[MOD] Archaeologists

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OMightyBuggy
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Re: [MOD] Archaeologists

Post by OMightyBuggy »

Not sure if this is relevant to what is going on but there are two Archaeologists Guilds in Reytry of Orsinium Area and the second one is made up of "The Copperham Residence ". The other problem is I have is a quest for "The Copperham Residence " but it is a guild. :lol: The quest could also be elsewhere since names of buildings (taverns, residence and marts) keep flip flopping everywhere.

Love the mod by the way it fits well in the Daggerfall world. :)
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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

There are two guilds in quite a few places because the block I modified is used twice in those places. The building I converted to the guild was a house before and looks like the quest system assigned it for a target. Could that have occurred before you installed the mod by any chance? If not I will need to see how I can avoid that from happening somehow. The faction rep stuff only works properly if the mod is installed and then a new game is started it seems also... so I have some work to do on this when I can find the time.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jaiysaun
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Re: [MOD] Archaeologists

Post by Jaiysaun »

I've seen a temple and an inn have their names get overwritten and mislabeled as residences recently so that might be a bug coming from somewhere else.

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OMightyBuggy
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Re: [MOD] Archaeologists

Post by OMightyBuggy »

Hazelnut wrote: Sat Aug 17, 2019 7:21 pm There are two guilds in quite a few places because the block I modified is used twice in those places. The building I converted to the guild was a house before and looks like the quest system assigned it for a target. Could that have occurred before you installed the mod by any chance? If not I will need to see how I can avoid that from happening somehow. The faction rep stuff only works properly if the mod is installed and then a new game is started it seems also... so I have some work to do on this when I can find the time.
Not sure if occurred before the mod because I started the game with Archaeologists installed. Pretty much other than updating mods recently I have had them all installed before I started Daggerfall Unity.
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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Jaiysaun wrote: Tue Aug 13, 2019 12:08 am Every merchant or innkeeper I talk to won't talk to me. They say it's because I'm a member of the Thieves Guild, which are allied to the Archaeologists Repairers, who are an enemy of The Merchants. I can still buy/sell/rent/etc, but I can no longer get quests from them.
Been looking at this and although I have old saves with similar wierdness, when starting a new game w/o mod and then adding it everything seems to be setup correctly. Not sure if there's a difference affecting this in older builds of DFU or what is going on. All I can say is the mod appears to be working fine for new characters so I have nothing I can 'fix' here. Sorry I cannot be more definitive.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jaiysaun
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Re: [MOD] Archaeologists

Post by Jaiysaun »

Been looking at this and although I have old saves with similar wierdness, when starting a new game w/o mod and then adding it everything seems to be setup correctly. Not sure if there's a difference affecting this in older builds of DFU or what is going on. All I can say is the mod appears to be working fine for new characters so I have nothing I can 'fix' here. Sorry I cannot be more definitive.
Actually, my uneducated guess is now that I think this is from normal gameplay, I just never saw faction ally/enemy changes influence NPC interaction this way before. From UESP:
Allies/Enemies affiliations and powers for many factions are not static, they change randomly during the course of a game-year. There is apparently no way that the player can influence this changes from inside the game. There is apparently no rule what way this changes will take. Even very illogical changes, for example a faction's enemy can be one of its own subgroups, may occur.
Like you said, it's fine in a new game, I just got unlucky with this save's mix of faction affiliations.

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Hmm, not sure if that's even implemented in DFU or not - maybe one of the other core devs can comment...?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

ArasFinn
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Re: [MOD] Archaeologists

Post by ArasFinn »

Hello everyone- Very first post here and thanks for having me. I have been loving DF unity and been playing/enjoy this game in ways Skyrim and previous Elder Scrolls games never provide. Long story short- thank you all for the support of this classic.

My only issue with this mod is that the text for Guild Buildings and Guild text is blank- even the list of guilds that I ask NPCs about has blank spots that can be clicked on, but no actual text about the guilds. There must be something very simple that I'm missing that's a straight-up newbie mistake, but if anyone has an idea of what I'm doing wrong, I can enjoy this quest/guild further.

I am running daggerfall unity and with other mods like:
Convenient Clock
Autosave

and thats all for now.

Thanks and keep up the hustle on this.

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Jay_H
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Re: [MOD] Archaeologists

Post by Jay_H »

Watching Vondur, thinking the quest list is kinda short... Decided to write another.

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It's not that writing quests for any faction is hard as long as you have a good idea in mind. The Archaeologists are specialists in one particular thing, and finding a good concept for them is the hard part for me.

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Jay_H
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Re: [MOD] Archaeologists

Post by Jay_H »

And another. How hard could it possibly be?

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This is a capstone quest for the Archaeologist, which will only be offered once per character. The reward for victory, and punishment for failure, will be great.

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