I added a bug report but I am putting it here for further visibility because both of these mods are essential and amazing for role playing.
With the "Acquisition" Mod, the safety override normally in place for fast travel by Inn causes the player to fatally collapse when they own a property. I have multiple characters with both mods, and have narrowed it down to after I purchased a shop with one character. There is the sound of gold being deposited into the bank while fast traveling, and a notification that I have received rent from the property when I arrive.
Something about the notification and the payment calculation script is negating/resetting the ordinary protections of fast traveling by inn, so messages are spammed indicating the player has arrived starved and exhausted and collapses immediately at the destination and the game ends. The script to pause survival needs when traveling by Inn must be interrupted by the process of calculating rent earned by "Acquisition". This makes Fast Traveling ever again with that character impossible from that point forward.
Your mod is amazing. Unfortunately the mod author of Acquisition is no longer active, and I really cant imagine playing without either mod at this point. Would it be possible to ensure the survival mode is not triggered during "Travel By Inn" with a property purchased? Thank you for all the work you do!
I love this mod and appreciate the work you've put into it!
Is it possible to separate rations? Carrying around over 10 kilos of rations and not being able to separate them is a (very mild) annoyance. I'm not sure how much of a pain this would be, given gold is the only thing I can think of in Daggerfall that can be easily partitioned, but that would be a very handy feature if it isn't included already. Any idea on how to go about that? I can't promise anything, but if it isn't too complicated I could try to take a crack at it.
I really like this mod, but I'll admit that I'm getting a bit annoyed by the weight of the food, and by the fact that it only sustains you for 3 hours before "your stomach rumbles" despite being so heavy
You know that is only fresh food for long-term fatigue buff for easier travel right? Negative effects only kick in 24 hours after your last meal. And for most situations, the Ration Sacks are the intended food.
Yes I know that, but stamina gets drained very quickly otherwise. if I don't have a Restoration spell to restore fatigue then I have to sleep constantly, so I eat fresh food regularly to keep the stamina regen up. I still have to stop to rest every night so I consider this as normal pacing
You should take a look at how you are dressed and that you are not carrying too much if you are constantly needing to eat or rest. Usually you can get by with one meal per day but eating breakfast before setting out and then stopping at a tavern for lunch makes sure there is no problems.
I'm trying to be cautious of what I wear yes, but I usually get over-encumbered quickly, because I have some other mods such as 'Realistic Wagon' which makes it more difficult to buy a wagon, because you also have to buy a horse. So I am locked on feet at low levels with just my character inventory
And so it bothers me to eat a piece of meat of 2kg and then losing the regen effect after just 3 hours (which disappears very quickly when you travel on foot - and yes I stay on roads)
The regen effect could last 4 hours instead of 3, the weight of bread/fish/meat could be set to 1kg instead of 1.5/2kg, I'm not asking for drastic changes, just some small adjustments
Pardon the OP for not explaining himself, but Darker Dungeons breaks the fire props so they cannot be used to rest or cook food, including the Camping Equipment ones.
Is there anything else that breaks the fire? I am having the same issue and I have the proper load order. EDIT. It was the DREAM update, I went back to the older version I had and it works fine now.
same thing happened to me, thou the darker dungeon mod works when it wants to, some times I just keep loading the same save file until it decides to work.
Casual Cloaks are degrading so fast every time I leave town and come back it's nearly time to replace it, and re-dye myself another cloak. Which is becoming extremely annoying. Would also be very nice to have a mod options menu. Very fun mod though.
If you are not, I would suggest using the Repair Tools mod so you can pull out the needle and thread when in a tavern and keep your clothes patched up.
I got this exception while trying to read a book reavealing surround locations (from Hidden Map Locations) in Bhoriane/Bhoriane:
Spoiler:
Show
Exception: Error finding location Bhoraine : Bhoriane at DaggerfallWorkshop.PlayerGPS.DiscoverLocation (System.String regionName, System.String locationName) [0x00022] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at Assets.MacadaynuMods.HiddenMapLocations.HiddenMapLocationsMod.UseSurroundingAreaMap (DaggerfallWorkshop.Game.Items.DaggerfallUnityItem item, DaggerfallWorkshop.Game.Items.ItemCollection collection) [0x000fb] in <ccf991dc2de04e15b1a7ac3285799351>:0 at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallInventoryWindow.UseItem (DaggerfallWorkshop.Game.Items.DaggerfallUnityItem item, DaggerfallWorkshop.Game.Items.ItemCollection collection) [0x000aa] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallInventoryWindow.LocalItemListScroller_OnItemClick (DaggerfallWorkshop.Game.Items.DaggerfallUnityItem item, DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallInventoryWindow+ActionModes actionMode) [0x00028] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallInventoryWindow.LocalItemListScroller_OnItemLeftClick (DaggerfallWorkshop.Game.Items.DaggerfallUnityItem item) [0x00000] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterface.ItemListScroller.ItemButton_OnClick (DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent sender, UnityEngine.Vector2 position, System.Boolean rightClick, System.Boolean middleClick) [0x0007a] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterface.ItemListScroller.ItemButton_OnMouseClick (DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent sender, UnityEngine.Vector2 position) [0x00000] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at (wrapper delegate-invoke) <Module>.invoke_void_BaseScreenComponent_Vector2(DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent,UnityEngine.Vector2) at DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent.MouseClick (UnityEngine.Vector2 clickPosition) [0x00008] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent.Update () [0x00347] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00009] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterface.Button.Update () [0x00000] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00049] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00049] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00049] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00049] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterface.UserInterfaceWindow.Update () [0x00008] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallBaseWindow.Update () [0x00077] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallPopupWindow.Update () [0x00000] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallInventoryWindow.Update () [0x00000] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.Game.DaggerfallUI.Update () [0x000d8] in <9bf28c68d79b48218c80373c9e1cf18f>:0
The error doesn't come from Hidden Map Locations though, I have checked every file that comes with it.
