Bugs/issues I've encountered during my play-through

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.
PLRDLF
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Bugs/issues I've encountered during my play-through

Post by PLRDLF »

Yesterday I've completed Daggerfalls main quest and now I want to list the bugs/issues I have encounter under Daggerfall Unity 0.14.5, as far as I can remember.

First some overview how thoroughly I've played the game:

-character at level 30 (the maximum I could get with my setup)
-about 160 dungeon crawls
-2.809.000 gold pieces at the end of the main quest accumulated (not counting the fortune I've spent on self-made magical items)
-Archmage of the Mages Guild
-Master of the Fighters Guild
-Paladin of the Order of the Scarab (+house in Morahada (Totambu))
-Patriarch of the Temple of Stendarr
-Artifacts:
Auriel's Shield
Necromancer's Amulet
-Daedric Artifacts:
Azura's Star
Ebony Mail
The Masque of Clavicus
The Sanguine Rose
The Skull of Corruption

Bugs encountered during my play-through with DF-Unity v0.14.5

-Teleportation issue
When it is raining/snowing outside and the player's character is teleported from an interior to a dungeon via "teleport pc" command, it will also rain/snow inside the dungeon. If I recall correctly, this issue is also present in the original game. I don't know if this will also happen when the player uses the teleport spell on his own since I've never tested this.

-Another issue regarding teleportation
When the player sets an anchor inside a dungeon and he teleports back to this anchor from outside the dungeon, the player will fall through the ground when he exits the dungeon via the entrance/exit.
To avoid this, the game must be saved after teleportation and exited. After re-loading the save, the player can leave the dungeon without falling through the ground.

-Issue with the light spell
The candle hovering in front of the player, as long as the spell is active, has a collision-box, therefore ranged spells can not be used since they will collide with the collision-box, unless the target is rather far away from the center of the screen. This seems to work in two-directions though, acting as some sort of shield to prevent the player from being hit by ranged spells from enemies.
Archery does work fine with the light spell enabled through.

-Issue with dual-equipping bow and one-handed weapon in right hand
After a save game has been reloaded, the right handed weapon will look like a deformed bow, switching the current weapon to bow and back to the one-handed weapon fixes this though, and the weapon will look normally again.

-Issue with bound souls
If the player has only one, or more, soul gems filled with the same kind of monster in his inventory e.g. a lich, no advantages/disadvantages will be applied to the enchanted item, just the enchanting point bonus.
If the player has at least two different kinds of bound souls in his inventory, then everything works normally, advantages/disadvantages and enchanting point bonus are applied to the enchanted item.

-Issue with the quest "The Artifact" (B0B71Y03)
The child's face is not dropped at all until the quest is completed, probably related to this issue viewtopic.php?t=6257

-Issue with the quest-engine in general
It seems the quest engine always creates quest npcs at the current location. A very good example is quest A0C01Y13. It creates all npcs including their origin locations in the current town.
So you have four quest locations (the sister's house, the lover's house (the house where the quest-engine created him), the house the lover wants to be escorted to and the house of the quest giver) in the current town, but only two of these locations are hidden from the start. So you can ask for the remaining two locations, which aren't even quest related by the way, from the start of the quest, which is pretty confusing and illogical.
From my experience with the original game, the quest-engine creates npcs mostly at far away locations and not at the player's current location. Therefore it is not possible for these locations to show up in the dialog menu unless the player is accidentally at the same town these locations are.

-Repair effect issue(?)
Equipped magic items with the repair effect aren't used up and I'm pretty sure in the original game they are, unless you have at least two of them equipped and are using the "magicrepair 1" flag, so they can repair each other.

-Durability of magic armors/weapons
All magic armors/weapons have a starting health of 1500, but in the original game, the better the material, the more durability the armor/weapon has. Only non-armors/non-weapons, iron armors/weapons and artifacts have 1500 points, but Daedric armors/weapons have 12000 points.

