[MOD] Archaeologists

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Jay_H
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Re: [MOD] Archaeologists

Post by Jay_H » Fri Aug 30, 2019 10:12 pm

A bug shown by user Vondur: https://youtu.be/cBywUal2koU?t=1043

Once you activate the locator device, pressing 'U' for the Magic Item use menu doesn't work anymore.

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut » Fri Aug 30, 2019 11:00 pm

I know, it's already fixed - someone reported it a little while ago. Just the new DFU build is not done yet.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jay_H
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Re: [MOD] Archaeologists

Post by Jay_H » Fri Aug 30, 2019 11:03 pm

Ah, sorry. Didn't take the time to look.

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut » Sun Sep 01, 2019 4:38 pm

Uploaded to Nexus mods page now.

Also updated first post preparing for release of v0.7 with new quests, cheaper locators and updated to work with next DFU build. Unfortunately there's a change that will break locator devices in existing versions of this mod.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut » Sat Sep 07, 2019 5:43 am

Version 0.7 is up on nexus mods: https://www.nexusmods.com/daggerfallunity/mods/14

It's required for the new 0.10.6 build of DFU. Older versions will not work as there was a breaking change in core.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jay_H
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Re: [MOD] Archaeologists

Post by Jay_H » Mon Sep 09, 2019 2:09 pm

I think ARCH001 is missing its title:
Image

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut » Mon Sep 09, 2019 2:52 pm

So was JHAR013, both fixed in my repo as of last night.

You need to sync up by fetching and rebasing, or just re-clone like you did last time.

Oh and I upped the skill requirement for the Nymph quest from 2 to 10. I assume this was an oversight? Even 10 is pretty low skill. I was actually wondering if that quest needed to be marked as adult due to the nakedness? Be cool to have Harpy, Imp variants too.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jay_H
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Re: [MOD] Archaeologists

Post by Jay_H » Mon Sep 09, 2019 4:01 pm

Ah, I had to have reduced it to 2 for testing. I'd normally put them at 20 minimum.

Yeah, I'd put mature content block for Nymphs. I'll make those changes.

White Rhino PSO
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Re: [MOD] Archaeologists

Post by White Rhino PSO » Wed Sep 25, 2019 3:53 pm

I just picked this mod up, but when I tested things out by trying to join up, they said that I didn't meet the requirements.

I get that you need to have a high intelligence to raise through the ranks with the guild, but is there some required level of language skills to even join? I was hoping I would be able to join regardless of my lack of related skills, and boost them through training and quests.

If the quests offered by the Archeologists Guild all consist of non-combat, non-scavenger hunt tasks, then I suppose joining while all of my language skills down in the miscellaneous category wouldn't really work out well.

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Jay_H
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Re: [MOD] Archaeologists

Post by Jay_H » Wed Sep 25, 2019 3:55 pm

The guild skills are Centaurian, Climbing, Daedric, Dragonish, Giantish, Harpy, Impish, Lockpicking, Nymph, Orcish, and Stealth. They work at the same levels as the other guilds in Daggerfall: https://en.uesp.net/wiki/Daggerfall:Fac ... dvancement

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