It shows for me in my initial tests for DFU 1.1.1 when I selected Detect in the spellmaker menu. Did you place the file in DaggerfallUnity_Data\StreamingAssets\Mods ? For the mod author: If you want to make the mod easier to install with vortex, upload the .dfmod inside a Mods folder.
Could something like this be adapted to a mark on the city map. Player can add one custom mark on the city map, and the compass' detect arrow stays on to guide them thru the city. A completely separate MOD of course, but would the underlying code be adaptable?
Yes I am wondering too for city’s map, but even for quests ; it’s sometimes a pain to find the right house ! Can’t believe the quest giver doesn’t tell us where it is, even approximately. («Go clean my house, but before that you’ll have to find it because I’m not going to tell !»)
Based on the feedback the mod is somewhat buggy but sadly I can't seem to reproduce the issues found. If anyone has clear repro steps. please notify me. The mod's code is also pretty simple and I can't find what is wrong there either.
Edit:
I've found one bug, where if you spam the spell and let each cast add more and more duration, at the end once the spell expires the marker won't go away. I've managed to fix this bug in version 0.3
So the spell appears for me, but unfortunatley it really buggered up my save game, had to quit, uninstall the mod, and reload an earlier save without the spell active. 1, it never wore out, 2 it completely borked my werewolf stats and I no longer had any werewolf bonuses, and 2 (this is the big one) I could no longer cast any spells.
23 comments
For the mod author: If you want to make the mod easier to install with vortex, upload the .dfmod inside a Mods folder.
Player can add one custom mark on the city map, and the compass' detect arrow stays on to guide them thru the city.
A completely separate MOD of course, but would the underlying code be adaptable?
Based on the feedback the mod is somewhat buggy but sadly I can't seem to reproduce the issues found. If anyone has clear repro steps. please notify me. The mod's code is also pretty simple and I can't find what is wrong there either.
Edit:I've found one bug, where if you spam the spell and let each cast add more and more duration, at the end once the spell expires the marker won't go away. I've managed to fix this bug in version 0.3
On the latest version of Daggerfall Unity, I can't find this spell effect "Detect Quest". Only "Enemy", "Treasure" and "Magic".