Daggerfall Unity
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azimovhaas8

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AzimovYuri88

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48 comments

  1. MeadWarrior
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    Apparently "clear _daytime_" in your quests effectively prevents daytime events. As a result, only night events occur in the game. Also one these txt-files ("...poorhome..." title) has "clear _selection1_" and "clear _selection2_" entries, which lead to multiple events in the same place. At least in my experience. I deleted these entries, now apparently questpack works as intended.
    1. AzimovYuri88
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      ...
    2. DeonDF
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      I am failing to fild these clear _selection1_ lines, even with "find in files" in Notepad++. Could you elaborate please?
    3. AzimovYuri88
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      All is fixed.

      Enjoy 0/
  2. aristidetorchia717
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    Giving this a go now, hoping that it's a little more balanced than warm ashes wilderness. 

    With warm ashes it was a little ridiculous, I could not cook a meal or sleep two hours or travel a minute without constant random encounters. 
    Too much of a good thing and all that...
  3. EarlyBird01
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    Hello everyone!

    I'm having trouble installing SIGIL properly, I've actually never installed any Daggerfall quest mods at all. I want to install other mods like Quest Pack 1 too, but I don't understand how to do it.

    I've only ever installed mods where you drag the file into the "Mods" folder under streaming assets, and while the instructions for extracting the file into the "Questpacks" folder seems straightforward enough, I just can't seem to get it to work.

    I'm not good with computers, and Daggerfall is the first pc game I've ever modded. I've tried to find step by step guides on Youtube that just explain how to do it, (which is how I know how to install Daggerfall Unity at all) but I can't find anything that addresses my specific problem. 

    I don't suppose anyone could tell me exactly how to do this? Also SIGIL should show up in the load order in the main menu screen where you can enable it right? If it doesn't that's information that would be very useful to me, too! 

    Cheers
    1. idgafaboutnames
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      Within the Daggerfall_Unitydata folder, you'll find the Streamingassets folder.  That folder (streamingassets) contains a few different folders you'll use to install mods.  Any mod with a .dfmod file extension goes into the mods folder.  If it's a questpack mod, it goes in the questpack folder.  Questpack mods typically use a .txt file extension as opposed to .dfmod.   This particular mod goes into the questpack folder.  For future reference, when you'll in the file tab on this site, you can preview file contents and this will show you the mod's folder structure.  This should tell you what folder the mod is supposed to be in, assuming the mod author didn't package it the wrong way by mistake.  Also with questpacks, if the mod author doesn't have their own txt files within a folder that goes into the questpack folder... such as streamingassets/questpacks/someone'squestpack/files.txt... But instead have streamingassets/questpacks/files.txt, it's good practice to add a new folder with the name of the quest pack or mod author into the questpack folder as opposed to loosely dropping the txt files into the questpack folder.  This helps you keep your files organized by keeping track of what mod the quests come from.  And for further reference, mods that change the way locations look, add new locations, changes landscapes, etc typically go into the WorldData folder.  Any mod that changes textures, goes into the textures folder.  Any that changes fonts goes into the fonts folder.  And if you add in new spell icons... well there's also a spell icons folder just for that.  Anyway, pay attention to what type of mod along with what file type extension it uses, and that'll tell you what folder within streamingassets it belongs in.  Also, if you look within some of the folders in streamingassets, you'll see a readme.txt that tells you what type of files (mods) go into that particular folder.

      Edit: Oh and afaik, the only mods that actually show up the on load order within the main menu screen are mods from the Mods folder and/or ones from the World Data folder.  Questpacks, from what I've seen typically don't show up in the load order screen.  But don't worry... they're still there.
  4. Rodderick90
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    Howdy, if I wanted to stop using this on a playthrough is there a stop quest command I should enter?
    1. AzimovYuri88
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      Sorry for late reply, but you can simply remove SIGIL folder from game directory and nothing will happen in wilderness.
      For new game when you want to see random encounters just install quest pack back.
  5. nullsmind
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    What do you mean by random quests? Is it quests that you get usually in a city? A quest saying to go to dungeon X and find me when you're done at this exact spot in the wilderness? Or are they enemy encounters? I'd rather know before I try it, but I'm always interested in wilderness encounters and it makes the travel more interesting. 
    1. AzimovYuri88
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      Quests in SIGIL are random events: it can be random trader, it can be enemy ambushing you, it can be enemies fighting each other AND player or it can be group of adventurers resting after travel.

