SIGIL is a silent quest system providing numerous new random encounters and events that can happen in wilderness of Illiac Bay depending on last location visited by a player.
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Changelogs
Version 1.9
Fixed problem with not working day time events. Fixed problem with duplicate events when exiting specific locations. Added two new encounters. Other small fixes.
Version 1.8
Added new enemies from Daggerfall Enemy Expansion into some old encounters and added new encounters into quest pack. Small fixes.
Version 1.7
Small fixes for version 1.6 and improved rate of activation for quest events.
Version 1.6
Major technical and balance fixes to quest events. Reworked activation system. Merged all parts together.
Version 1.5
Solved problem with duplicates of quest hubs. Small balance changes.
Version 1.4
Much lower rate of encounters along with reworked cooldown timers.
Version 1.3
Lowered rate of encounters. Gameplay and balance changes.
Version 1.2
Big update with first properly working version of SIGIL.
Version 1.1
Solved problem with graveyard events not working properly. Balance and gameplay changes after big test.
Version 1.0
First version of a mod.
SIGIL is a silent quest system that runs in the background and provides random encounters that can happen in any part of Illiac Bay wilderness depending on the last location being visited by a player and other conditions (such as time of day or climate zone).
The player may encounter merchants of various items, skill trainers, groups of enemies (enemies fighting each other and the player, ambushes on the player, ambushes on a group of enemies where the player is the bait), neutral events that can both help and hurt, groups of friendly travelers, healers and more.
While SIGIL works in a similar vein to Kamer's Warm Ashes mod, my quest system covers only wilderness (but hopefully does it very well) and does not work inside locations (dungeons, cities, taverns, etc), so it is best to use with travel-related mods (such as Travel Options).
Warm Ashes and SIGIL are compatible with each other, but it probably will be too overwhelming for most players.
SIGIL (1.9) ~ Current Version ~
Fixed big problem with quest system not recognising time of day for encounters activation.
Fixed problem with duplicate encounters happening at once after exiting specific set of locations.
Added two new encounters.
Small, assorted fixes.
TO INSTALL (NEW GAME): Extract the SIGILfolder to /DaggerfallUnity_Data/StreamingAssets/QuestPacks.
(!!) IMPORTANT: SIGIL will need Enemy Infighting option (from Enhancements tab) being activated to function properly.
(!) ALSOIMPORTANT: SIGIL will need Daggerfall Enemy Expansion mod being installed and activated.
TO INSTALL (EXISTING GAME): On an existing character, use the console command startquest AZCULTSTART.
Then just let the game run normally (quest events start to happen after next location will be visited).
TO UNINSTALL: Delete the SIGILfolder from the /DaggerfallUnity_Data/StreamingAssets/QuestPacks.
TO UPGRADE: Delete reduntant folders (CitiesVillagesHamletsSIGIL, GraveyardsSIGIL, HomesSIGIL, ModActivatorSIGIL and RuinsLabsKeepsSIGIL) or SIGIL 1.6 folder from older versions of SIGIL from Daggerfall Unity QuestPacks folder and extract the SIGIL to QuestPacks folder.
~ (Now all parts of quest system are merged together!) ~
Special thanks go to wonderful people from the Daggerfall Unity community (in no particular order) such as:
Jehuty Kamer Hazelnut Cliffworms Kab the Bird Ranger