DFQEDIT v0.30 Beta-Daggerfall Quest Editor - Copyright (c) 1996-Dave Humphrey
===========================================================

DFQEdit is the start of hopefully a full TES: Daggerfall quest editor.  Right
now it can only modify the QRC quest files which contain all the texts needed
for a quest.  It can't accurately determine the type of each text, although 
it tries to, since the format of the text type is not well understood at the
moment.  It is being released as a Beta program since I have only been able
to test it on a limited number of quest files and am not sure if it can load
all quest files (although it should).  I have tested some QRC files altered
with DFQEdit in Daggerfall and it appears as though it works correctly, but
there's simply too many variables to say for sure.  Bugs, comments, and 
suggestions are gladly accepted at aj589@freenet.carleton.ca


   CONTENTS
===========================================================
	Features
	Installation Guide
	DFQEdit - USERS MANUAL
		  Startup
		  Loading a QRC File
		  Save a QRC
		  Edit QBN/QRC
		  New Quest
		  About QEdit
		  Exiting QEdit
		  Editing a QRC
		  Editing a QBN
	Text Editor - Users Manual
	A Few Notes about Editing Quest Text
	Errors - What to Do in Case Of
	Known Bugs
	Credits
	Sites
	Included Files
	Version Changes
	Programming Notes
	Legal Stuff
	APPENDIX A - Listing of %string Variables
	APPENDIX B - Listing of _string_ Variables
	APPENDIX C - Listing of =string_ Variables
	APPENDIC D - Included Data Files (*.DAT)


   FEATURES
===========================================================
	- Load QRC files and change quest texts to your liking. Can change
	  some of the quest parameters to some extent.
	- Displays all known quest type parameters such as guild, minimum
	  rank, and character status.
	- Edit the quest texts in a simple built-in editor which displays
	  special quest variables and codes in different colors.
	- Change the various quest parameters which automatically builds most
	  of the quest filename for you.
	- Edit the item and npc sections of the QBN file to some extent.
	- Can't really create quests from sratch yet, but it's getting there.


   INSTALLATION GUIDE
===========================================================
DFQEdit should be installed in it's own directory to help organize files and
directories better.  I reccomend a directory in the DAGGER directory such
as \DAGGER\DFQEDIT\ but it is up to you.  DFQEdit initially looks for all files
in the current directory upon startup, but directories and drives can be 
specified when loading/saving files (elimating the need for a CFG file for
now).  


   DFQEdit - USERS MANUAL
===========================================================
	Editing quest files is not a simple task, even with an editing tool 
such as DFQEdit.  If something is not done quite right it is possible that
Daggerfall will crash when it attempts to use the modified quest.  The best
method, in my opinion, is to copy quest files I wish to modify into the DFQEdit
dir and then copy them back into the ARENA2 dir when finished.  Thus, I can
be sure the quest won't be used until I want it to.  Also, backups of modified
quests should be create in case an 'Un-documented DFQEdit Feature' (read bug)
ruins that quest file you took days to rewrite (remember, it's currently only
a Beta version and is not thoroughly tested).
	DFQEdit requires that both the QRC and QBN files of a quest are present
in the same directory.  When you save a new quest file DFQEdit will save both
the QRC and QBN files, notifying you if the quest file already exists.
Quest file names are also very important as they give information such as
which guild, minimum rank etc...  In general, the only characters in the
quest name which can be safely changed are the last two which are simply a
quest index number to differentiate files.  DFQEdit will automatically
generate the quest file name, except for the last two characters which can be
specified when you save.

   START-UP
	When you first start Q-Edit you should be presented with a colorful
text screen in 80x50 resolution (a standard VGA text mode which permits twice
as much information to be displayed at a time than the normal 80x25 mode).
The top center of the screen displays the current quest loaded, which at
startup should be none, the new quest filename (in green).  The new quest
filename is automatically built based on the quest parameters below on the
page.  Thus you can save quest with the right name so that Daggerfall can
correctly read the file.
	Below this are several lines of quest information telling you various
information about the current quest.  If you click on the little green arrows
you will get a listing of possible values.  Changing these values will modify
the new quest filename at the top of the screen.  The number in brackets to
the left of the quest text description represents the hexadecimal text type
loaded from the QRC file.  It is only useful if you are into determing more
of the format for quest files.
	The next section below this is a listing of quest texts.  Currently
up to 32 different texts can be shown at a time, hopefully many more than
you'll ever need (all quests I've seen have had less than 20 different texts).
The quest text description, which is not currently 100% accurate, can be
clicked to edit that text.  To the right of the description is a value
'Yes/No'.  This represents if that text section has any text in it currently.
	At the bottom of the DFQEdit screen are the buttons Load QRC, Save QRC,
New QRC, and Exit which should be self-explanatory and are described in more
detail below.

