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The Lucky Djinn (possible bug) [FIX UPLOADED]

Posted: Sun Nov 10, 2019 3:13 pm
by Spencer45678
Hey so i just installed Daggerfall Unity in the past week after I stopped playing it some months ago and I've noticed a weird bug in the city of Daggerfall that wasn't there before. Nearly every tavern is named the same thing, The Lucky Djinn. I only noticed it because I was staying at The Lucky Djinn, and the innkeeper challenged me to a duel and told me to meet him.. at The Lucky Djinn. I waited there for the time, reloaded a couple times to try to spawn him, and it didn't work. So I went out just in case there was a second tavern with the same name for some reason. Welp. There was 2 taverns with that same name. I then used the console command to show all buildings on the map and well. You can see in the included screenshots just how many taverns are called The Lucky Djinn. It's not terribly game breaking, but for quests where you have to go to a tavern for information or a duel, it can make it confusing.

Re: The Lucky Djinn (possible bug)

Posted: Sun Nov 10, 2019 3:41 pm
by Hazelnut
This must be a mod, as the base game is fine with a lot of varied tavern names. As I suspected this is caused by the taverns redone mod from UV. I'm going to try and figure out why this is happening.

Re: The Lucky Djinn (possible bug)

Posted: Sun Nov 10, 2019 3:52 pm
by Spencer45678
I'll disable the mod and check on a new game but i think i had this problem before i got that mod. I've explored most of the city on this character before getting the mod. Unless the mod can change the names of taverns that have already been named/generated. I wouldn't know if that's possible.

Re: The Lucky Djinn (possible bug)

Posted: Sun Nov 10, 2019 3:59 pm
by BadLuckBurt
Hazelnut wrote: Sun Nov 10, 2019 3:41 pm This must be a mod, as the base game is fine with a lot of varied tavern names. As I suspected this is caused by the taverns redone mod from UV. I'm going to try and figure out why this is happening.
The affected taverns all have the same NameSeed. It's probably not 0, this is what I got when I modified them:

Image

Re: The Lucky Djinn (possible bug)

Posted: Sun Nov 10, 2019 4:12 pm
by Spencer45678
Huh. Well I can do without the tavern mod for now i guess. Sadly i just learned disabling it and loading up my save does not fix the taverns, but i can deal with that. I don't want to start over again. Not yet at least.

Re: The Lucky Djinn (possible bug)

Posted: Sun Nov 10, 2019 4:23 pm
by BadLuckBurt
Spencer45678 wrote: Sun Nov 10, 2019 4:12 pm Huh. Well I can do without the tavern mod for now i guess. Sadly i just learned disabling it and loading up my save does not fix the taverns, but i can deal with that. I don't want to start over again. Not yet at least.
You can remove them by going the save folder and looking in DiscoveryData.txt, just make a back up of the file before you do anything.

Look for Daggerfall in the locationName, under discoveredBuildings you'll find the named buildings. If you remove the complete record, you can 'rediscover' the building when you load up the save and hopefully the name will be corrected then.

Just make sure not to miss the curly braces or other characters when you remove a record.

Code: Select all

                {
                    "Key": 131590,
                    "Value": {
                        "buildingKey": 131590,
                        "displayName": "The Pig and Cat",
                        "oldDisplayName": null,
                        "isOverrideName": false,
                        "factionID": 510,
                        "quality": 6,
                        "buildingType": "Tavern",
                        "lastLockpickAttempt": 0
                    }
                },

Re: The Lucky Djinn (possible bug)

Posted: Sun Nov 10, 2019 4:30 pm
by Hazelnut
Well this explains the change that UV had made to get the name seed from the existing location data. Unfortunately I reverted it since it caused issues with the guild hall matching. I need to find a solution for this, but it's going to be a little tricky I suspect.

Re: The Lucky Djinn (possible bug)

Posted: Sun Nov 10, 2019 4:52 pm
by Spencer45678
Thanks for that fix, gonna try it out now. And thanks for the speedy replies. It's not often you see devs like the ones working on Daggerfall Unity. All the work y'all do plus constantly managing the forums and keeping up to date with most of the mods for the game? It's pretty amazing. Thanks for the hard work.

Re: The Lucky Djinn (possible bug)

Posted: Sun Nov 10, 2019 6:04 pm
by Hazelnut
I've submitted a PR that should fix the issue for both existing and new named buildings.

Re: The Lucky Djinn (possible bug)

Posted: Mon Nov 11, 2019 11:21 pm
by Spencer45678
This might sound dumb but what's PR mean?