0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity

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Jay_H
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Re: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity

Post by Jay_H »

Fast travel? Probably 75% chance of having a couple of battlemages or spellswords attacking me when I get to my destination. Haven't tested thoroughly to see if there's a significant difference between cautious or reckless, but I have been attacked repeatedly upon arriving after cautious travel. I get attacked commonly when exiting buildings. I fast travelled to Gothway Garden a couple of days ago. I think I got attacked upon arrival, but I can't remember for sure. Ran straight to the Mage's Guild, turned in a quest, and stepped outside to an arrow to the face. "You've been ambushed by thieves," or some message along those lines. Killed them, ran down to the rusty general store to sell some loots, and was attacked by some knights upon leaving. Killed them, ran over to the other general store to look for arrows, stepped back outside and got a message that my skill in streetsmarts had pacified a battlemage.
That's using my quest pack. It won't affect dungeon spawns but it will cause spawns outside cities. This is independent of core DFU.

chantling
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Re: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity

Post by chantling »

I stand corrected. Is there a setting I can change in one of the files to turn it down a notch or two, or is there some broad, sweeping system that generates the random encounters? I really like the quest pack and would like to use it, but from Interkarma's testing it appears that the RNG just really, really doesn't like me when it comes to enemies spawning.

I've got probably a good 10-15 seconds of about 7fps after changing cells, and then my fps jumps up to ~99 (this is a huge boost from the ~45 or so I was getting from 0.7.2. Awesomeness! Saw in the notes that there was a speed increase in terrain loading, but I didn't see anything specifically mentioning a general fps increase.). So I'm just about helpless immediately after loading a cell. Isn't a problem, really, for the stupidly OP character I'm stomping around in playtesting stuff, but when I start a new, normal character I'll be dying every time I leave a building :(

Or is this torrent of enemies actually related to the amnesia quest?

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Jay_H
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Re: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity

Post by Jay_H »

If you delete JHPQA00.txt from the PQP pack, that'll stop them entirely. I have almost no testing data to work off of beside myself so I'm happy to alter it based on feedback. It's supposed to have a 20% trigger chance every 7 days, but that can certainly go lower.

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Interkarma
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Re: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity

Post by Interkarma »

Don't forget that instantiated quests already loaded to the Quest Machine will continue to execute until tombstoned. Might also be necessary to select quest in debugger and use "enddebugquest" from console.

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Jay_H
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Re: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity

Post by Jay_H »

It refreshes every 7 days, so after one more occurrence it'll stop itself :)

As for the amnesia quest (lost knight?), that'll only send a couple wizards once every few weeks, low probability. That shouldn't cause any serious problems.

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Jay_H
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Re: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity

Post by Jay_H »

My info was wrong; I was rolling the 20% thief ambush every 2 days. Now it's 7 so it should be quite a bit more tolerable, available immediately. More feedback is welcome.

chantling
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Re: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity

Post by chantling »

Awesome, thank you Jay. I'll probably leave it active for now, as my character's able to wait out the low fps period without serious injury, but at least I know what to look for if I start a new one and I'm having problems. I wonder why I'm encountering enemies at such a higher frequency than expected. Maybe another mod, although I think all of them are graphically oriented, like distant terrain and enhanced sky. Maybe the RNG really does hate me. Like that poor guy in another post who encounters spiders and their paralyze effect everywhere he goes.

Re: the quest instantiation, so it does actually continue to run even if the quest files are removed? Great, I was worried that when I upgraded to 0.7.32 without installing the quest pack I'd broken that escort quest and I was stuck with that guy's face on my screen forever. Nice to know I won't have any problems when I reinstall the quest pack.

Sorry for derailing your thread, QueuedJar.

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Jay_H
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Re: 0.7.32 Win 10 x64: Resting enemy interruption chance and regen rates not classic parity

Post by Jay_H »

Yes, the DFU quest system is very well-made. It stores all active quests inside your save file so they'll all run to completion even if you delete the quest files :)

I was also wrong previously: I was running a 30% chance of ambush every 2 days, so no wonder you were getting swamped. That's now changed. You're free to download the quest pack and install it over your current versions. Your save game will run your current quests for their duration and then begin to use the new versions afterward.

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