I've had a report that this mod is incompatible with The Red Lantern Guild ... and therefore probably with other custom guild mods like Archaeologists and Bards And Balladeers. It seemingly prevents you from joining the new guilds, so you have to disable the Leave Guild mod to be able to join a custom guild.
Hi Harbinger! Thank you for letting me know and I'm sorry for not responding earlier. I completely missed your post. I'll make sure to take a look at it and hack in a fix. Thanks again!
Hi again! Do you have any more details on the incompatibility? I've just tried both Red Lantern and Archeologists Guide (in DFU 1.1.1 with the latest mod versions), they seem to work with zero issues with the Leave Guild mod. It doesn't even matter which load order I use. I was able to join the said guilds and even get quests from their questgivers. It sounds to me like the reporter was either using an older version of DFU (pre-1.0), or they used another mod that is a more likely culprit.
Mods subfolder, please? It's just easier, whether you're using a mod manager, or dropping all the compressed mod files into StreamingAssets and then decompressing them.
Ahh right, you mean I should put the dfmod file into the Mods folder in the zip file, correct? I'll make sure to do that in the next release, thanks for pointing it out!
Hi there! I've just reuploaded the same version of the mod, this time, however, it is included with the Mods subfolder, making it compatible with mod managers such as Vortex.
I have a question. Does one need to use a new game for this mod to work? I've been trial and erroring trying to get it to work and I have no idea what could be the issue. Are there any mod conflicts you are aware of?
I like the concept of leaving guilds mostly for changing temples, I'm honestly surprised no one has tried it before.
Hi, a new game is not needed (I wrote the mod, installed it in my Daggerfall and keep using my regular save) and I'm not aware of any mod conflicts. Could you please clarify a bit on what doesn't seem to be working? Does it not show the LEAVE GUILD button for guilds that you're a member of? The mod overwrites the guild popup window (the window that appears when you talk to a guild member), so there might be a possible conflict with other mods that overwrite the same popup. If you share your modlist, I'll investigate. :)
The LEAVE GUILD button doesn't show up. I've seen the picture and know what I'm supposed to look for, it's just not there. I'll look over the mods I have and see if anything might be conflicting and let you know.
Edit: I've tried testing turning off any mods that I could imagine would affect the popup and none worked.
That's weird. I'd highly appreciate it if you could send me your save file to [email protected], so that I could run it through the debugger and see where the problem lies. Thank you and I'm sorry for the inconvenience!
Interesting. Thank you for finding that out. I'll investigate whether this conflict can be somehow resolved, but I'll put it in the description at the very least, when I get to the PC.
Hi everyone. Version 1.0.4 has just came out and it resolves the conflict with the Quest Offer Locations mod. Make sure to load the Leave Guild mod _after_ the QOL mod.
Will reputation with the guild slowly decay the same way as when you are a member? I think it's one point closer to 0 (positive or negative) per month.
Unfortunately yes, it will decay. That's the way how Daggerfall generally works with factions (and all "entities" that you have measurable reputation with) - all reputations slowly decay to zero (negative reputations slowly increase, positive reputations slowly decrease) as you correctly mention, regadless of whether you're their member or not.
Actually, I think that's a good thing. If you wait long enough you would then rejoin the guild the guild at a lower rank, but not from scratch. If you don't do any jobs while being in the guild, then you will eventually be demoted. You can still do jobs for them when you aren't a part, like beating up a barbarian for the fighters. That way you can still maintain your rank if you would rejoin. :)
So you might leave the fighters at the rank of defender, but might rejoin several months later as a journeyman instead of an apprentice.
One thing I like about this mod is that I could join the mages in order to use the spellmaker for a figher character, and then leave because my character isen't supposed to be a mage. ^^
But I think there should be an option for a small -5 rep loss in order to not exploit it too much by joining and leaving a temple whenever you get sick, or the fighters if you can't afford the rent at an inn. The -5 rep loss will slowly go back to 0, if it's from 0 to -5, and once it's back to 0 you could then join again.
