[MOD] Archaeologists
- Jay_H
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- Interkarma
- Posts: 7253
- Joined: Sun Mar 22, 2015 1:51 am
Re: [MOD] Archaeologists
It's always great to watch you belt out quests, Jay.
- Jay_H
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- Hazelnut
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Re: [MOD] Archaeologists
Good news for all members (and potential members) of the Archaeologists guild - a recent large and valuable find has enabled the guild to finance the opening of new halls all over the Iliac bay!
The highlight is that there's now a guild hall in Daggerfall city itself, in the northern quarter near the north gate. Not the most sought after location in the city, but respectable nonetheless.
Have updated the locations list and v0.2 of the mod is now available on github containing the new guildhalls plus Jay's new quest. (in beta)
The highlight is that there's now a guild hall in Daggerfall city itself, in the northern quarter near the north gate. Not the most sought after location in the city, but respectable nonetheless.
Have updated the locations list and v0.2 of the mod is now available on github containing the new guildhalls plus Jay's new quest. (in beta)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Jay_H
- Posts: 4075
- Joined: Tue Aug 25, 2015 1:54 am
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Re: [MOD] Archaeologists
Hazelnut properly says "quest," because I happened to erase the first two while attempting to connect to github Don't delete repositories on four hours of sleep, friends!
However, I've almost entirely reconstructed them, so they're easily at beta level now. They'll get into a build soon enough.
However, I've almost entirely reconstructed them, so they're easily at beta level now. They'll get into a build soon enough.
- delvisomanda
- Posts: 84
- Joined: Mon Jan 08, 2018 4:29 pm
- Location: Argentina
Re: [MOD] Archaeologists
I tested the 0.2 version a little, and I like the new quest, it's nothing fancy but it gives more variety. I found a bug (it could be unrelated to the mod)
and one text too long.
and one text too long.
Looking for textures to translate I found the image: (SUN_00I0.IMG)
Currently translating Daggerfall into Spanish.
- Jay_H
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Re: [MOD] Archaeologists
Yes, the Wrothgarian Mountains is one of the longer regional names. I'll edit that around to make room. Thank you.
- Hazelnut
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Re: [MOD] Archaeologists
The inventory image you posted devisomanda, do these text stings only appear when you hover over the paintings? How does it look with other items? Seems to me there are two issues, one is that the info panel text is not being displayed in the right place, and the other is that there are unhandled macros. Have you changed any macros, the things like '%sub' for instance, while translating? Do you have an untranslated build where you could load the same save and show the same situation?
And yes, the indicator for the locator is currently just using the sun texture! I'd love to replace it with some custom art, but I am no artist so it would need to be contributed to the mod by someone who has the skills and talent.
And yes, the indicator for the locator is currently just using the sun texture! I'd love to replace it with some custom art, but I am no artist so it would need to be contributed to the mod by someone who has the skills and talent.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: [MOD] Archaeologists
this obviously happens because it is tried to put too much text into the box. an easy solution would be to crop text characters after a certain length.
- Hazelnut
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Re: [MOD] Archaeologists
Actually I think it's the info implementation for paintings, it uses the message id 250 and the message is:
So it's not unsurprising that this doesn't work. No idea what this message is for but looks like is wrong one for paintings. I'll fix this when I get the chance.
Code: Select all
[0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] %sub by %an[0xFF][0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] The %sub by %an[0xFF][0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] %adj by %an[0xFF][0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] %adj %sub by %an[0xFF][0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] %pp1 %sub by %an[0xFF][0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] %pp1 %adj %sub by %an[0xFF][0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] %sub %pp2 by %an[0xFF][0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] %adj %sub %pp2 by %an[0xFF][0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] [0xFC] %pp1 %adj %sub %pp2 by %an[0xFE]
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods