0.10.13 - Building undiscover process at end of quest can undiscover guild halls, etc.

Curated user bug reports with enough information to reproduce issue. Moderators will move topics here from Help & Support once a bug is confirmed and enough information has been provided.
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Hazelnut
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Re: (Bug) Thieves Guild Map Markers disappear after staying in the inn.

Post by Hazelnut » Mon Dec 02, 2019 10:18 pm

Interkarma wrote:
Mon Dec 02, 2019 10:16 pm
Agreed, this undiscover process should be limited to residences only and exclude TG and DB buildings specifically.
Should it maybe always exclude the guild hall where the quest giver is? Even though only TG & DB have issues due to the secret (shhh) location and the consequent way the labels get applied by my guild code?

Also attached a better save with no terrain sampler problems. Load it, open map. Loiter 1 hr. Open map, TG label is gone.
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SAVE191.zip
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Interkarma
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Re: 0.10.13 - Building undiscover process at end of quest can undiscover guild halls, etc.

Post by Interkarma » Mon Dec 02, 2019 10:20 pm

If it's limited to residences, then guilds and businesses won't be undiscovered anyway. We just need an exclusion for TG and DB as they appear in residences.

Any other buildings player discovers should remain that way, even when used as part of a quest. I just don't want all these "Residence" nameplates cluttering up the map from old quests like classic does.

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Hazelnut
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Re: 0.10.13 - Building undiscover process at end of quest can undiscover guild halls, etc.

Post by Hazelnut » Mon Dec 02, 2019 10:21 pm

Didn't know it was restricted to residences, but yeah in that case.. ah now I see the onlyIfResidence flag which is set true. :D

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Nystul
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Re: 0.10.13 - Building undiscover process at end of quest can undiscover guild halls, etc.

Post by Nystul » Tue Dec 03, 2019 7:14 am

does reentering town discover the thieves guild and dark brotherhood guildhalls again?

but yes, this was an oversight

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