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Re: [MOD] Archaeologists
Posted: Sun Aug 14, 2022 2:27 pm
by Hazelnut
The thought process behind it is the earlier ranks are field operatives (i.e. grunts) and the INT requirement is low and most chars can be at those ranks. Only more scholarly chars can go into the real ranks of the guild starting at apprentice. Hope that makes more sense now? Let me know what you think in light of this info.
Re: [MOD] Archaeologists
Posted: Mon Nov 28, 2022 9:19 am
by nicksta1310
I apologise if this has been addressed before (29 pages is a lot of posts).
I bought some potions from the archaeologist apothecary a few minutes after 11:00. I decided to buy more potions later, so I returned to the guildhall at approximately 11:45 and noticed that the apothecary was already restocked. I don't know if this happens with every faction's apothecary or just this mod.
Re: [MOD] Archaeologists
Posted: Tue Nov 29, 2022 10:50 am
by comradepollux
nicksta1310 wrote: ↑Mon Nov 28, 2022 9:19 am
I apologise if this has been addressed before (29 pages is a lot of posts).
I bought some potions from the archaeologist apothecary a few minutes after 11:00. I decided to buy more potions later, so I returned to the guildhall at approximately 11:45 and noticed that the apothecary was already restocked. I don't know if this happens with every faction's apothecary or just this mod.
I believe it's every faction at the moment. Every time you buy potions it will roll a new assortment of potions for sale.
Re: [MOD] Archaeologists
Posted: Tue Mar 07, 2023 9:44 pm
by All4
I found a bug in one of the quests' text. The NPC is referred to with male and female pronouns.
- Archaeologist Guild bug.png (618.58 KiB) Viewed 3244 times
Re: [MOD] Archaeologists
Posted: Wed Mar 08, 2023 12:39 am
by Jay_H
Thanks for the report. That is my mistake, and I'll send a fix for it.
Re: [MOD] Archaeologists
Posted: Wed Mar 15, 2023 12:19 am
by All4
Awesome, thank you for the quick reply!
I found another mistake when buying a potion from the archaeologists guild. Haggline should be haggling.
- Haggline.png (77.32 KiB) Viewed 3163 times
Re: [MOD] Archaeologists
Posted: Thu Mar 16, 2023 6:47 pm
by Hazelnut
Hmm, pretty sure there's no custom trading messages so I think that one is from Daggerfall data or a mistake when they were imported into the DFU localisation system.
Re: [MOD] Archaeologists
Posted: Fri Mar 17, 2023 11:17 am
by All4
If it was from the original, maybe it is just some in-universe streetwise slang.
Re: [MOD] Archaeologists
Posted: Fri Apr 14, 2023 9:50 pm
by esran
I have a question about the overridden pacification formula "CalculateEnemyPacification". Is it intended that intelligence effects chance only if it is streetwise or etiquette and not a language skill? That seems like the opposite of what I would expect.
I might be misunderstanding the code of course.
Re: [MOD] Archaeologists
Posted: Tue Apr 18, 2023 11:40 pm
by Interkarma
Hazelnut wrote: ↑Thu Mar 16, 2023 6:47 pm
Hmm, pretty sure there's no custom trading messages so I think that one is from Daggerfall data or a mistake when they were imported into the DFU localisation system.
Yeah, regular old TEXT.RSC stuff. I've patched this now in DFU.
https://github.com/Interkarma/daggerfal ... 617ec59b99