Hi so I have a problem I'm sorry to say I'm not fully certain it is related to this mod. First of all some cities, including Daggerfall city have now always two knight order halls, now this is apparently a main game thing from what I have heard not sure if true tho, also on of them always doesn't have a name on the map and the people inside it have no services. Second not sure if it is this mod but the fighters guild also seems to be bugged as some fighters guild halls have the order of the dragon (for exemple) name on them and also work like those halls intead of fighters guild halls even tho they clearly look like one. Would appreciate any help.
Found a fix: https://www.reddit.com/r/Daggerfall/comments/1d6uaoi/fighters_guild_acting_like_a_knight_order_of_the/
To the author: For it to work via Vortex, the .dfmod file should be in a Mods folder. ("\Mods\YOURFILE.dfmod")
To people using Vortex: After you install all your mods, go to the "\Daggerfall Unity\DaggerfallUnity_Data\StreamingAssets" folder and move all the .dfmod files to the \Mods folder there (so "\Daggerfall Unity\DaggerfallUnity_Data\StreamingAssets\Mods") (Note: This will confuse and break Vortex for these mods.)
To people weirdly mad about people using Vortex: It's because we can install a whole collection more easily than manually downloading and installing every single mod. Even with the unpaid version, it saves a few clicks per mod, which adds up when you have 50-70 mods being installed (which is how many I have had). It also allows selecting all and looking for updates. Manually checking every single mod for updates would be a pain, and you probably just aren't updating everything at that point.
Anyone else noticed oddly labeled Fighter Guild/Trainers in the desert regions? In the town I'm in, I've noticed the Fighter Trainers is mislabeled on the map as the Benevolence of Mara, though they still seem to have the Fighters guild services inside... the local Temple of Mara has had it's Faction wiped with no guild services at all ... something weird is going on here ... I'm in Ayasofya City if anyone wants to check it out and see if they have the same problem. It's definitely this mod, without it both buildings are correct. NB: I'm using version 1.2 of this mod on DFU 1.0.
There's a simple fix for this - the Fighters Guild faction number (41) isn't stated at the top of the building RMB files, doesn't seem to matter with most Fighters Guilds, but causes a problem with the Fighter Trainers in Hammerfell (I think because they are temples rather than guildhalls) and it messes up the other local temple building's faction data in game. Tempted to fix it myself with my optional "Bards And Balladeers - Soldiers Luxury Compatibility" files, but should probably just wait for it to be fixed officially with this mod.
I hate to say it, but this problem may have resurfaced after your latest update. The faction buildings in parts of Hammerfell are still messed up (those using FIGHBL00.RMB-677-building0.json), but in a slightly different way. Complicating matters is the fact that Fixed Desert Architecture is also having problems with faction buildings in the same towns, but even without that mod, Soldiers Luxury messes up the factions. Second complicating factor is that apparently UBLaMF "corrected" the Fighter Trainers temple buildings in that block (FIGHBL00.RMB) and changed them into Fighters Guild guildhalls... so that might be the ultimate cause of all the misaligned faction buildings... I don't know. Why they changed that one and not FIGHGL00.RMB, again, I don't know.
There is still a problem with latest version of Soldiers Luxury, it seems to be tied to the building type of FIGHBL00.RMB-677-building0. It may just be a conflict with UBLaMF which changed the building type from temple to guildhall. We are trying to get to the bottom of it on the Lysandus's Tomb discord server at the moment, in the mod-world-data channel, but I'll keep you posted if any fix is necessary on your part. There are also problems with Fixed Desert Architecture and the FIGHBL00 block in general, which doesn't help matters.
FDA and The Red Lantern Guild have both been updated to deal with the factions mix-ups. If user's of this mod use FDA and place it after (below) Soldier's Luxury all problems are solved. If they also use the Red Lantern and it's FDA compatibility patch and place then after (below) FDA, again all problems are resolved.
If however, they do not use FDA, whether alone or with the Red Lantern, and they use UBLaMF, there may still be problems. This all boils down to UBLaMF changing the Hammerfell Fighters Trainers from a temple to a guildhall (only those in FIGHBL00.RMB, not FIGHGL00.RMB - though apparently that will also be changed in an upcoming update to that mod). Anything that changes them back to a temple will cause problems.
So, unfortunately, I think you need to change your fighter guild buildings in those two block from a temple to a guildhall. I hope that makes sense ... it's been an absolute bastard to sort out.
We've agreed to implement the interiors as a patch in Cities Overhauled : Fighters Guild and Cities Overhauled : Knightly Orders (when they release) still a good ways out.
