If you experience quest enemies that die for no reason from a long distance, it's due to Language Skills Overhaul. Quest enemies are not supposed to infight until you get close to them, but LSO makes them infight at any distance, which triggers their quest actions.
I've taken on a quest called "Ritual of Sanctification" that doesn't seem to work. The quest giver joined me, we traveled to the dungeon and found a "religious item" that seems to be the only thing in the whole dungeon matching the description of being a trinket that the quest giver NPC needs to undo his curse. Now nothing is happening. I've scoured the whole dungeon and haven't found anything else. Can anyone give me a clue?
EDIT: FOUND IT! The item was a symbol that was behind a level 16 locked door. The conclussion of the quest is interesting and dramatic I loved it.
Hello, there are two ways that should work, using the console:
startquest JHCART (starts from the very beginning, has a 45 to 60-day wait) startquest JHCGENT0 (has a two-day wait, skips the initial quest and sends you into the first-level quest rotation immediately)
If the console says that the quest can't be found, something's gone wrong and we need to do some workarounds for that.
It says quest can't be found. This is a long-playing character that had all their quests wiped somehow. I'm not surprised that something has gone wrong.
If that's the case, we'll try a workaround and see how far it goes. I've had problems running the Cartographer questline at all, and I haven't understood the root of it.
First, go to this page: https://github.com/JayH2971/dfunity-questpacks/blob/master/QP1/QuestPacks/QP1/Misc/JHCGENT0.txt On the right side you'll see a "Raw" button, then a "Copy" button, then a "Download" button. Click on Download and save the file. After it's downloaded, move it into your /Streaming Assets/Quests folder. Then enter the game and use startquest JHCGENT0 in the console. It should work that far, at least. You should get a Cartographer's quest within 48 hours in the game. After that, if things really work out, it'll keep sending you more quests. But that's part of where my question lies, so we'll have to see how far it goes.
If I can't complete the first artifact quest does that artifact disappear forever or can I still get it later some other way? I literally took a ship to Wayrest with all of my money and immediately get handed a letter saying to go back to Daggerfall to kill a vampire for the necromancer's amulet.
You're probably referring to the Early Artifact Quest. It's offered one time per character, and expires 90 days after you receive its letter. There's no way to repeat it, except with console commands.
I get that part but like the reward item could it show up in another quest later? Necromancer's Amulet seems like a random reward option for artifact quests in general on uesp. It is a cool item so would like to have a chance to get it later. Otherwise will just remake my character and decline early artifact quest.
Yes, there are (at least) two other methods to obtaining it; one through the Main Quest, and another through a Knightly Order quest at high rank. I won't spoil more than that, but you can find the relevant information on the Necromancer's Amulet on this page if you don't mind spoilers: https://en.uesp.net/wiki/Daggerfall:Artifacts
Didn't see it specifically mentioned on the description page, but is this okay to update mid play-through? I already got the werewolf quest completed and am getting a weekly stipend of about 400 gold.
Yes, this is always safe to update during a playthrough. The werewolf hunt reward is actually updated in the last QP1 version, so it'll be much more generous than it was before. You should see the reward change the next time you receive it.
I've added that it's OK to update on the main page, so thanks for mentioning that.
Hello, that message is invoked when the game needs a resource it doesn't have. In this case, the quest asks for a local Palace (ie: in the same town as where you accept the quest). If that town doesn't have a Palace, it'll give that message each time.
I really like when a quest with an ID randomly appears, because there is an understanding that this is a more interesting task than the previously completed vanilla one.
Thank you for the feedback yabay. I'm glad there's some utility in this update. Whether the identifiers will persist or not is undecided, so I'll keep watching for community responses.
It's one of those things - eat your cake or have your cake.
For me, such tags always reduce immersion (precisely because they are announcing themselves as not being a part of the original game), but I do understand how those with extensive vanilla experience would want them for the very same reason.
Some of the quests are flat out broken. Character's spawn under the ground in dungeons. The quest to destroy the Dark Brotherhood in Sentinel takes place in a one room shop where the enemies don't spawn. And a quest to slay a Necromancer at a town makes the Necromancer in question invincible.
Hello, this is a part of the quest engine I can't change. The engine randomly chooses locations where quests will happen, and I only tell it to place X enemy in a suitable dungeon, and the rest is automatic. The same is true of timers, houses, towns, and mostly anything else. If you play the vanilla quests, the same things will happen on occasion.
As for the necromancer quest, I would need more information on it.
Is "The Werebeast" quest supposed to persist in your log as an active quest after delivering the woman and brother to the Coven, and you receive the "your service to the Coven has been invaluable" message? That's where I'm at right now. I think it's a bug but I'm not sure.
"The Werebeast" quest is part of the vanilla main quest, not a part of the QP1. There is no function in the code for this quest to end of this alternative path. However, after seven in-game days, the log of this quest should disappear from the journal.
I'll remain on the older version, however I doubt you're going to update (the old version) in future. Or am I right in assuming the mod is complete as of now?
If I make updates, they'll be on the identifier version... for now. If a lot of people say this is a bad change, I will update the non-identifier version instead.
