[MOD] Archaeologists

A curated forum for approved mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
White Rhino PSO
Posts: 3
Joined: Fri Sep 20, 2019 12:13 am
Contact:

Re: [MOD] Archaeologists

Post by White Rhino PSO » Wed Sep 25, 2019 4:24 pm

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.

User avatar
Hazelnut
Posts: 1778
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut » Wed Sep 25, 2019 5:21 pm

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.

User avatar
Hazelnut
Posts: 1778
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut » Sun Sep 29, 2019 8:16 pm

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.

esran
Posts: 2
Joined: Thu Oct 03, 2019 2:16 pm

Re: [MOD] Archaeologists

Post by esran » Wed Oct 09, 2019 2:28 pm

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.

User avatar
Hazelnut
Posts: 1778
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut » Sun Oct 20, 2019 8:46 am

New version is out, compatible with 0.10.8 release - earlier versions of the mod will not work with this release of DFU.

User avatar
Hazelnut
Posts: 1778
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut » Mon Oct 21, 2019 5:13 pm

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.

BadLuckBurt
Posts: 160
Joined: Sun Nov 05, 2017 8:30 pm

Re: [MOD] Archaeologists

Post by BadLuckBurt » 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. 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:

User avatar
Hazelnut
Posts: 1778
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Archaeologists

Post by Hazelnut » 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

BadLuckBurt
Posts: 160
Joined: Sun Nov 05, 2017 8:30 pm

Re: [MOD] Archaeologists

Post by BadLuckBurt » Tue Oct 22, 2019 7:17 pm

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 :(

User avatar
Jay_H
Posts: 2945
Joined: Tue Aug 25, 2015 1:54 am

Re: [MOD] Archaeologists

Post by Jay_H » Tue Oct 22, 2019 8:08 pm

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-)

Post Reply