Daggerfall Unity

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Knightwalker41

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knightwalker410

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22 comments

  1. kaiseryuu
    kaiseryuu
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    Okay, so enjoying it so far but I have found some issues(sort of, not really, maybe?)

    Basically I installed the Belwen mod on an existing save and then used the console command to activate her. Then I spent like a month in-game playing and never finding her, so I figured I should test if it was working and used the console command again. So, well, I found her and did her quest soon after. But then she didn't show up for a while and I read the part in where you said not to activate the quest multiple times(oops)... But then I ran into her in a tavern, only it was her in her basic state again, with a new quest. I just ignored that one, not sure if I should delete her or kill her or what was going on with the quests. So I removed the questpack, overwrote a save(checking with the console command that the quest no longer existed, a reasonable method in my mind) and then reinstalled the questpack again, using the startquest command AGAIN figuring I'd start from scratch now with hopefully just one Belwen in the game.

    Anyhow, the first Belwen hooked up with me, ignoring all the previous shenanigans I'd pulled off with her twins and deleting the questpack and now she seems pretty happy all-around, so I can't complain about all of the above, I guess. She seems pretty active now, so I'm satisfied with THAT.

    The other, actual issue(?) that I'm reporting that you might find of interest, is that in loitering when she's around in the same dungeon/house (to regen my magicka even though hp and stamina won't recover while loitering, since I'm using the Basic Magic Regen mod), she'll comment stuff like "Hey wait for me!" and interrupt the loiter, but she'll do it for every hour I set the loiter for and it won't interrupt the loiter. And then when I return into the game, for every hour/comment there'll be a Belwen. Happened twice so far, once in a podunk town house where I was waiting for assassins to show up(the quest bugged out, not sure if related) and a second time in a dungeon.

    So uh, it's not a bug but a feature? Vamp girl harem!
    https://imgur.com/kZRmHMm
    1. knightwalker410
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      My apologies for disappearing for a few years. From memory, both this mod and the other one had a timer on the spawn so they should be disappearing themselves after a delay. It's possible DFU code has changed, or the framework changed, and what I had poorly cobbled together in scripting at the time, isn't working well... or I made a huge mistake in the code that never came up in any play-testing. Maybe I let all my companions die or ran off while they were fighting and never noticed they didn't de-spawn :D
      My apologies again, I'm happy for anyone to investigate and fix issues, though there may be other mods now that are way better and more worthy of your time.
  2. Kifyi
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    Really love seeing a companion option for the game! Thanks for making this!

    I've only just started Daggerfall as of the Unity 1.0 release, and excited to see the massive world with a pal by my side. <3

    Is it normal for them to make ambient growling noises though? I don't think I've installed any mods that change sounds but I am new to the game also.
  3. luciusaries
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    Hello again!  Just started up a new playthrough and finally found Belwen.  Great job so far, but I do have one question.  What is the effect of "The Bracelet" when you put it on?  Did I mess up by putting it on? 
  4. AwfulArchdemon
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    dfworkshop's site is down it seems
  5. TheMCJarhead
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    It is the current year and we can now have cute vampire goth gf's/bf's in daggerfall.

    I'd have never thought I'd see the day. DFUnity is truly a next level canvas of a game. Well done everyone involved.
  6. knightwalker410
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    To make up for the huge bug I found (fixed in v1.20) I have created some mindless thrall companions as a bonus:

    *Mindless Female Thrall (No story/letters/gifts) - found randomly in Pawn Shops (Existing save: "startquest FEMTHR000")

    *Mindless Male Thrall (No story/letters/gifts) - found randomly in Pawn Shops (Existing save: "startquest MTHR000")
  7. knightwalker410
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    I found a bug with the spawning quests that I introduced with the previous update. Please download the new fixed version 1.20 ASAP. Apologies!
  8. CaneDaghart
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    This might be a dumb question, but, where are Belwen and Brallion? Do they have a specific city that they show up in, or do they have a chance to spawn randomly in any city you visit?
    1. imsobadatnicknames
      imsobadatnicknames
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      Belwen and Brallion run using a modified version of the script from my Ghaksha companion mod, so all three mods work pretty much the same way.
      Short answer: yes, they do have a random chance of spawning in any city you visit.

      Long answer: they have a cooldown timer with a random value between 1 and 10 days, which starts running once the mod is activated. If the timer reaches 0 while you're inside a city, they'll appear at a random tavern in whatever city you're at. If the timer reaches 0 while you're in any place other than a city, they'll spawn at a random tavern in the next city you visit. Once they spawn, they'll remain there for 24 hours. If 24 hours go by and you haven't talked to them yet, they'll despawn and the random cooldown timer will start again.
    2. CaneDaghart
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      So check every tavern and cross your fingers? Sounds good enough! Thanks for responding so quickly by the way. I've been hoping for companion mods to make it to the nexus and this one in particular has me really excited :)
    3. knightwalker410
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      Thanks for asking CaneDaghart!

      I've added imsobadatnicknames' comment as a spoiler on the description page for future :)
  9. knightwalker410
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    New version now up! (with thanks to Imsobadatnicknames for coding help)

    - Companions visit player now between every 6 hours to 10 days.
    - Added feature to dismiss them (rather than tell them to come back later) and send them to another location to wait indefinitely for player.
    - New dialogue added.
    - Misc tweaks/fixes.

    What Next? I'm going to go back to working on the other planned companion mods, but please yell out if any issues and I'll do my best to fix.
  10. knightwalker410
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    A new version is coming over the next couple of days:
    .
    Planned features:

    better dismiss companion options
    some code tweaks
    some new dialogue
    companions will help you in more locations.
  11. WasteLander353
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    Nice looking Mod, but i have One Question.
    I'm Really New to Daggerfall, so i was wondering if theirs a difference between "Towns" and "Cities" since i'm in the Beginning Town right after the First Dungeon and i can't find Her in any of the Taverns.
    Was wondering if i'm doing something wrong?
    1. imsobadatnicknames
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      Cities have a walls round them, towns don't.
      Have in mind that she won't appear in every city.
      The mod has a random countdown between 0 and 10 days. If the countdown reaches 0 while you're in a city, she'll spawn at a random tavern in the city you're at. If the countdown reaches 0 while you're anywhere other than a city, she'll spawn at a random tavern in the next city you visit.
      Once she has spawned, she'll remain there for 24 hours. If 24 hours have passed and you haven't found her yet, she'll be despawned and the random countdown will start again.
      This means that it'll probably take you a good while to find her.
    2. knightwalker410
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      Thanks for the explanation imsobadatnicknames :)

      I got distracted working on my pet companion mod (just released!) and didn't come back to fix the Description page.

      I'll make the Description page a lot clearer to help everyone out. Thanks for speaking up Wastelander353 :)

      EDIT: I think that looks much better and clearer now.