Daggerfall Unity Quest Pack #1
- Jay_H
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Re: Daggerfall Unity Quest Pack #1
I've given QP1 a few updates. One of them was to add infighting for every quest entity I could. Now if you use companion packs, they'll properly fight quest targets from QP1.
My most recent update was to fix FG004, which would say "HALT" endlessly until the end of the quest. Clearly no one's played that one yet, since they would've told me about it
My most recent update was to fix FG004, which would say "HALT" endlessly until the end of the quest. Clearly no one's played that one yet, since they would've told me about it
- Ralzar
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Re: Daggerfall Unity Quest Pack #1
Totally silly idea from watching theJFs stream: the "I need an escort" quest, could sometimes be someone asking you to get them a prostitute
- Jay_H
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Re: Daggerfall Unity Quest Pack #1
Ha, no doubt a good quest for a noble. They'd have no hesitation sending a trusted servant to fetch an "evening delight."
Not my kind of deal though, I'm sure Cliffworms or theJF are more than capable of making such a quest
Not my kind of deal though, I'm sure Cliffworms or theJF are more than capable of making such a quest
- Ralzar
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Re: Daggerfall Unity Quest Pack #1
Just did the "Domestic Vampire" quest for the fighters guild and I cant turn the quest in. When I hit the target I got a popup for sparing him or not. I said no and killed him. Now I can't click on the FG questor.
I edited my save. Set _slain_ to "true" and turned it in.
I edited my save. Set _slain_ to "true" and turned it in.
- Jay_H
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Re: Daggerfall Unity Quest Pack #1
Just looked at the code and it was a buggy mess! Had to do some real clean-up on that one. Thanks for the report, I'm fixing it now.
- Ralzar
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Re: Daggerfall Unity Quest Pack #1
Just did "Daedric Submission". I sided with the Daedra. Which caused the Daedra to aggro on me, which felt a bit off? Maybe this could use a Daedric skill check to not get attacked?
- Jay_H
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Re: Daggerfall Unity Quest Pack #1
I haven't fixed that yet (it's not hard, I just haven't found the time to do it). Feel free to give me a reminder by any means appropriate every few days if you see it not fixed.
I've been playing the heck out of the Shadowrun trilogy and it has some excellent ideas about skill-based checks. It's really opening my eyes to how skill checks can or should work in Daggerfall. I intend to spend some time reworking QP1 to allow more choice-based checks. The idea I have in mind is:
I expect this will make for some interesting replay value and serious decisions. Every failure will count, as will every success!
I've been playing the heck out of the Shadowrun trilogy and it has some excellent ideas about skill-based checks. It's really opening my eyes to how skill checks can or should work in Daggerfall. I intend to spend some time reworking QP1 to allow more choice-based checks. The idea I have in mind is:
Do you attempt to lie?
(Skill check: Streetwise
Level: Low)
I'll make it a gradual process over time, because the sheer number of quests in QP1 is overwhelming to me. I don't want to burn out on it.You could try to dispel the portal before it forms completely. Do you?
(Skill check: Mysticism
Level: Very High!)
I expect this will make for some interesting replay value and serious decisions. Every failure will count, as will every success!
- Jay_H
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Re: Daggerfall Unity Quest Pack #1
I've scripted it like this:
Code: Select all
clicked npc _mage_
place foe _sorc_ at _dung_
create foe _daed_ every 0 minutes 1 times with 100% success
restrain foe _sorc_
restrain foe _daed_
Code: Select all
injured _sorc_
say 1016
remove foe _sorc_
cast Heal spell on _daed_
- Cliffworms
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- Location: Québec
Re: Daggerfall Unity Quest Pack #1
Jay_H wrote: ↑Thu Jul 08, 2021 8:10 am I haven't fixed that yet (it's not hard, I just haven't found the time to do it). Feel free to give me a reminder by any means appropriate every few days if you see it not fixed.
I've been playing the heck out of the Shadowrun trilogy and it has some excellent ideas about skill-based checks. It's really opening my eyes to how skill checks can or should work in Daggerfall. I intend to spend some time reworking QP1 to allow more choice-based checks. The idea I have in mind is:
Do you attempt to lie?
(Skill check: Streetwise
Level: Low)I'll make it a gradual process over time, because the sheer number of quests in QP1 is overwhelming to me. I don't want to burn out on it.You could try to dispel the portal before it forms completely. Do you?
(Skill check: Mysticism
Level: Very High!)
I expect this will make for some interesting replay value and serious decisions. Every failure will count, as will every success!
This is very interesting. Skill checks bring new scenarios and make the quest fun to play again to get another path.
Do you plan to run several tasks to check the various levels of a skill and then measure against that using a "pick one of"?
For example :
Code: Select all
_eti0_ task:
when skill Etiquette is at least 0
_eti40_ task:
when skill Etiquette is at least 40
_eti80_ task:
when skill Etiquette is at least 80
_etilow_ task:
when _eti0_ and not _eti40_
_etimed_ task:
when _eti40_ and not _eti80_
_etihigh_ task:
when _eti80_
_etichancelow_ task:
when _etilow_
pick one of _success_ _fail_ _fail_ fail_
_etichancemed_ task:
when _etimed_
pick one of _success_ _success_ _fail_ fail_
_etichancehigh_ task:
when _etihigh_
pick one of _success_ _success_ _success_ fail_
- Jay_H
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Re: Daggerfall Unity Quest Pack #1
Ah, I see you've advanced on my science. Glad to see your method brings even greater skill-based variance.
For major choice-based prompts, I want to ensure that the results are very clear, based on the risk. Low should be 10~ skill required, medium-low should be 30~, medium 50~, high 70~, and very high 90~. People want transparent choices. If they're a 90 in Etiquette but still get a failure message at a "low" prompt, that would be extremely frustrating. There are some things that should grant very obvious results.
For more random events I could use greater variance like yours, at points where the skill is involved in something not choice-related (for example, entering a dungeon and not fighting any Orcs there since your Orcish skill is high enough).
So for a choice prompt, I'll probably use straight numbers and indicators; for background factors, a random roll could be used.
For major choice-based prompts, I want to ensure that the results are very clear, based on the risk. Low should be 10~ skill required, medium-low should be 30~, medium 50~, high 70~, and very high 90~. People want transparent choices. If they're a 90 in Etiquette but still get a failure message at a "low" prompt, that would be extremely frustrating. There are some things that should grant very obvious results.
For more random events I could use greater variance like yours, at points where the skill is involved in something not choice-related (for example, entering a dungeon and not fighting any Orcs there since your Orcish skill is high enough).
So for a choice prompt, I'll probably use straight numbers and indicators; for background factors, a random roll could be used.