Fighter Trainers (special FG's in select regions of Hammerfell) got correct faction ID's so this problem with broken questgivers and misnamed / broken guild halls is fixed in 1.3
Is there a way to scale down that giant chair in the fighters guild which is visible on Fighters Guild 3 screenshot? For the rest quite impressive mod.
Love this mod, but i noticed the npc names are changed after i enabled it. I started a fighter's guild quest before i activated the mod and the quest giver was missing when i went for the reward. I could ask about him and everyone was sure he is here in the fighter's guild, but he was nowhere, an other quest giver took his place. I had to disable the mod for a while, this way i got the quest giver back and i could finish the quest. Not a big deal, but could be confusing if you have an active fighter guild quest. Also i enabled this mod with a bunch of others, so maybe it is a mod conflict.
I'd be interested to see if this is indeed an issue or not. Since you suspect there may be a bug, why not upload a cloud zipped copy of a saved game where the issue can be reproduced under bug section and report it more fully there, so he can investigate in more detail.
Great mod overall. However, new npcs added by this mod, like the new one on the third floor in daggerfall fighter's guild, seem to have unmatched avatar in conversation window.
Love the mod may rerole a rose knight just because of this. I am currently testing out some compatability issues amd was wondering if anyone could confirm if this is a mod conflict or not. I visited the Order of the Candle of Sentinal. All other knightly bases for this faction seem to be impacted but not this one. Can anyone confirm if this is just me due to a mod conflict or a missed base. Thank you!
DFU is the worst time I've had with mods in years. Everything conflicts, everything is buggy, and half the mods out there end up in the wrong folder if you try to install with Vortex.
Hi! The missing city parts was due to an issue with Daggerfall Expanded Textures. This mod has been updated since, resolving the issue for any mod using it. :)
As for the Order of the Candle in Sentinel, Sentinel has unique city blocks not present in other towns. It's most likely Azimov forgot to update that specific hall. It's not a compatibility issue.
I'm getting a weird issue where there are always 2 knightly order buildings in each city that has such an order. I don't think it's due to this mod, as it happens with or without this mod installed. Both buildings are identical. I just figured I'd post this here in case anyone else noticed the same thing. I can't remember if this was a bug/issue in vanilla Dageerfall or not. Anyway, great mod, really adds life to the FG and knightly orders, similarly to Finding my Religion for the temples and Taverns Redone for taverns.
P.S. Actually, I just looked it up and this is how it was in vanilla Daggerfall, so no issue here.
42 comments
Found a fix: https://www.reddit.com/r/Daggerfall/comments/1d6uaoi/fighters_guild_acting_like_a_knight_order_of_the/
To the author: For it to work via Vortex, the .dfmod file should be in a Mods folder. ("\Mods\YOURFILE.dfmod")
To people using Vortex: After you install all your mods, go to the "\Daggerfall Unity\DaggerfallUnity_Data\StreamingAssets" folder and move all the .dfmod files to the \Mods folder there (so "\Daggerfall Unity\DaggerfallUnity_Data\StreamingAssets\Mods") (Note: This will confuse and break Vortex for these mods.)
To people weirdly mad about people using Vortex: It's because we can install a whole collection more easily than manually downloading and installing every single mod. Even with the unpaid version, it saves a few clicks per mod, which adds up when you have 50-70 mods being installed (which is how many I have had). It also allows selecting all and looking for updates. Manually checking every single mod for updates would be a pain, and you probably just aren't updating everything at that point.
NB: I'm using version 1.2 of this mod on DFU 1.0.
If however, they do not use FDA, whether alone or with the Red Lantern, and they use UBLaMF, there may still be problems. This all boils down to UBLaMF changing the Hammerfell Fighters Trainers from a temple to a guildhall (only those in FIGHBL00.RMB, not FIGHGL00.RMB - though apparently that will also be changed in an upcoming update to that mod). Anything that changes them back to a temple will cause problems.
So, unfortunately, I think you need to change your fighter guild buildings in those two block from a temple to a guildhall. I hope that makes sense ... it's been an absolute bastard to sort out.
I been thinking about different mod.
Breaks some questgivers. Breaks Fighters Guild/Temples in Hammerfell regions.
or has this already been fixed with the current update of SL itself?
For the rest quite impressive mod.
As for the Order of the Candle in Sentinel, Sentinel has unique city blocks not present in other towns. It's most likely Azimov forgot to update that specific hall. It's not a compatibility issue.
As if modding any other Bethesda game with tons of mods is any less of a clusterf#ck.
P.S. Actually, I just looked it up and this is how it was in vanilla Daggerfall, so no issue here.