What do I do with the meta files? Their inclusion baffles me, and I am uncertain if I should ignore them or if it is assumed I would know where they go.
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.
That's because you don't install it with a mod manager. You unzip the folder and look in the first level to see what OS you use. Then, you open the OS's folder, and copy/paste the dfmod file into the streamingassets/mods section where your DFU files are. No mod manager needed.
There's several mods entirely dedicated to disabling/changing/making it harder to accidentally progress the Main Quest. Ultimately, Daggerfall's Main Quest is as easily avoidable as never speaking to a very small handful of NPCs.
even if you do speak to a couple of those handful (like the whole wayrest family in my case) you do eventually get to a point where theres no timers until you speak to the next bunch of npcs
Same here. There is no text file or instructions or explanation to be found, so I kept it on the last version. I don't know of any other mod with meta files and is a new one for me. Hopefully, the dev will chime in to advise us on what to do with them.
1) click on the scroll and see if it takes you to "active quests" page. As in go to your Log and click anywhere on the screen.
2) Save and exit. Start and load your game, then Log. Click on your Main Quest. it should eventually get you back to the Active Quests area of the Log.
Thank you for the v2.0 update. It was a bit confusing as the new file has no spaces in the filename like the old file did, so it's not a direct overwrite situation. You need to remove the old file and install the new one.
I also had a timed quest in my save to test, and the remaining quest time wasn't showing in the log until I turned off the first option to have it search all current quests instead of search for "tokens". Perhaps the quest didn't have a token, I don't know. Anyway, I got it straightened out with a little hassle, but seems to work well.
Also, there are some quests like "Shambling Bones" in the Archeologists Guild that track slain enemy counts. Would it be possible to include kill counts along with the time remaining for the quest?
Yeah, the "Shambling Bones" from QP1 Knightly Orders asks you to kill 6 enemies. But I personally didn't find in the game code anything from where we could read that.
61 comments
What do I do with the meta files? Their inclusion baffles me, and I am uncertain if I should ignore them or if it is assumed I would know where they go.
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.
Why not? If players don't want to do main quest let them cancel it.
You may think active quests are missing.
1) click on the scroll and see if it takes you to "active quests" page. As in go to your Log and click anywhere on the screen.
2) Save and exit. Start and load your game, then Log. Click on your Main Quest. it should eventually get you back to the Active Quests area of the Log.
I also had a timed quest in my save to test, and the remaining quest time wasn't showing in the log until I turned off the first option to have it search all current quests instead of search for "tokens". Perhaps the quest didn't have a token, I don't know. Anyway, I got it straightened out with a little hassle, but seems to work well.
Also, there are some quests like "Shambling Bones" in the Archeologists Guild that track slain enemy counts. Would it be possible to include kill counts along with the time remaining for the quest?
But I personally didn't find in the game code anything from where we could read that.