While it has been possible to create new factions in Daggerfall Unity for a while – as well as new unique NPCs ("Person" type factions) – the current quest writing system does not have the support to recognize such factions and properly integrate them into quests.
For instance, if one were to type the following onto a modded quest's QBN:
Person _myperson_ faction The_Dark_Brotherhood
The quest will correctly generate an NPC affiliated to the Dark Brotherhood.
However, should one type in a custom faction, for example:
Person _myperson2_ faction My_Custom_Faction
The quest, while still parsing, will not correctly identify the new faction, even if "My_Custom_Faction" has already been correctly added by a mod that is currently running.
As unique NPCs work on the same faction system, it is also currently impossible for quests to identify any newly added "Persons".
This issue also extends to locations, as while it is possible to send the user to vanilla Guild/Faction buildings through quests, the same cannot be said for newly added Guild/Faction buildings.
While it has been possible to create new factions in Daggerfall Unity for a while – as well as new unique NPCs ("Person" type factions) – the current quest writing system does not have the support to recognize such factions and properly integrate them into quests.
For instance, if one were to type the following onto a modded quest's QBN:
The quest will correctly generate an NPC affiliated to the Dark Brotherhood.
However, should one type in a custom faction, for example:
The quest, while still parsing, will not correctly identify the new faction, even if "My_Custom_Faction" has already been correctly added by a mod that is currently running.
As unique NPCs work on the same faction system, it is also currently impossible for quests to identify any newly added "Persons".
This issue also extends to locations, as while it is possible to send the user to vanilla Guild/Faction buildings through quests, the same cannot be said for newly added Guild/Faction buildings.