[MOD] Archaeologists

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White Rhino PSO
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Re: [MOD] Archaeologists

Post by White Rhino PSO »

Jay_H wrote: Wed Sep 25, 2019 3:55 pm The guild skills are Centaurian, Climbing, Daedric, Dragonish, Giantish, Harpy, Impish, Lockpicking, Nymph, Orcish, and Stealth. They work at the same levels as the other guilds in Daggerfall: https://en.uesp.net/wiki/Daggerfall:Fac ... dvancement
Huh. I've played a bunch of this game without realizing that guilds had a minimum skill requirement in order to join. I suppose I've just always gotten lucky with already having one of the required skills at a high enough level (either as a Major, a Minor with a boost due to point distribution in Character Creation, or raised from shenanigans in Privateer's Hold), and they just let me right in.

I guess Daggerfall will always be a learning experience. Earlier, I saw someone go to the Notes page of their journal and actually wrote themselves a note, which blew my goddamned mind.

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Yeah, there's a lot to the game for sure.

If you do have any strong opinions about the guild skills, I'm always open to well reasoned arguments. :) It's still a work in progress for the time being.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Just a note to let you all know that v0.8 is up on Nexus mods. Just a bugfix release from 0.7 really. The Teleport potion is actually availiable in this release. Also stopped re-using some faction id's from existing guilds because it was causing incorrect talk behaviour. Also some quest fixes from JayH.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

esran
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Re: [MOD] Archaeologists

Post by esran »

While the archeologist guild is awesome, the best part of this mod for me is the locator devices, which make large dungeons far less tedious, and therefore makes the entire game more fun. Any chance of a less lore friendly mod that just gives the effect of the locator devices for free, so that every character that wants the locator effect doesn't have to join the archeologists? Basically, a more pure quest marker mod.

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

New version is out, compatible with 0.10.8 release - earlier versions of the mod will not work with this release of DFU.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

So, are there any keen people out there who fancy writing new books for DFU? The next release of this mod will have a book with all the guild hall locations, and I thought it might be nice to have another (or more) books about the guild history or archaeology in Illiac bay or something. I'm not good at lore or these kind of ideas, as I am more into coding and game mechanics personally.

I don't promise to put it in the mod, but if I like it then I will add it in. All you would need to do is use the DF book creator utility available from UESP files pages and send me the output.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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BadLuckBurt
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Re: [MOD] Archaeologists

Post by BadLuckBurt »

Man, this is hard work. Completing a quest and not even getting paid because you can't read Giantish. I promptly took training in Nymph after that.

Then you go to save somebody's cousin from Wizard Bane to make 37 gold total and on your way back home you get attacked by a Giant. Not suspicious at all :lol:
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

hehe. Just going to point to the fact quests are Jay H's contribution, and he can be rather devious! :D
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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BadLuckBurt
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Re: [MOD] Archaeologists

Post by BadLuckBurt »

Hazelnut wrote: Tue Oct 22, 2019 6:27 pm hehe. Just going to point to the fact quests are Jay H's contribution, and he can be rather devious! :D
I'm really digging the mod so far, it's the only guild I've joined and I'm bouncing between House Dibella, the guild and the occasional odd job to earn cash. When the questgiver didn't pay me after the quest I actually yelled PRICK at him :lol: I think he has a problem with Dark Elf females. Before I went up in rank it was a Breton female handing out the quests and she was much nicer, I miss her :(
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

Jay_H
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Re: [MOD] Archaeologists

Post by Jay_H »

BadLuckBurt wrote: Mon Oct 21, 2019 6:49 pm Man, this is hard work. Completing a quest and not even getting paid because you can't read Giantish.
Take a quest asking for a Giantish expert
Do not know Giantish
Still expect to get paid

8-)
Farewell DFU community! My time here has been a joy.

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