[MOD] Archaeologists

A curated forum for approved 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: 1621
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut » Wed Jul 31, 2019 8:21 pm

Oh really? Watching those will me very informative, assuming these are with alpha and v0.6 of course. When did he start this series??

theJF
Posts: 35
Joined: Wed Dec 26, 2018 10:34 am

Re: [MOD] Archaeologists

Post by theJF » Thu Aug 01, 2019 10:58 am

Alpha and 0.6 starts in the next, as yet unfinished, video. Work (and now the Ashes, not the warm kind) are getting in the way...

Thanks for all this hard work!

User avatar
Hazelnut
Posts: 1621
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut » Thu Aug 01, 2019 12:11 pm

Thanks for playing it. I look forward to your feedback. One thing I am considering is changing the name of the 'locator device' and the 'charges' terms I use to just 'locator wand' and 'wands'. I wasn't sure what to call it when I started and from watching your vids I get the feeling it's not making perfect consistent sense to end users. Thoughts?

theJF
Posts: 35
Joined: Wed Dec 26, 2018 10:34 am

Re: [MOD] Archaeologists

Post by theJF » Thu Aug 01, 2019 1:44 pm

If my memory serves it was a little confusing that the wand is in the magic section but the charges are in the other section. I wasn't sure what the wand was or where it came from. Also the images for both items are the same, could be very slightly confusing.
Is the wand necessary? The charges could just be one-use "locators"?
I don't remember if I used the "info" button, it probably explains everything.

User avatar
Vondur
Posts: 44
Joined: Wed Jun 05, 2019 10:31 pm

Re: [MOD] Archaeologists

Post by Vondur » Fri Aug 02, 2019 9:32 pm

Directly inspired by this mod! Thank you Hazelnut!

Adventure Art: https://www.youtube.com/channel/UCLFHRO ... VAelOQrl3Q

Let's Play Daggerfall Unity, DARK KNIGHT (No magicka): https://youtu.be/CO_WHL1cjNU

Let's Play Daggerfall Unity, MAD GENIUS: https://youtu.be/gPL9xKpvet0

User avatar
Jay_H
Posts: 2850
Joined: Tue Aug 25, 2015 1:54 am

Re: [MOD] Archaeologists

Post by Jay_H » Fri Aug 02, 2019 9:47 pm

Excellent work Vondur, looking forward to it :)
ON HIATUS. Will be difficult to find.
Come join the Unofficial Daggerfall Unity Discord.
See the Daggerfall Unity Wiki on the UESP.

User avatar
Hazelnut
Posts: 1621
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut » Thu Aug 08, 2019 8:14 pm

theJF wrote:
Thu Aug 01, 2019 1:44 pm
If my memory serves it was a little confusing that the wand is in the magic section but the charges are in the other section. I wasn't sure what the wand was or where it came from. Also the images for both items are the same, could be very slightly confusing.
Is the wand necessary? The charges could just be one-use "locators"?
I don't remember if I used the "info" button, it probably explains everything.
I called them "locator devices" and then used the term "charges", and the items use the wand inventory picture... they're basically vanilla wands with layered on behaviour that I programmed.

It would be much simpler to call them "Locators" and treat them as single use items. The charges idea was because I had them stacking, although they didn't in your video. Seems the ones provided by the quest scripts are not stacking, will need to look at that. I think my main issue is that "Locate" is a verb and "Locator" is very non-specific. I think I will drop the charges term and call them either "Locator" or "Locator wand". Opinions?

When it activates it moves to magic items as the infused magic has been activated. This also allows you to 'use' it to switch it off.

Eric
Posts: 7
Joined: Sun Mar 22, 2015 9:49 am

Re: [MOD] Archaeologists

Post by Eric » Fri Aug 09, 2019 8:21 am

Great work :D !
Finally the language skills are somewhat more usefull!

A thought on the locator device:
You say that the idea is that the locator should not be used every time you enter a dungeon.
But for me, as a casual player, who wants to get most out of the story, I'd like to use it every time.
This way I can explore and enjoy more different quests that include dungeons, because I'm way faster clearing them.
So I think the idea is kind of genius, but I think the costs are too high for casual players.

Also, that the guild is based on INT, gives intelligent non magic users a way new perspective.
But the features of the guild are so strong that they are kind of game changers for most people (locator device, recall potion),
and I think this is good and I'd like all my chars to use these this features! But some of theme are well, just dumb.
With an INT < 40 they won't be able to proceed in the guild ranks. Obviuosly you can say: Well then make an other character, thats the way Daggerfall works, and its not different with the other guilds.
Yes, but I'm playing Daggerfall Unity, because again, I want a more casual experience. I grow up with the modern TES games, and want to play Daggerfall in that style.

So my suggestion:
In the mod settings, could you add a casual mode, which removes the holy item restriction, lowers the prices and shift the features from the field officer rank to the assistant rank?.
Of course this will change the balance of the game, but I think casual players want a changed balance.

Oh and btw: I hope that something similar was not already discussed, to be honest I didn't read through all 15 pages :o

theJF
Posts: 35
Joined: Wed Dec 26, 2018 10:34 am

Re: [MOD] Archaeologists

Post by theJF » Fri Aug 09, 2019 9:11 am

Hazelnut wrote:
Thu Aug 08, 2019 8:14 pm
I called them "locator devices" and then used the term "charges", and the items use the wand inventory picture... they're basically vanilla wands with layered on behaviour that I programmed.

It would be much simpler to call them "Locators" and treat them as single use items. The charges idea was because I had them stacking, although they didn't in your video. Seems the ones provided by the quest scripts are not stacking, will need to look at that. I think my main issue is that "Locate" is a verb and "Locator" is very non-specific. I think I will drop the charges term and call them either "Locator" or "Locator wand". Opinions?

When it activates it moves to magic items as the infused magic has been activated. This also allows you to 'use' it to switch it off.
Now that I understand the wand appears in the magic list when the device is activated things make more sense now. If you're not happy with the term "locator" what about "sensor" or "detector"? Whatever you end up calling them they are a very neat addition to the game.

I think I have stumbled across a glitch though. I will do a little more testing soon. When entering a dungeon I hit the "U" key to activate the mark of recall and set an anchor. It looks like (but I'm not sure) that if I subsequently use a locator device then that somehow prevents the "U" working again. I have to cast a recall spell to teleport back. On one quest I didn't need to use the locator and after getting the quest target the "U" key worked fine and the mark of recall teleported me no problem. I'll see if I can reproduce this and set aside the save files.

Edit: found this in the output_log file after using the locator device and then trying to access the magic items menu:

Code: Select all

NullReferenceException: Object reference not set to an instance of an object
  at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallUseMagicItemWindow.UpdateUsableMagicItems () [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.DaggerfallUI.ProcessMessages () [0x00000] in <filename unknown>:0 
  at DaggerfallWorkshop.Game.DaggerfallUI.Update () [0x00000] in <filename unknown>:0 

User avatar
Hazelnut
Posts: 1621
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut » Fri Aug 09, 2019 10:43 pm

Thanks man, fixed that bug tonight.

Post Reply