Also I got this exception when reloading save game from Bhoriane city:
Spoiler:
Show
Exception: Error finding location Bhoraine : Bhoriane at DaggerfallWorkshop.PlayerGPS.DiscoverLocation (System.String regionName, System.String locationName) [0x00022] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at Assets.MacadaynuMods.HiddenMapLocations.HiddenMapLocationsMod.AddMapSummaryFromLocation (DaggerfallConnect.DFLocation location, System.Boolean addToVisited) [0x00044] in <ccf991dc2de04e15b1a7ac3285799351>:0 at Assets.MacadaynuMods.HiddenMapLocations.HiddenMapLocationsMod.PlayerGPS_OnEnterLocationRect (DaggerfallConnect.DFLocation location) [0x00000] in <ccf991dc2de04e15b1a7ac3285799351>:0 at (wrapper delegate-invoke) <Module>.invoke_void_DFLocation(DaggerfallConnect.DFLocation) at (wrapper delegate-invoke) <Module>.invoke_void_DFLocation(DaggerfallConnect.DFLocation) at DaggerfallWorkshop.PlayerGPS.RaiseOnEnterLocationRectEvent (DaggerfallConnect.DFLocation location) [0x00007] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.PlayerGPS.PlayerLocationRectCheck () [0x00089] in <9bf28c68d79b48218c80373c9e1cf18f>:0 at DaggerfallWorkshop.PlayerGPS.Update () [0x000aa] in <9bf28c68d79b48218c80373c9e1cf18f>:0
I noticed some older versions have resting turned off in dungeons except when you are at a fire. Is there any way to bring that back? I seem to be able to rest without a campfire just fine in dungeons.
This depends on your temperature. The mod blocks you from resting if it is too hot/cold. You have probably just gotten better at dressing right for the dungeon.
502 comments
With the "Acquisition" Mod, the safety override normally in place for fast travel by Inn causes the player to fatally collapse when they own a property. I have multiple characters with both mods, and have narrowed it down to after I purchased a shop with one character. There is the sound of gold being deposited into the bank while fast traveling, and a notification that I have received rent from the property when I arrive.
Something about the notification and the payment calculation script is negating/resetting the ordinary protections of fast traveling by inn, so messages are spammed indicating the player has arrived starved and exhausted and collapses immediately at the destination and the game ends. The script to pause survival needs when traveling by Inn must be interrupted by the process of calculating rent earned by "Acquisition". This makes Fast Traveling ever again with that character impossible from that point forward.
Your mod is amazing. Unfortunately the mod author of Acquisition is no longer active, and I really cant imagine playing without either mod at this point. Would it be possible to ensure the survival mode is not triggered during "Travel By Inn" with a property purchased? Thank you for all the work you do!
Is it possible to separate rations? Carrying around over 10 kilos of rations and not being able to separate them is a (very mild) annoyance. I'm not sure how much of a pain this would be, given gold is the only thing I can think of in Daggerfall that can be easily partitioned, but that would be a very handy feature if it isn't included already. Any idea on how to go about that? I can't promise anything, but if it isn't too complicated I could try to take a crack at it.
And so it bothers me to eat a piece of meat of 2kg and then losing the regen effect after just 3 hours (which disappears very quickly when you travel on foot - and yes I stay on roads)
The regen effect could last 4 hours instead of 3, the weight of bread/fish/meat could be set to 1kg instead of 1.5/2kg, I'm not asking for drastic changes, just some small adjustments
imho we should not get wet when snowing, or maybe after a much longer time.
Pardon the OP for not explaining himself, but Darker Dungeons breaks the fire props so they cannot be used to rest or cook food, including the Camping Equipment ones.
Clicking fires makes the prompt pop up for cooking/resting.
Make sure C&C is above Darker Dungeons in the modlist. Although the mods are coded to specifically check that this is the case.
I am having the same issue and I have the proper load order.
EDIT.