If you have a high rank in a guild and decides to retire, then a -5 from say a value of 80 won't do much, and you would still be high ranking if you would rejoin.
Now, if you rejoin a guild, you get the same rank you had before you left (not reputation, though, that still suffers from decay). If you talk to a guild member after rejoining, the game should correctly adjust your rank if needed. After reading your comment, I suppose better behavior would be if the game automatically calculated the rank based on current reputation. I'll put that in later. I like the idea of reputation loss for leaving, I might put it in as an optional setting. :) Thanks for your comments!
Hi CharleyCatman, I've implemented your suggestion for optional reputation loss, you'll find it in the latest release. :) When you start Daggerfall Unity, you can set your own reputation loss value in the mod settings window. Keep in mind that you're putting in a value for loss, so keep the numbers positive (negative numbers would do the opposite - they'd increase your reputation upon leaving a guild :D).
I've just published a new version: The mod now remembers your rank and other guild data. If you rejoin a guild, you will get your rank back, no questions asked!
I'm currently working on an updated version where the guilds will also retain your rank along with your reputation. As a workaround for now, if you want to get your old rank back, wait for 28 days after rejoining and then talk to the guild questgiver. They should give you your rank back based on your current reputation and skills. // EDIT: New version has been released. :)
Great, just what I needed! I was feeling concerned by the fact that knights and temples are exclusive. Don't use it to leave thieves guild or dark brotherhood guild if you intend to rejoin them later since their particular recruitment method only work once.
I was feeling concerned by the fact that knights and temples are exclusive.
I know, right? :)
Don't use it to leave thieves guild or dark brotherhood guild if you intend to rejoin them later
I'm not sure whether I should leave it as it is, or actively disallow leaving the Brotherhood and Thieves. Leaving them could bring unforeseen consequences (as in bugs), but on the other hand - what if people simply wish to leave them for whatever reason?
33 comments
It sounds to me like the reporter was either using an older version of DFU (pre-1.0), or they used another mod that is a more likely culprit.
I like the concept of leaving guilds mostly for changing temples, I'm honestly surprised no one has tried it before.
The mod overwrites the guild popup window (the window that appears when you talk to a guild member), so there might be a possible conflict with other mods that overwrite the same popup. If you share your modlist, I'll investigate. :)
Edit: I've tried testing turning off any mods that I could imagine would affect the popup and none worked.
MOD of great ideas!
I think it's competing with the mod called "Quest Offer Locations".
I think that i can respond by temporarily removing the mod.
So you might leave the fighters at the rank of defender, but might rejoin several months later as a journeyman instead of an apprentice.
One thing I like about this mod is that I could join the mages in order to use the spellmaker for a figher character, and then leave because my character isen't supposed to be a mage. ^^
But I think there should be an option for a small -5 rep loss in order to not exploit it too much by joining and leaving a temple whenever you get sick, or the fighters if you can't afford the rent at an inn. The -5 rep loss will slowly go back to 0, if it's from 0 to -5, and once it's back to 0 you could then join again.
If you have a high rank in a guild and decides to retire, then a -5 from say a value of 80 won't do much, and you would still be high ranking if you would rejoin.
I like the idea of reputation loss for leaving, I might put it in as an optional setting. :)
Thanks for your comments!
When you start Daggerfall Unity, you can set your own reputation loss value in the mod settings window. Keep in mind that you're putting in a value for loss, so keep the numbers positive (negative numbers would do the opposite - they'd increase your reputation upon leaving a guild :D).
So now players can essentially choose how balanced/harsh the experience will be.
// EDIT: New version has been released. :)
I was feeling concerned by the fact that knights and temples are exclusive.
Don't use it to leave thieves guild or dark brotherhood guild if you intend to rejoin them later since their particular recruitment method only work once.
Thank you very much for you post :)