   LOADING a QRC FILE
	To load a QRC file click the LOAD button at the bottom of the screen
(eventually text shortcut keys will be assigned to everything).  A new window
will appear on the screen listing files, directories and drives.  When DFQEdit
is first started, this list is the current directory but on subsequent saves
and loads it will remember where you left it.  Use the mouse, TAB, and cursor
keys to select a directory or QRC file.  Wildcards are accepted in the file
name box (default is *.QRC).  When a QRC file a wish to edit is found, press
the ENTER key or click the OK button, otherwise ESC or CANCEL will exit the
window. The QRC file should now be loaded.  The main DFQEdit screen will be
changed to the new file.  Unless you are particularily lucky however, many
of the quest texts will be labled as 'Unknown'.  This is because the type of
quest seems to affect how the texts are labelled in the QRC file and the
quest type in the QBN file is not understood.  Likewise, the quest type box
at the top of the screen will probably not be correct at the moment either.
I have programmed it to find the closest matched quest type but only a handful
of types are programmed into the program (did I mention the quest type in the
QBN file isn't understood?).  No worries though, you can still edit 'Unknown'
text types although you'll have edit the text to see what it contains.

   SAVING a QRC FILE
	Saving a QRC file is much the same as loading.  Simply click the SAVE
button and enter a new or existing filename.  If the file already exists you
will be asked if you wish to overwrite or not.  If you save to a new QRC file
you will need to copy the appropiate QBN file to the new name as well, since
both Daggerfall and DFQEdit require both QRC and QBN files for loading quests.
The new quest filename based on current quest parameters will be the default
filename.  All that's needed is to add a two digit index and save.

   EDIT QBN/QRC
	This is a new button as of version 0.30b.  It allows you to change
the editting mode from QBN to QRC and vice-versa.  See the sections 'Editting
a QRC' and 'Editting and QBN' for more information on each screen.

   NEW QUEST
	This simply clears the contents of the window.  Will be more useful
when you can create quests from scratch.

   ABOUT DFQEdit
	This button displays a window listing information about DFQEdit and the
current environment.

   EXITING DFQEdit
	You can quit DFQEdit by either pressing the EXIT button or by the ESC
key when in the main DFQEdit window.  You will be asked if you trully want to
exit but it won't currently tell you of unsaved files.

   EDITING a QRC TEXT
	To edit a qrc text simply click on the text description (even if it
says 'Unknown').  This will bring up another window with allowing you to
Edit, Delete, or Cancel.  Deleting the text will clear it from memory and the
text section will be omitted if you save the file.  This might cause problems
in Daggerfall if it needs that text for the quest (deleting the quest
description and then saving is asking for diastor).  If edit is selected you
will be brought to the text editor which looks much like the DOS edit program,
although much simpler (see the TEXT EDITOR MANUAL below for more information).
Here you can edit text, load new text, or save text for later.  When you load
or save text, you are loading normal text files, nothing related to the QRC
file.  Special quest variables and codes are displayed in different colors.
Help can be found by pressing F1 or ALT-H and the file menu can be activated
by mouse or ALT-F.  The text editor's code appears to be quite solid and I
have yet to have it crash, although loading too large a file or binary files
might cause undefined behaviour.  When you quit the text editor, any changes
in the text are automatically recorded although you still need to save the
QRC file.  If you delete all text by the 'NEW' command, DFQEdit assumes you
don't want the text section and 'turns it off'.

   EDITING A QBN
	First of I'd like to say that editting the QBN section of a quest
file is not for everyone at the moment.  We don't currently completely under-
stand the QBN file format but I've included what sections we do mostly know,
the Item and NPCs.  When in the QBN Edit mode you will notice several buttons
on the left-hand side of the screen.  These are the various QBN sections
which can be currently editted.  Right now these include only Items and NPCs.
The outlined box in the center of the screen represents the current object
data.  At the top of the box is a line giving the current object number with
current number loaded and the maximum allowed to be loaded.  The object number
can be changed with the 'Prev' and 'Next' buttons at the bottom of the screen
(the 'Add' button is currently disabled at the moment).
	The values you can edit will appear as list boxes or text fields.
Simply click on the arrow to display lists and click on text fields to edit
their contents.  The values in light-blue below these are the numerical
values of the fields.  This is useful in recording a value the fields show
as 'Unknown'.  If you can identify such a value, please let me know.
	Sometimes, if a particular field is not currently well understood,
the actual numerical value of the field is displayed.  This value is always
a decimal, or base 10, value.  The title of the field should also contain one
of the words, char, int or long to identify the length and allowed values of
the field as follows.

		char	0-255
		int     0-65,536
		long    0-4,294,967,295

If you input a value greater than the allowed limit it will 'wrap'.  For
example entering '256' in a char field will result in the value of 0 being
displayed and saved.  The values are always unsigned so inputting a negative
value will also result in 'wrapping'.  For example entering -1 in a char
field results in the value 255 being displayed.
	The input text fields also accept hexadecimal, octal, and binary
input as well as decimal as follows

	Binary (base 2)	  Ends with a b, ie: 10001b, 001100101111b, etc...
	Octal (base 8)	  Start number with a 0, ie: 056, 01462, etc...
	Hexadecimal (16)  Starts with a 0x, ie: 0xFA45, 0x45, etc...