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pango
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Re: Bugs/issues I've encountered during my play-through

Post by pango »

Hi PLRDLF,
PLRDLF wrote: Thu May 11, 2023 8:41 pm -Issue with the light spell
The candle hovering in front of the player, as long as the spell is active, has a collision-box, therefore ranged spells can not be used since they will collide with the collision-box, unless the target is rather far away from the center of the screen. This seems to work in two-directions though, acting as some sort of shield to prevent the player from being hit by ranged spells from enemies.
Archery does work fine with the light spell enabled through.
Are you using mods? Because I didn't manage to reproduce the issue, I could cast ranged spells with the light candle on just fine
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pango
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Re: Bugs/issues I've encountered during my play-through

Post by pango »

pango wrote: Fri May 12, 2023 2:55 am Are you using mods? Because I didn't manage to reproduce the issue, I could cast ranged spells with the light candle on just fine
Darker Dungeons maybe?
https://www.reddit.com/r/daggerfallunit ... ?context=3
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pango
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Re: Bugs/issues I've encountered during my play-through

Post by pango »

PLRDLF wrote: Thu May 11, 2023 8:41 pm -Teleportation issue
When it is raining/snowing outside and the player's character is teleported from an interior to a dungeon via "teleport pc" command, it will also rain/snow inside the dungeon. If I recall correctly, this issue is also present in the original game. I don't know if this will also happen when the player uses the teleport spell on his own since I've never tested this.
I did not manage to reproduce the first teleportation bug.

I set an anchor inside a dungeon, went to a city and waited for a rainy day. I then entered a temple (attached save), but when I teleport inside the dungeon I don't get rain inside.
What do you mean by 'via "teleport pc" command'? Say, because of "An Unexpected Journey" (a0c00y06) quest?

P.S. I triggered quest A0C00Y06, let me teleported, still no rain inside the dungeon.
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pango
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Re: Bugs/issues I've encountered during my play-through

Post by pango »

PLRDLF wrote: Thu May 11, 2023 8:41 pm -Another issue regarding teleportation
When the player sets an anchor inside a dungeon and he teleports back to this anchor from outside the dungeon, the player will fall through the ground when he exits the dungeon via the entrance/exit.
To avoid this, the game must be saved after teleportation and exited. After re-loading the save, the player can leave the dungeon without falling through the ground.
I did not manage to reproduce the 2nd teleportation bug.
Can you reproduce it? Are you doing something you didn't mention so it happens? Does it happen without mods?
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pango
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Re: Bugs/issues I've encountered during my play-through

Post by pango »

PLRDLF wrote: Thu May 11, 2023 8:41 pm -Issue with dual-equipping bow and one-handed weapon in right hand
After a save game has been reloaded, the right handed weapon will look like a deformed bow, switching the current weapon to bow and back to the one-handed weapon fixes this though, and the weapon will look normally again.
I tried with a one-handed axe and a bow, and did not reproduce the problem.
Tried with the two bow mode (classic, and release to shoot), same thing.
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SAVE991.zip
(236.98 KiB) Downloaded 41 times
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PLRDLF
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Re: Bugs/issues I've encountered during my play-through

Post by PLRDLF »

Hello pango and thanks for the replies.

-Yes, the light spell issue is indeed mod related and it's the "Darker Dungeons" mod. I've read in the bug section, this issue is already known and at the moment there seems to be no solution to this.

-The dual-wielding bow issue I've described is not just limited to bows. On my setup, which is the Linux built by the way, it also happens with dual-wielded weapons. My last character didn't use dual-wielded weapons, therefore I've not encountered this. However my current character uses them and the issue is similar:
If I re-load a game, my character has a deformed fist equipped instead of the two-handed weapon. Switching the weapon back and forth solve this however. By the way, switching the weapon back and forth occasionally crashes the game. Maybe all this is related to Numidium's weapon switching cache, I don't know.

-As I've already mention, I'm not sure weather the raining/snowing bug inside dungeons happens when the player uses a teleportation spell of his own. When the player is teleported via quest code "teleport pc to" as used in quest A0C00Y06 for example, it happens and as I've already mentioned, this seems to be a bug which is present in classic Daggerfall as well.

