on Nexus.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut »

I've been working on 2 new guild halls for the desert regions, coming soon in v2.0! Looking for a player who's familiar with the guild halls and services to test it out before release to check I've not messed something up... if anyone would be so kind. I've posted 4 new images on the nexus page if you're interested in a preview.

One other thing I've done for this new release is remove the duplicate halls in Aldwall Rock, Reyford Moor, Longway, and Wilderwood - they had 3 or even 4 guild halls which was rather silly. This does mean that you shouldn't have any active quests from the guild in these locations before updating to 2.0 because you can't hand them in if the hall disappears. ;)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut »

Archaeologists Guild v2.0 is now released on Nexus: https://www.nexusmods.com/daggerfallunity/mods/14

Desert regions now have guilds, some smaller towns are just outposts without some of the higher level services.

Some taster screenshots:
Attachments
ArchsHallDesert.png
ArchsHallDesert.png (752.85 KiB) Viewed 3851 times
ArchsHallDesertTown.JPG
ArchsHallDesertTown.JPG (179.49 KiB) Viewed 3851 times
ArchsHallInside.JPG
ArchsHallInside.JPG (159.43 KiB) Viewed 3851 times
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

Post Reply