I haven't actually messed with the code, but I don't think it'd be too hard to implement. Two houses can't have their front door occupying precisely the same space and still have both be accessible, so the coordinates of the front door are essentially a unique identifier. When a house is entered or assigned as the destination for a quest, hash those coordinates and use the result as a seed value for whatever code generates the random names. Bam, the house will get the same name every time, without needing to store the name or assign every house a new identifier.Al-Khwarizmi wrote:Oh, that's a real pity. I didn't know the (vanilla) game had that imperfection.Interkarma wrote: One of the problems with keeping these nameplates is that Daggerfall can (and does) reuse the same building for different quests with a different surname. Daggerfall doesn't even try to resolve this and just stacks all the nameplates on top of each other, leading to a cluttered mess.
See, it's not really "The Wicking Residence". None of the occupants are likely to even have that name. It's just some random "local/remote house1-4" with a random surname generated at the time quest was instantiated. There's no tracking in the game data to persist these names in the way shops can. Residences don't even have a name key at all. And the way Daggerfall resolves this is by just slapping down name stickers and hoping for the best. The core issue is actually that residences have no function before or after a quest they are involved in.
Hoping for a mod in the future that makes the X residence always be called the X residence, and have occupants surnamed X.
Yes, I'm that kind of guy...
Even if there's some edge case I'm forgetting about, like a generic residence with multiple entrances, the worst case is ending up with the same behavior as vanilla Daggerfall.
vvvvv hallooooo! I'd been hopefully following the DaggerXL forums for ages and only just got around to joining here.