-And the teleporting falling through the ground issue does also happen when re-loading a save.
Here is the setup when re-loading:
1) Save the game outside a building
2) Enter the building and get a quest where the player is teleported into a dungeon e.g. quest A0C00Y06
3) After your character has been teleported re-load the save made under 1) and the character will fall through the ground after the save has been loaded.

The other setup was about as follow:
1)Get a quest from a noble e.g. in Castle Wayrest and set an anchor inside to return quickly, which was the original idea of setting a teleportation anchor in the first place.
2) Leave the dungeon and do the noble's deed.
3) Return back to the noble after the deed is done via the teleportation anchor you've set earlier
4) Get your reward from the noble and exit trough he entrance/exit
5) You will fall through he ground once you leave the dungeon

It is important to do either of the setups mentioned above in one session, do not quit the game. As I've already mentioned exiting the game and re-loading prevents the player's character from falling through the ground, maybe location data is purged in that way.

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Ferital
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Re: Bugs/issues I've encountered during my play-through

Post by Ferital »

PLRDLF wrote: Thu May 11, 2023 8:41 pm -Issue with the quest-engine in general
It seems the quest engine always creates quest npcs at the current location. A very good example is quest A0C01Y13. It creates all npcs including their origin locations in the current town.
So you have four quest locations (the sister's house, the lover's house (the house where the quest-engine created him), the house the lover wants to be escorted to and the house of the quest giver) in the current town, but only two of these locations are hidden from the start. So you can ask for the remaining two locations, which aren't even quest related by the way, from the start of the quest, which is pretty confusing and illogical.
From my experience with the original game, the quest-engine creates npcs mostly at far away locations and not at the player's current location. Therefore it is not possible for these locations to show up in the dialog menu unless the player is accidentally at the same town these locations are.
Hello PLRDLF,

Thank you for your feedback. The fact that quest NPCs, specifically those located in towns or villages, are almost always created in the current location, and that some information about these NPC locations should not be available when the quest starts, are indeed known issues within the quest engine system. I began addressing these bugs two years ago in PR #2198. Unfortunately, I ended up taking a longer break from DFU than I had expected, resulting in the PR remaining stale since then.

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MrFlibble
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Re: Bugs/issues I've encountered during my play-through

Post by MrFlibble »

Ferital wrote: Sat Aug 05, 2023 1:35 pm The fact that quest NPCs, specifically those located in towns or villages, are almost always created in the current location, and that some information about these NPC locations should not be available when the quest starts, are indeed known issues within the quest engine system. I began addressing these bugs two years ago in PR #2198. Unfortunately, I ended up taking a longer break from DFU than I had expected, resulting in the PR remaining stale since then.
Apologies for veering somewhat off-topic (hopefully not), but recently I read this discussion and had a look at the PR in question, which led me to downloading Donald Tipton's TEMPLATE tool and decompiling several quests myself. Eventually I produced a vanilla fix for an unaddressed issue in one of the temple quests in the game.

After reading your comments in the PR above, specifically about some inaccuracies in Donald Tipton's documentation and understanding of how the quest scripting works, I started questioning the validity of the unofficial fixes such as Tipton's Fixquest and DFQFIX, which seem to have sometimes taken a bit too many liberties with the quests (although admittedly, Bethesda's scripts still contain a fair share of errors). It'd be nice to have an error-free version of vanilla quests without too many alterations which would deviate from the original developers' intent (that would be more fitting for a mod, not a patch that irons out bugs), and I'm assuming that DFU's objective is pretty much the same.

Concerning the quote above about NPCs, Donald Tipton's documentation makes it clear that the quest setup can choose between creating an NPC in the same town or in another random town within the province. I ran a few tests with a different quest I attempted to fix (C0B00Y04, which sometimes creates a gender mismatch for the priest you need to rescue, between their appearance as an in-game enemy, portrait and name used in the quest) and I could reliably spawn the priest in the same town as the quest giver instead of a remote dungeon.

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pango
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Re: Bugs/issues I've encountered during my play-through

Post by pango »

That's the problem with reporting 9 different issues at once, it quickly becomes untraceable.
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