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.
Thanks but oof. Hate this type of quests. I managed to get two of them to spawn. Did you go out of the city loading zone (you know the you're entering daggerfall area).
The skeletons will spawn in any area that isn't inside a building. You can complete it in the city streets if you choose, but out in the wilderness allows you to rest.
I tested it and found that the spawn rate is very infrequent, being a 5% chance every 13 minutes. That was too low, so I tripled it. It'll be in the next update. Thanks for the feedback.
I did finish it. I think the dialogue about it being in the wilderness was confusing. Waiting 1 hour multiple times is better than waiting multiple hours. Thank you for the update.
Main description still states this should be unpacked into \QuestPacks. There is a comment on the download itself indicating this is no longer the case but I missed this on my first attempt to install and went around in circles for a while.
I have a problem with the Quest where you have to find a Werewolf who is killing Animals in a city the 2nd NPC the Guard Gondistair Yeomham wants to send me to the farmer Gondistair Yeomham and no matter to what point i reload that does not change is there any way i can find out the Name or Location of the farmer his help?
I got a quest to retrieve mages guild documents that were stolen by a dark brotherhood person, but I can't talk to them, or pickpocket them, and I can't kill them without the, kill NPCs mod, and even if I kill him the documents are not on his body.
The quest names for places and people are also wrong.
Having some issues with the peasantry quest. "Do Not Forsake Me Oh My Darling" Not sure what to do. I investigated all the places. Found her friend who said this person was a creep. Not sure where else to go. "Speaking in Tongues" is another quest that I couldn't figure out.
Can I translate your work for personal use? I want to do it as a personal project, adding that I like the game. The problem is that it is in .dfmod and I could only extract it from Daggerfal unity, do I just translate the text files and that's it? Or do they have to be compressed again? Sorry for my inglish
I can't help with creating a new dfmod file for the translated quests, but you may want to send a message to Jagget, who has done a Russian translation of it, to find out what's required and how to do it. You can find that on the front page of this mod.
"I have indeed been researching how to accomplish it, but now I have some questions about certain quests that do not appear in the QuestList-"".txt files. For instance, the file JHDB202.txt is not listed in any of the QuestLists."
Any chance you'll make an android compatible version of the mod? I already linked a guide on how to do it in roleplay & realism mod page but for convenience sake i'll link it here too. Hopefully this'll help. https://docs.google.com/document/d/e/2PACX-1vQPUX1QLv6aCrbpySeVamdc5-Wl4LxNrIC57kcVSuY0jn6t6s9fpzeAxkCfl0o6mMruVUwRjbv-bIvn/pub
I can't make an Android version of the mod, but quest mods can be imported directly into the game without the use of a dfmod. If you go to the github mirror for this mod (found on the front page of it), you can download the QP1 folder and merge it into your existing QuestPacks folder on Android. It'll have the same functions as the dfmod version.
I don't understand, I get a quest to protect someone at his house from assassins from 9pm to midnight, I do as asked, then the quest giver has nothing to say at all, no reward nothing
I don't know the specific quest you're referring to, but there's been some difficulty with making enemies spawn inside houses (not specific to QP1, but for any quest that spawns random enemies in houses, including the classic game's.) If the quest needs you to kill 4 enemies but only 3 spawn, the quest can't be completed. There isn't anything I can do to fix it, since it's the quest engine that isn't placing them properly.
Some quests are meant to expire after one single attempt, and Evidentiary Proceedings doesn't, so it can be attempted infinitely.
However, I notice you're referring to 005. I haven't used the 00X numbers for several years, so I would question whether this is an out-of-date version of Quest Pack 1 that's being used.
178 comments
[Error] Task/Variable not found 'KNrank'
In file JHPFIRST it must be:_knrank_
Where do I go? Where are the skeletons?
I tested it and found that the spawn rate is very infrequent, being a 5% chance every 13 minutes. That was too low, so I tripled it. It'll be in the next update. Thanks for the feedback.
Looking forward to trying these out. :)
but I can't talk to them, or pickpocket them,
and I can't kill them without the, kill NPCs mod,
and even if I kill him the documents are not on his body.
The quest names for places and people are also wrong.
"Speaking in Tongues" is another quest that I couldn't figure out.
I need to find someone named TheJF .
I can't help with creating a new dfmod file for the translated quests, but you may want to send a message to Jagget, who has done a Russian translation of it, to find out what's required and how to do it. You can find that on the front page of this mod.
https://docs.google.com/document/d/e/2PACX-1vQPUX1QLv6aCrbpySeVamdc5-Wl4LxNrIC57kcVSuY0jn6t6s9fpzeAxkCfl0o6mMruVUwRjbv-bIvn/pub
However, I notice you're referring to 005. I haven't used the 00X numbers for several years, so I would question whether this is an out-of-date version of Quest Pack 1 that's being used.