I will chime in to say that I'm avoiding this mod right now due to the QP1 tags. How many people are demanding that caveat? I've never heard of a story mod for any game doing something like that. IMO it defeats the purpose of having the quests be in character in the first place.
Likewise, if someone adds enemies to the game, I wouldn't expect to see a watermark on the image. Or if someone added new books, I wouldn't expect to see a text tag on those either.
I will take this feedback into account, thank you. If enough people show that it's a negative change, I'll proceed on the unidentified version.
I did a Twitter poll a couple of years ago, and the feedback was in favor of it. You can see it here: LINK. There's any possibility that there are still people in favor of it now but haven't spoken up, or that this particular implementation of it wasn't what they were expecting. I'm just throwing science at the wall to see what sticks.
I'll add that the QP1 identifier is only on the quest offer message, so you won't see it anywhere else; and there's a non-identifier version available for download with the same quest content.
Quests are a fairly unique event in Daggerfall, in that it's hard to tell what is modded and what isn't. It's a nice compliment to me that people frequently confuse QP1 for vanilla, but when people begin to blame the vanilla game for something QP1 does, that's not good for me. This is especially common among new players, but it can happen to anyone. Whereas when you see one of DEX's wolves or spiders, people have a pretty immediate sense that it's modded content, and it's not hard to look up either.
This wouldn't be the first mistake I've made; a few years ago I tried making a QP2 with some different kinds of quests, but then I realized it was a greater problem than a solution, so I merged it into QP1 and promised to never make the same mistake. If that turns out to be the case here, I will apologize and never attempt it again.
I started a character using the identifiers version, and I personally think it's a bit too intrusive. I wish there were some more subtle method, but this doesn't work for me. I've reverted the change, and future versions of QP1 will not include the identifier.
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EDIT: FOUND IT! The item was a symbol that was behind a level 16 locked door. The conclussion of the quest is interesting and dramatic I loved it.
startquest JHCART (starts from the very beginning, has a 45 to 60-day wait)
startquest JHCGENT0 (has a two-day wait, skips the initial quest and sends you into the first-level quest rotation immediately)
If the console says that the quest can't be found, something's gone wrong and we need to do some workarounds for that.
This is a long-playing character that had all their quests wiped somehow. I'm not surprised that something has gone wrong.
First, go to this page: https://github.com/JayH2971/dfunity-questpacks/blob/master/QP1/QuestPacks/QP1/Misc/JHCGENT0.txt
On the right side you'll see a "Raw" button, then a "Copy" button, then a "Download" button. Click on Download and save the file. After it's downloaded, move it into your /Streaming Assets/Quests folder.
Then enter the game and use startquest JHCGENT0 in the console. It should work that far, at least.
You should get a Cartographer's quest within 48 hours in the game. After that, if things really work out, it'll keep sending you more quests. But that's part of where my question lies, so we'll have to see how far it goes.
I've added that it's OK to update on the main page, so thanks for mentioning that.
- JHFG008: To Save a Vampire Protect a noble and kind vampire from a potential threat.
from the Fighter's Guild. It just gives the generic message "I hired someone else to do it".Whether the identifiers will persist or not is undecided, soI'll keep watching for community responses.For me, such tags always reduce immersion (precisely because they are announcing themselves as not being a part of the original game), but I do understand how those with extensive vanilla experience would want them for the very same reason.
As for the necromancer quest, I would need more information on it.
Exactly, so please consider adding a config with a toggle, I don't want to know where a quest comes from.
Thank you kindly. Love the mods.
I've left the previous version without identifiers on the files page, so people can use that if they prefer.
If enough people tell that this is a disadvantage to the mod, then I'll revert it and make future updates without the identifiers.
Likewise, if someone adds enemies to the game, I wouldn't expect to see a watermark on the image. Or if someone added new books, I wouldn't expect to see a text tag on those either.
I did a Twitter poll a couple of years ago, and the feedback was in favor of it. You can see it here: LINK. There's any possibility that there are still people in favor of it now but haven't spoken up, or that this particular implementation of it wasn't what they were expecting. I'm just throwing science at the wall to see what sticks.
I'll add that the QP1 identifier is only on the quest offer message, so you won't see it anywhere else; and there's a non-identifier version available for download with the same quest content.
Quests are a fairly unique event in Daggerfall, in that it's hard to tell what is modded and what isn't. It's a nice compliment to me that people frequently confuse QP1 for vanilla, but when people begin to blame the vanilla game for something QP1 does, that's not good for me. This is especially common among new players, but it can happen to anyone. Whereas when you see one of DEX's wolves or spiders, people have a pretty immediate sense that it's modded content, and it's not hard to look up either.
This wouldn't be the first mistake I've made; a few years ago I tried making a QP2 with some different kinds of quests, but then I realized it was a greater problem than a solution, so I merged it into QP1 and promised to never make the same mistake. If that turns out to be the case here, I will apologize and never attempt it again.
You can see the commit here: https://github.com/JayH2971/dfunity-questpacks/commit/f0e8272ad4bcabd1fee9fa9d630f0fef6218f877
I'll keep the identifier version around in case people want to use it. It still has a lot of content, even if I don't build it further.