PresentShopQuality not using discoveredLocations

Discuss modding questions and implementation details.
Post Reply
User avatar
John Doom
Posts: 126
Joined: Wed Dec 01, 2021 5:59 pm
Location: Italy
Contact:

PresentShopQuality not using discoveredLocations

Post by John Doom »

:) You may know I'm working on a shops acquisition mod. I was able to change the shops' quality according to the player's skills, using GetDiscoverySaveData to retrieve the data and RestoreDiscoveryData to save it. It works just fine, however when the player activates the shop's door, PresentShopQuality still uses the original quality level for description. If it used data from discoveredLocations, it could expand modding capabilities beyond just my mod.

User avatar
Interkarma
Posts: 7247
Joined: Sun Mar 22, 2015 1:51 am

Re: PresentShopQuality not using discoveredLocations

Post by Interkarma »

Hey JD. :)

The Help & Support forum is mainly for supporting players with installing and playing the unmodded game. Modding development and implementation questions are best posted to the Modder Discussion forum.

While Daggerfall Unity is currently in feature lock, I try to remain flexible around small changes during this time to help modders and I'm happy to review a PR if you want to send one. If this is a minor change, I'll roll it in before 1.0. Otherwise it will need to wait until after 1.0 when DFU moves into maintenance stage.

Post Reply