No path between dungeon blocks - cheat required to complete [GAME-DATA RELATED]

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jayhova
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No path between dungeon blocks - cheat required to complete [GAME-DATA RELATED]

Post by jayhova » Sun Dec 09, 2018 3:07 am

A quest to stop rumors leads to a letter that leads to a person who had someone kidnapped. I journey to the hold of Ashford to discover nothing. I hear plenty of monsters behind the walls but I cannot get to them. Is this quest bugged broken or otherwise uncompletable.
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BansheeXYZ
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Re: Quest bug daggerfallunity_windows_x64-62

Post by BansheeXYZ » Sun Dec 09, 2018 3:42 am

Did you search the walls for hidden doors?

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Interkarma
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Re: Quest bug daggerfallunity_windows_x64-62

Post by Interkarma » Sun Dec 09, 2018 6:02 am

Please provide a save and I'll be happy to advise.

Moving to help and support until there's actually a specific bug to report.

jayhova
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Re: Quest bug daggerfallunity_windows_x64-62

Post by jayhova » Sun Dec 09, 2018 7:02 am

BansheeXYZ wrote:
Sun Dec 09, 2018 3:42 am
Did you search the walls for hidden doors?
As thoroughly as I could. If only there was a cheat to highlight doors.

jayhova
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Re: Quest bug daggerfallunity_windows_x64-62

Post by jayhova » Sun Dec 09, 2018 7:14 am

SAVE12.zip
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Interkarma wrote:
Sun Dec 09, 2018 6:02 am
Please provide a save and I'll be happy to advise.

Moving to help and support until there's actually a specific bug to report.
Sent

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pango
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Re: Quest bug daggerfallunity_windows_x64-62

Post by pango » Sun Dec 09, 2018 8:14 am

The way Daggerfall dungeons are built, some disconnected rooms should be expected, and sometimes monsters spawn into them, but quest target should not be in a disconnected part; So noise of monsters you can't reach is not in itself a concern.
Except some dungeons are buggy and have "real" disconnected parts. A common pattern I've seen is two rooms that only meet at one corner are considered connected when there's no way to travel from one to the other.

It seems to be the case for that dungeon: if you type "map_revealall" in the console it'll show more rooms to the east, but you have no way to get there. I don't know if there's more "cheats" in Daggerfall Unity to help you succeed that quest nonetheless.

That can be classified as "[DATA RELATED]"
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When a measure becomes a target, it ceases to be a good measure.
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pango
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Re: Quest bug daggerfallunity_windows_x64-62

Post by pango » Sun Dec 09, 2018 8:24 am

You can use tele2qspawn to save the day:
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When a measure becomes a target, it ceases to be a good measure.
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jayhova
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Re: Quest bug daggerfallunity_windows_x64-62

Post by jayhova » Sun Dec 09, 2018 2:42 pm

So I am correct in this being an uncompletable quest. What is the standard way to handle getting out once you tele2qspawn to the quest spawn? Is this an existing bug in the original game? Will this sort of thing be fixed in some future version?

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pango
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Re: Quest bug daggerfallunity_windows_x64-62

Post by pango » Sun Dec 09, 2018 4:31 pm

The way out is "tele2exit"; You can type the "help" command to list all the commands available to you.

And yes, dungeons geometry come directly from the original game, that's a bug in classic Daggerfall.
It's hard to give reliable statistics, but in my experience I'd say disconnected dungeons are relatively rare. Or maybe they're rarely noticeable...

If some pattern can be associated with broken dungeons, like the two rooms that meet in a corner above, I guess some automated fixups could be applied to dungeons during load; Say, add a tunnel between such rooms...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Hazelnut
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Re: Quest bug daggerfallunity_windows_x64-62

Post by Hazelnut » Sun Dec 09, 2018 4:56 pm

Did you check for teleporters?

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