It was the DREAM update, I went back to the older version I had and it works fine now.
Even when enabling this alone.
There is a typo in Climates & Calories.dll.bytes where Bhoriane is incorrectly spelled Bhoraine.
The inconsistency causes exceptions.
I got this exception while trying to read a book reavealing surround locations (from Hidden Map Locations) in Bhoriane/Bhoriane:
at DaggerfallWorkshop.PlayerGPS.DiscoverLocation (System.String
regionName, System.String locationName) [0x00022] in
<9bf28c68d79b48218c80373c9e1cf18f>:0
at Assets.MacadaynuMods.HiddenMapLocations.HiddenMapLocationsMod.UseSurroundingAreaMap
(DaggerfallWorkshop.Game.Items.DaggerfallUnityItem item,
DaggerfallWorkshop.Game.Items.ItemCollection collection) [0x000fb] in
<ccf991dc2de04e15b1a7ac3285799351>:0
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallInventoryWindow.UseItem
(DaggerfallWorkshop.Game.Items.DaggerfallUnityItem item,
DaggerfallWorkshop.Game.Items.ItemCollection collection) [0x000aa] in
<9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallInventoryWindow.LocalItemListScroller_OnItemClick
(DaggerfallWorkshop.Game.Items.DaggerfallUnityItem item,
DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallInventoryWindow+ActionModes
actionMode) [0x00028] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at
DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallInventoryWindow.LocalItemListScroller_OnItemLeftClick
(DaggerfallWorkshop.Game.Items.DaggerfallUnityItem item) [0x00000] in
<9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterface.ItemListScroller.ItemButton_OnClick
(DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent sender,
UnityEngine.Vector2 position, System.Boolean rightClick, System.Boolean
middleClick) [0x0007a] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at
DaggerfallWorkshop.Game.UserInterface.ItemListScroller.ItemButton_OnMouseClick
(DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent sender,
UnityEngine.Vector2 position) [0x00000] in
<9bf28c68d79b48218c80373c9e1cf18f>:0
at (wrapper delegate-invoke)
<Module>.invoke_void_BaseScreenComponent_Vector2(DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent,UnityEngine.Vector2)
at DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent.MouseClick
(UnityEngine.Vector2 clickPosition) [0x00008] in
<9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterface.BaseScreenComponent.Update ()
[0x00347] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00009] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterface.Button.Update () [0x00000] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00049] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00049] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00049] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterface.Panel.Update () [0x00049] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterface.UserInterfaceWindow.Update ()
[0x00008] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallBaseWindow.Update
() [0x00077] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallPopupWindow.Update
() [0x00000] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.UserInterfaceWindows.DaggerfallInventoryWindow.Update
() [0x00000] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.Game.DaggerfallUI.Update () [0x000d8] in <9bf28c68d79b48218c80373c9e1cf18f>:0
(Filename: <9bf28c68d79b48218c80373c9e1cf18f> Line: 0)
The error doesn't come from Hidden Map Locations though, I have checked every file that comes with it.
Also I got this exception when reloading save game from Bhoriane city:
at DaggerfallWorkshop.PlayerGPS.DiscoverLocation (System.String
regionName, System.String locationName) [0x00022] in
<9bf28c68d79b48218c80373c9e1cf18f>:0
at Assets.MacadaynuMods.HiddenMapLocations.HiddenMapLocationsMod.AddMapSummaryFromLocation
(DaggerfallConnect.DFLocation location, System.Boolean addToVisited)
[0x00044] in <ccf991dc2de04e15b1a7ac3285799351>:0
at Assets.MacadaynuMods.HiddenMapLocations.HiddenMapLocationsMod.PlayerGPS_OnEnterLocationRect
(DaggerfallConnect.DFLocation location) [0x00000] in
<ccf991dc2de04e15b1a7ac3285799351>:0
at (wrapper delegate-invoke) <Module>.invoke_void_DFLocation(DaggerfallConnect.DFLocation)
at (wrapper delegate-invoke) <Module>.invoke_void_DFLocation(DaggerfallConnect.DFLocation)
at DaggerfallWorkshop.PlayerGPS.RaiseOnEnterLocationRectEvent
(DaggerfallConnect.DFLocation location) [0x00007] in
<9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.PlayerGPS.PlayerLocationRectCheck () [0x00089] in <9bf28c68d79b48218c80373c9e1cf18f>:0
at DaggerfallWorkshop.PlayerGPS.Update () [0x000aa] in <9bf28c68d79b48218c80373c9e1cf18f>:0
(Filename: <9bf28c68d79b48218c80373c9e1cf18f> Line: 0)
Looks like there is a typo where Bhoriane is wrongly spelled Bhoraine in several mods.
Identified mods with Bhoriane incorrectly spelled : Climates & Calories, Fixed Dungeons Exteriors and Unofficial block, location and model fixes.
Here is where I have found the reference to Bhoraine in Climates & Calories.dll.bytes: