(0.13.3) lots of quests showing up at the same time [CLOSED]

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John Doom
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(0.13.3) lots of quests showing up at the same time [CLOSED]

Post by John Doom »

This is happening to me specifically after fast travelling with the "Battlefields" quest pack, as all its quest run at the same time, but it can happen with other quests as well.
I've tested a fix that may remove or at least mitigate the problem. If you open Clock.cs and add this...

Code: Select all

        static DaggerfallDateTime canTriggerNow;
        static bool UpdateCanTrigger(Clock clock, DaggerfallDateTime now)
        {
            if (canTriggerNow == null ||
                now.ToSeconds() > canTriggerNow.ToSeconds())
            {
                //if possible, save and trigger
                canTriggerNow = now;
                return true;
            }

            //else add 1 hour
            clock.remainingTimeInSeconds += 3600;
            return false;
        }
... and replace this...

Code: Select all

                // Check if time is up
            if (remainingTimeInSeconds
...with this...

Code: Select all

                // Check if time is up
            if (remainingTimeInSeconds <= 0 &&
                UpdateCanTrigger(this, now))
...timers won't be able to trigger at the same time, they will have to wait one more hour, giving the player more agency.

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Interkarma
Posts: 7236
Joined: Sun Mar 22, 2015 1:51 am

Re: (0.13.3) lots of quests showing up at the same time

Post by Interkarma »

Thanks for raising this and offering a potential solution. :)

This does sound like an issue mostly involved with how a particular quest mod is designed. I rarely encounter this in the base game. But I take the point and will be happy to review this at some point before 1.0.

I can't promise I'll use the same solution you suggest, or even take any action, but will look into this some more. Moving to Issues for follow-up later.

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