      Good comparison can be made with Fallout 1 and 2 random events that can happen when player travels on world map and dependant on location of player during travel (SIGIL also checks last location where player been before leaving).
  6. AzimovYuri88
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    Sorry for a lot of inconvenience and lack of updates in a long time.

    SIGIL will be updated soon.

    I know that quest pack is bugged and spawn monsters in locations it not supposed to spawn enemies (indoor locations of all kinds) so I plan to fix it.

    Any new ideas for events are welcome (just as bug reports). 

    Cheers 0/
    1. myrvane
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      Awesome, looking forward to it. I appreciate your work. Thanks for the heads up!

      Do you know if the encounters in your mod have any affect on reputation? Not just legal rep, but any faction in the game. I was concerned when the mod's NPCs and game's NPCs were murdering each other in Castle Daggerfall, although that won't be an issue if a fix is coming, but what about outdoors?
    2. AzimovYuri88
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      Some events affect legal reputation (probably worth removing triggers for it as well - here is a lot of situations, especially with other mods, that legal reputation can drop off very qucikly without warning) and couple affect faction wide reputation.
      I will remove both type of triggers in next update for a tme being.
    3. AzimovYuri88
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      So far:
      1) Temporarily removed legal reputation / faction reputation penalties in most quest events.
      Only quests with traders selling illegal goods still have legal reputation penalty when player agrees to purchase a ware.
      2) Fixed some* hostilities between different NPC groups (such as archers and bards turning on each other).
      (Will be play testing for more potential bugs and problems related to NPC interaction). 
      3) Working on making all quest events to be outdoors only and fixing all NPC hostilities. 
      4) Reduced number of hostile creatures per encounter in most cases (such as generic event with ambushed foresters) and added helpful spell checks for player.
    4. myrvane
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      1 and 2) I think it's fine as long as reputation isn't affected when the player isn't involved in the generated encounters
      3) The most important fix :)
      4) Just a question, does your mod generate hostile encounters (or any encounters) at night in the wilderness? I think it would be really cool if it did! Like being ambushed by archers or running into a pack of wild animals while traveling on foot during night time

      Thanks for updating this. Btw, love your Soldier's Luxury mod! So nice to have with the newly released Finding My Religion mod :)
    5. AzimovYuri88
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      Thank you!
      I plan on updating Soldier's Luxury mod a bit later as well.

      About (4): quest encounters in SIGIL are affected by time of day (time gap from 5 AM to 8 PM considered to be daytime and rest of evening untill 5 AM considered to be night time) and some encounter types are available only at night time or only at day time along with different probablity of encounters. 
      Travelling at night is more dangerous in general.

      EDIT: almost done whole update with massive fixes to all quest encounters and reworked silent quest system (I merged all quest events and solved persistent problems that plagued SIGIL). Will be pushing update tomorrow after more tests. 
    6. myrvane
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      Hey, thanks for the update!

      I've been playing the game for a few days now since you updated the mod, but I haven't noticed any encounters. I usually fast-travel between towns and dungeons doing quests at all hours (Careful and Reckless options). To test the mod, I tried traveling on foot from a town to a nearby shack and a village back and forth, during the day and night, without encountering anything. No enemies and no quests.

      When I first installed the mod, I initiated the quest in the console. I entered print_quests to see if anything Sigil related showed up, and found AZCULTSTART, but mostly several AZCULTEXIT quests (Exit farm, poor man's home, etc..)

