[MOD] Archaeologists

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Thanks for the report. I will track this down as soon as I can.

EDIT: Seems to be an issue with the custom book import. This worked for quite a while now, but is breaking in 0.10.26 for some reason.

EDIT2: The byte reader is getting out of sync by a word for some reason, but since classic books work and it's the same reader plus the bytes are all in the same places I am having trouble figuring out why this is occurring.
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 »

Just uploaded v1.3 which fixes this issue. Sorry for the inconvenience.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

yabay
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Re: [MOD] Archaeologists

Post by yabay »

Is it normal that there are two guild halls in one city? (solved)
I'm playing with latest version.
Last edited by yabay on Sun Sep 27, 2020 2:03 am, edited 1 time in total.

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Some cities yes, since the block with the building I repurposed for the guild hall appears twice in some locations.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

Flooge22
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Re: [MOD] Archaeologists

Post by Flooge22 »

I had a very brief idea while playing my new save. In short to make the Archaeologists blend more seamlessly into the world why not add a Dark brotherhood quest called Archaeologist basically in likeness to the kill priest, knight Et cetera.

I can understand if you don't want to make changes within this mod to other guilds, which I can understand, I just thought it was a somewhat valid suggestion.

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Yes, it's not a bad suggestion and I need to check some of the quests anyway as I've had reports of issues so I might do this.

Just released v1.4 for DFU 0.11.0+ with potion fixes and increased recall mark repair costs for balance.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

AuntiePixel
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Re: [MOD] Archaeologists

Post by AuntiePixel »

Assuming that fixes the recall potions being potion of ≤locale text not found>?

Do they sell used a separate anchor from the spell teleport? Was not quite sure if that was a big or the potion reason d'etre.

And great mod. Love what you've done with it. Great work.

Any thoughts of adding a an item enchanter to the guild? On one hand, it might be too much power for one guild. On the other, it would be nice to have an option to make items as a class that isn't a mages guild lackey or a lockpicking/ short blade rogue (via Julianos). Rough this guild does make it possible for anyone to join Julianos through long language training. Better than no option. Thanks again!

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

AuntiePixel wrote: Wed Feb 10, 2021 1:05 pm Assuming that fixes the recall potions being potion of ≤locale text not found>?

Do they sell used a separate anchor from the spell teleport? Was not quite sure if that was a big or the potion reason d'etre.

And great mod. Love what you've done with it. Great work.

Any thoughts of adding a an item enchanter to the guild? On one hand, it might be too much power for one guild. On the other, it would be nice to have an option to make items as a class that isn't a mages guild lackey or a lockpicking/ short blade rogue (via Julianos). Rough this guild does make it possible for anyone to join Julianos through long language training. Better than no option. Thanks again!
Yes it fixes the potions, not actually sure if they use a separate anchor - I don't think so but I'd have to try it myself.

Not sure about enchanting items... will give it some thought.
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 »

Found a serious issue with the locator devices since v1.1 where they were not activating and deactivating correctly when loading games or leaving dungeons.

This is fixed in v1.4.1 so please update asap.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

AuntiePixel
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Re: [MOD] Archaeologists

Post by AuntiePixel »

Hazelnut wrote: Sat Feb 13, 2021 11:22 pm
Yes it fixes the potions, not actually sure if they use a separate anchor - I don't think so but I'd have to try it myself.

Not sure about enchanting items... will give it some thought.
I tested the potions to be sure. They do have a separate anchor from the one you get with spells / charged items. I kind of like it that way, since it still gives the potions a use even on caster and magic item batman characters.

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