[BUG] Bugged permanent locations

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Turnus
Posts: 5
Joined: Thu Jul 07, 2022 9:28 am

[BUG] Bugged permanent locations

Post by Turnus »

According to Tipton's documentation, there should be 29 permanent locations defined in the game. After a lot of trial and error I've figured out 4 of them don't work in DFU. They are:

Sentinel4
DirenniTower
Skeffingcoven
TotambuCoven

Also, I've figured out that when you try to define a non-existing permanent as a permanent, the whole quest stops working.

For example:
Place t03 permanent Sentinel4
will cause a quest to fail initialising.

Also, is there a simple way (not involving any Unity programming) to define permanent locations in the game world?

The quest in the spoiler teleports the PC from Privateer's Hold (by the way, did you notice that the permanent is called Pirateer's Hold?) to Daggerfall Castle 1. Remove the "--" and the "NOT WORKING" comments and see the quest (it's more like an event than a quest!) fail to initialize.
Spoiler!
Quest: _TURNUS0003


QRC:

QBN:

Place t01 permanent DaggerfallCity1
Place t02 permanent MantellanCrux
-- Place t03 permanent Sentinel4 NOT WORKING
Place t04 permanent DaggerfallCity2
Place t05 permanent OrsiniumCastle1
Place t06 permanent Shedungent1
Place t07 permanent DaggerfallCastle1
Place t08 permanent OrsiniumCastle2
Place t09 permanent Shedungent2
Place t10 permanent DaggerfallCastle2
Place t11 permanent OrsiniumCastle3
Place t12 permanent Shedungent4
-- Place t13 permanent DirenniTower NOT WORKING
Place t14 permanent OrsiniumCastle4
-- Place t15 permanent Skeffingcoven NOT WORKING
Place t16 permanent GlenmorilCoven
Place t17 permanent PirateerHold1
-- Place t18 permanent TotambuCoven NOT WORKING
Place t19 permanent KykosCoven
Place t20 permanent PirateerHold2
Place t21 permanent WayrestCastle
Place t22 permanent LlugwychCastle
Place t23 permanent ScourgBarrow1
Place t24 permanent WoodbourneHall4
Place t25 permanent LysandusTomb1
Place t26 permanent ScourgBarrow2
Place t27 permanent WoodbourneHall5
Place t28 permanent LysandusTomb2
Place t29 permanent SentinelCastle

-- Quest start-up:

pc at t20 set _teleport_

_teleport_ task:
teleport pc to t07

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Jay_H
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Joined: Tue Aug 25, 2015 1:54 am
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Re: [BUG] Bugged permanent locations

Post by Jay_H »

Also, I've figured out that when you try to define a non-existing permanent as a permanent, the whole quest stops working.

For example:
Place t03 permanent Sentinel4
will cause a quest to fail initialising.
This is recorded in the player log so you can find out why a quest isn't starting; this is what showed up in mine:

Code: Select all

> startquest turn 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Parsing quest turn.txt 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Parsing quest turn.txt FAILED!
Could not find place name in data table: 'Sentinel4' 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)

Quest ID 'turn' could not be found 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)
Also, is there a simple way (not involving any Unity programming) to define permanent locations in the game world?
Not at this time.

Turnus
Posts: 5
Joined: Thu Jul 07, 2022 9:28 am

Re: [BUG] Bugged permanent locations

Post by Turnus »

Thank you for the response, Jay. I've looked a little bit around the files in DFU and I've noticed Quest-Places.txt in \DaggerfallUnity_Data\StreamingAssets\Tables. This seems to be the place where the permanent locations are defined. I need to run to work now, but tonight I'm going to try to mess around with the contents of the file and see where that is taking me.

I know there's an "Atlas" tool somewhere, that would help me get the address of any world location. If anyone can provide a link to that, it would be highly appreciated.

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Jay_H
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Re: [BUG] Bugged permanent locations

Post by Jay_H »

There's one on the UESP for DOS, a few items down in this section: https://en.uesp.net/wiki/Daggerfall:Fil ... nd_Viewers

There's another one made by Interkarma for use in the Unity editor, but it's probably not what you're looking for. I'm not sure where to download it: https://www.dfworkshop.net/atlas-editor-window/

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BadLuckBurt
Posts: 948
Joined: Sun Nov 05, 2017 8:30 pm

Re: [BUG] Bugged permanent locations

Post by BadLuckBurt »

Jay_H wrote: Mon Jul 11, 2022 3:37 pm There's another one made by Interkarma for use in the Unity editor, but it's probably not what you're looking for. I'm not sure where to download it: https://www.dfworkshop.net/atlas-editor-window/
That's part of the DFU project, there's an Atlas option in the Daggerfall Tools menu. I think you're right about that one not being the one he's looking for, all it does is show the location names for a region / location type.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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