      When exactly are quests triggered? Can they occur in towns outdoors, or only outside city walls? Or only during fast-travel? Sorry for all the questions, I'm just not sure how the mod works with the latest mod overhaul :)
    7. AzimovYuri88
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      Quest events can occur only outside city walls and rate of quest encounters is decreased in new update.
      They do not occur when you inside location (even if location is dungeon exterior or rural shrine) and they do not occur when you fast travel from one location to another.

      In my tests (travel on foot from one nearby location to another), I encountered quest events from time to time, but not very often. I may increase probablity of quest events occuring during travel in next update. 

      EDIT: Published new update with increased rate of encounters.
  7. Nachtkater
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    I received the Cult of the Deep quest, asking me to cast Breathe Water near a cult member inside a specified location. The location it points me to is a temple though (Divad Monument) so there is no "inside" and I don't see the cult member anywhere in the surroundings... Do I have to consider this a bugged/unsolvable quest or am I missing anything?
    1. AzimovYuri88
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      I changed this particular quest event to have different location (actual temple) and a bit more clear wording.
      Quest been working before (when near shrine you may cast breathe water spell and receive reward), but without any member being present :)
    2. Nachtkater
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      I realized this way later - I think I would have needed the premade spell, not a custom one with said effect.
  8. myrvane
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    This spawns encounters everywhere.. houses, taverns, in the castle, etc... You'd be in the middle of a quest in someone's house and suddenly the mod will spawn an intrusive encounter. I was also in Castle Daggerfall when it spawned NPCs fighting dozens of rats, and everyone including the castle's guards and battlemages got involved and killed.

    I'll track this for updates because I really liked it, but for now I had to uninstall. Would have been a great mod if it did what it's supposed to: *wilderness* encounters

    Any other mods that add content to the vast yet empty outdoors?
    1. FlemickTheFifth
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      Same here, when I tried SIGIL recently things spawn at/in locations but not in the wilderness like it says it's supposed to.

      The only other mods like this that I'm aware of are Warm Ashes and Wilderness NPCs - both are bugged as heck and haven't been updated in years and DFU has gone through many changes since. That may also be the issue with SIGIL, the mod author is not keeping up with DFU updates.

      Using Quest Scripts to spawn encounters is really a bad idea in the first place.

      Honestly, I don't know what players are doing right now to make the open wilderness and tedious travel more interesting. Climates&Calories survival mod can only do so much to fill the great void.
    2. myrvane
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      I've read up on both Warm Ashes and Wilderness NPCs before my original post, and ya it's just as you said, they're buggy as heck, so I avoided them. I really like traveling on foot between locations that are adjacent on the travel map. If only this mod spawned encounters outside city walls, it would have been fun to travel on foot!

      Climates&Calories is a little too much for me. I don't want that level of realism.

      I'm tracking all those "wilderness" mods in case they ever get updated. Thanks for the reply :)
  9. Glabrezu
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    When I type:
    start quest AZCULTSTART1
    into the console I keep getting a "command START is not found" message.
    1. Glabrezu
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      How did you fix the "start" command problem?
      NM I figured it out too, no space, should be:
      startquest [questname]
  10. whyknow907
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    I keep getting start command not found when i try to start with an existing game. ive installed the quest pack properly.

    (Edit nvm figured it out.) please add the ability to toggle friendly NPC spawns on or off.
    1. AzimovYuri88
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      I will get to SIGIL pretty soon.

      What do you exactly mean by ability to turn friendly NPC spawns on or off?
      They're part of quest pack (trader NPC's, just neutral spawns and so on) and I cannot make option for player to turn them off right now.
      This can be configured if I decide to move into dfmod. category, through.

      But if you want only hostile spawns with team fights being presented in the game, I can create version without any friendly NPC spawns.
    2. Glabrezu
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      How did you fix the "start" command problem?
      NM I figured it out too, no space, should be:
      startquest [questname]