[MOD] Archaeologists

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BadLuckBurt
Posts: 163
Joined: Sun Nov 05, 2017 8:30 pm

Re: [MOD] Archaeologists

Post by BadLuckBurt » Tue Oct 22, 2019 8:20 pm

Jay_H wrote:
Tue Oct 22, 2019 8:08 pm
Take a quest asking for a Giantish expert
Do not know Giantish
Still expect to get paid

8-)
You live and you learn :lol: next time he asks I'll think twice, I liked that the quest wasn't a complete failure.

Was the cure my cousin in X town also one of your quests? The lady that used to give me guild quests is still hanging around inside and she gives me those quests when I talk to her, there's no Talk window.

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Jay_H
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Joined: Tue Aug 25, 2015 1:54 am

Re: [MOD] Archaeologists

Post by Jay_H » Tue Oct 22, 2019 10:19 pm

No, that one's definitely classic. I've failed a few times but try to avoid duplicates of classic things :) So I know for sure it isn't mine.

tolath
Posts: 4
Joined: Wed Nov 06, 2019 8:03 pm

Re: [MOD] Archaeologists

Post by tolath » Wed Nov 06, 2019 8:31 pm

Hello great community of DW forums,

I'm new here and I have some problem. I maxed Archaeologists reputation, but after upgarding from older version my reputation was still maxed but now its stuck on Field Assistant. I tried to use guildrank console command, but I dont known guildGroupName for Archaeologists guild. Can you help me somehow?

Cheers.

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut » Wed Nov 06, 2019 8:46 pm

Just like all the standard guilds, rank is based on skills as well as reputation. Take a look at https://en.uesp.net/wiki/Daggerfall:Factions. The guild skills for the Archaeologists are in the first post of this thread. Oh, and be aware that you cannot increase rank more than once every 28 days, but you can skip ranks.

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pango
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Re: [MOD] Archaeologists

Post by pango » Wed Nov 06, 2019 8:54 pm

Welcome to the forums, tolath

Hazelnut forgot to say that the guild also has INT requirements...
I didn't notice that before, I'm learning something :)
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

tolath
Posts: 4
Joined: Wed Nov 06, 2019 8:03 pm

Re: [MOD] Archaeologists

Post by tolath » Thu Nov 07, 2019 12:05 am

Hazelnut wrote:
Wed Nov 06, 2019 8:46 pm
Just like all the standard guilds, rank is based on skills as well as reputation. Take a look at https://en.uesp.net/wiki/Daggerfall:Factions. The guild skills for the Archaeologists are in the first post of this thread. Oh, and be aware that you cannot increase rank more than once every 28 days, but you can skip ranks.
I am sorry that i was not clear enough. My character have max int, and my rank was one below top one. I guess it was my own doing when i was updating your mod. I had to do something wrong.

tolath
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Joined: Wed Nov 06, 2019 8:03 pm

Re: [MOD] Archaeologists

Post by tolath » Thu Nov 07, 2019 9:06 pm

All right, i managed to fix my problem by merging old and current SaveData.txt file. Thanks your answers.

Cheers

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut » Thu Nov 07, 2019 10:48 pm

Glad you managed to fix the problem. I'm still quite mystified as to what may have happened though. What did you need to do to fix it, and do you think this may affect others?

tolath
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Joined: Wed Nov 06, 2019 8:03 pm

Re: [MOD] Archaeologists

Post by tolath » Sun Nov 10, 2019 11:09 pm

After i found that SaveData.txt file was causing this probem, i merged it with older file. I used older file as base and copied following data: everything between "header" and "globalVars". Also i copied "items". Maybe there was something wrong in "guildMemberships". Sorry if i did not describled this in more detail, my knowladge of english language is far from pro level. :)

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Dracosophy
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Joined: Mon Nov 11, 2019 12:09 pm

Re: [MOD] Archaeologists = Julianos?

Post by Dracosophy » Mon Nov 11, 2019 8:30 pm

I haven't read through more than the first & last pages of this thread, so I apologize if this has already been brought up.

Is it just me, or does this mod sound like it adds many features which might go well in the Temple of Julianos and/or the Mage Guild?
I'm thinking the emphasis on lore, scholarship, & finding things in particular.

RE: Language-skill revamp; I'm all for anything that makes those genuinely useful in the game...
and I'm sure there are tons of different uses we could come up with.

I don't expect anyone to make a mod for me, but I'd be curious about adding some of the pieces in this mod to various Temples/Guilds, and how difficult such a task might be? (Probably I would add the mod whole as-it-is anyways, but perhaps copy/paste some of the features into other faction/organizations, or something like that.)

As for my own modding experience/ability... it is minimal but I have never really tried, and I'm finally motivated to learn now,[for a variety of games, including this one, Nethack & Dwarf Fortress.
About me:
Spoiler!
I'm finally at the point/age in my life when I have given up searching/jumping from one new game to the next in search of what I want, and I keep playing my favorite old games, modding them and such, but I am done hoping someone will make my game the way I want it, and am inclined to make it happen myself now...
...so if anyone is looking for ideas, or wants to teach some basic modding to someone... I am great at coming up with ideas, and have a lot of free time, so I could work on something tedious if i get to improve a game I play and learn something at the same time as help a modder [for example].
I've been playing immersive RPG/action/adventure kinds of game, online and single-player for over 25 years now, in addition to consuming tons of classic sci-fi/fantasy media (reading/video mostly, but some table-top as well), so I have a decent idea of what has already been done etc.
Draco - meaning, snake, serpent, or dragon
sophy - meaning, science of, truth, or study of

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