The Lucky Djinn (possible bug) [FIX UPLOADED]

Post here if you need help getting started with Daggerfall Unity or just want to clarify a potential bug. Questions about playing or modding classic Daggerfall should be posted to Community.
Spencer45678
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Joined: Sun Nov 10, 2019 3:03 pm

The Lucky Djinn (possible bug) [FIX UPLOADED]

Post by Spencer45678 » Sun Nov 10, 2019 3:13 pm

Hey so i just installed Daggerfall Unity in the past week after I stopped playing it some months ago and I've noticed a weird bug in the city of Daggerfall that wasn't there before. Nearly every tavern is named the same thing, The Lucky Djinn. I only noticed it because I was staying at The Lucky Djinn, and the innkeeper challenged me to a duel and told me to meet him.. at The Lucky Djinn. I waited there for the time, reloaded a couple times to try to spawn him, and it didn't work. So I went out just in case there was a second tavern with the same name for some reason. Welp. There was 2 taverns with that same name. I then used the console command to show all buildings on the map and well. You can see in the included screenshots just how many taverns are called The Lucky Djinn. It's not terribly game breaking, but for quests where you have to go to a tavern for information or a duel, it can make it confusing.
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There are three things all wise men fear:

The Sea in Storm

A Night with no Moon

And the Anger of a Gentle Man

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Hazelnut
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Re: The Lucky Djinn (possible bug)

Post by Hazelnut » Sun Nov 10, 2019 3:41 pm

This must be a mod, as the base game is fine with a lot of varied tavern names. As I suspected this is caused by the taverns redone mod from UV. I'm going to try and figure out why this is happening.

Spencer45678
Posts: 10
Joined: Sun Nov 10, 2019 3:03 pm

Re: The Lucky Djinn (possible bug)

Post by Spencer45678 » Sun Nov 10, 2019 3:52 pm

I'll disable the mod and check on a new game but i think i had this problem before i got that mod. I've explored most of the city on this character before getting the mod. Unless the mod can change the names of taverns that have already been named/generated. I wouldn't know if that's possible.
There are three things all wise men fear:

The Sea in Storm

A Night with no Moon

And the Anger of a Gentle Man

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

Re: The Lucky Djinn (possible bug)

Post by BadLuckBurt » Sun Nov 10, 2019 3:59 pm

Hazelnut wrote:
Sun Nov 10, 2019 3:41 pm
This must be a mod, as the base game is fine with a lot of varied tavern names. As I suspected this is caused by the taverns redone mod from UV. I'm going to try and figure out why this is happening.
The affected taverns all have the same NameSeed. It's probably not 0, this is what I got when I modified them:

Image

Spencer45678
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Joined: Sun Nov 10, 2019 3:03 pm

Re: The Lucky Djinn (possible bug)

Post by Spencer45678 » Sun Nov 10, 2019 4:12 pm

Huh. Well I can do without the tavern mod for now i guess. Sadly i just learned disabling it and loading up my save does not fix the taverns, but i can deal with that. I don't want to start over again. Not yet at least.
There are three things all wise men fear:

The Sea in Storm

A Night with no Moon

And the Anger of a Gentle Man

BadLuckBurt
Posts: 110
Joined: Sun Nov 05, 2017 8:30 pm

Re: The Lucky Djinn (possible bug)

Post by BadLuckBurt » Sun Nov 10, 2019 4:23 pm

Spencer45678 wrote:
Sun Nov 10, 2019 4:12 pm
Huh. Well I can do without the tavern mod for now i guess. Sadly i just learned disabling it and loading up my save does not fix the taverns, but i can deal with that. I don't want to start over again. Not yet at least.
You can remove them by going the save folder and looking in DiscoveryData.txt, just make a back up of the file before you do anything.

Look for Daggerfall in the locationName, under discoveredBuildings you'll find the named buildings. If you remove the complete record, you can 'rediscover' the building when you load up the save and hopefully the name will be corrected then.

Just make sure not to miss the curly braces or other characters when you remove a record.

Code: Select all

                {
                    "Key": 131590,
                    "Value": {
                        "buildingKey": 131590,
                        "displayName": "The Pig and Cat",
                        "oldDisplayName": null,
                        "isOverrideName": false,
                        "factionID": 510,
                        "quality": 6,
                        "buildingType": "Tavern",
                        "lastLockpickAttempt": 0
                    }
                },

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Hazelnut
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Re: The Lucky Djinn (possible bug)

Post by Hazelnut » Sun Nov 10, 2019 4:30 pm

Well this explains the change that UV had made to get the name seed from the existing location data. Unfortunately I reverted it since it caused issues with the guild hall matching. I need to find a solution for this, but it's going to be a little tricky I suspect.

Spencer45678
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Joined: Sun Nov 10, 2019 3:03 pm

Re: The Lucky Djinn (possible bug)

Post by Spencer45678 » Sun Nov 10, 2019 4:52 pm

Thanks for that fix, gonna try it out now. And thanks for the speedy replies. It's not often you see devs like the ones working on Daggerfall Unity. All the work y'all do plus constantly managing the forums and keeping up to date with most of the mods for the game? It's pretty amazing. Thanks for the hard work.
There are three things all wise men fear:

The Sea in Storm

A Night with no Moon

And the Anger of a Gentle Man

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Hazelnut
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Re: The Lucky Djinn (possible bug)

Post by Hazelnut » Sun Nov 10, 2019 6:04 pm

I've submitted a PR that should fix the issue for both existing and new named buildings.

Spencer45678
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Re: The Lucky Djinn (possible bug)

Post by Spencer45678 » Mon Nov 11, 2019 11:21 pm

This might sound dumb but what's PR mean?
There are three things all wise men fear:

The Sea in Storm

A Night with no Moon

And the Anger of a Gentle Man

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