Entering an invalid value in a certain base (such as 0xT6, 12356b, etc...)
will result in a 0 being displayed.  Please note that even though you may
input the number in another base, the value is still displayed as a decimal.
	The fields labelled as 'Unknown' are only for those brave souls who
wish to try hacking the QBN file.  Since the effects of changing an Unknown
field are totally, well, unknown you risk crashing the game if you enter
an invalid number.  Check the Quest Hacking Guide (dagqfaq.txt) for more
information on these fields.


   QBN EDITING: ITEMS
	The item sections is completely free for one to edit, although we are
not completely sure what all the values do yet.  The item types and the item
fields should be self-evident.  Usually one should use the 'Item' or 'Gold'
values in the item type field as the 'Artifact' and 'Unknown' values are not
well understood.  The item list is loaded from the file ITEMS.DAT in the
DFQEdit directory and can be editted to add more items if you're sure you
follow the correct format (don't get fancy).  If you can identify the value
of an unknown item, please let me know as there are currently many I'm
missing.
	The item message type usually relates to the message variable used in
the QRC texts.  Sometimes, however, the number is not related to such a
variable, usually when the item represents a letter.  If you click on the
'Find Msg' button the program searches through all current QRC texts for any
texts which have this message variable.  It shows a list of matches which
you can then edit/view.
	The Message ID #1 field is not well understood but we believe it to
represent the text message displayed when the PC receives the item.  This is
only if the ID is non-zero.  Click the 'View Msg' button to view the message
if there is one.
	The Letter MSG ID field represents the message id displayed when the
PC uses an item, such as for a letter.  A zero value here implies no message.
Click the 'View Msg' button to view the message if there is one.

   QBN EDITING: NPC's
	The NPC section is still scetchy at best but it's values are useful
for hacking purposes.
	The gender field is a guess at best since it usually contains one of
4 values (but mostly one of 3 values).
	The gender message type is similar to the item message type described
above.  Click the 'Find Msg' Button to search QRC texts for a match to this
variable.  It usually relates the NPC to a variable name in the QRC texts.
The two message id fields are also currently unknown at this time.  Click the
'View Msg' buttons to view the messages if the value is non-zero.


   QBN EDITTING: LOCATION
	The location section is still very unknown at the moment so we'll
concentrate on only the location numbers for now.
	The general location value places the location of the quest either in
the current town (like the kill the rats type quests) or the more common
Outside Town type (for dungeons, other towns, etc...).  There is a third
option which may indicate the quest takes place in the current house/dungeon
but this is not verified.
	The location type places the quest in a random home, a random dungeon,
or a specific place.  The specific locations are not yet known at the moment
but most of them occur in the main quest files (S*.QBN)
	There are many unknown fields here, of which I haven't the foggiest
idea what they do...yet.  Feel free to test them out if you're brave enough.
	Like most sections, the location field also has a message type value.


   QBN EDITTING: MONSTERS
	The monster section is a small one, with only three editable fields
which are relatively well understood.
	The monster index field selects exactly which monster is to appear.
A monster can be a non-human monster (rats, orcs, daedra etc...) or a human
one (barbarians, assassins, thieves, etc...).  The human monsters are not
well documented at the moment but feel free to try them out (and let me know
what they are).
	There is one unknown field with a few limited values.  Most of the
time the value is '1' here.  It may govern the number of monsters appearing
but that is merely a guess.
	Again, this section has a message type value associated with it.


   TEXT EDITOR - USERS MANUAL
===========================================================
	The built in text editor in DFQEdit is a simpler one, much like the
EDIT program found in DOS.  The mouse can be used to move around the screen
and activate the File and Help menus. Keyboard commands can be found below.

	ALT+F / Mouse - Activate File Menu         
	ALT+Q - Quit Text Editor
	F1 / ALT+H - This help Screen
	F2 - Save Text to TXT file (not to QRC!)
	F3 - Load TXT file                         
	CTRL+Y - Delete Current Line

Special quest variables and codes are displayed in different colors and are
explained in the edit help screen (F1 or ALT+H).  The text editor's code 
appears to be quite solid and I have yet to have it crash, although loading 
to large a file or binary files might cause undefined behaviour.  The header
at the top of the screen also displays what type of text you are editing
(although this is currently quite inaccurate...have I mentioned the quest
type in the QBN file is not known?).
	The text editor assumes that TAB's in loaded text files are 5 spaces.
It saves TABS as spaces and currently doesn't accept the key TAB as input.  
The editor has many shortcoming in combining lines with deleted or added 
text since lines are currently limited to 78 characters or less (you can't
scroll left or right).


   A FEW NOTES about EDITING QUEST TEXT
===========================================================
	Editing quest text is relatively straight forward, just like in any
text editor, but there are a few things you should be aware of listed below.

   - The end-of-line characters '|' and '<' are important.  Whenever one
     of these characters is found, a new line is started.  If you truly
     _have_ to use one of these characters as normal text....you can't.
     I chose these as they seemed the more obscure and lesser used. If these
     characters aren't found at the end of a line, the '<' is assumed to
     be there.
   - Be aware of the line length.  Don't use too long of lines as these must
     be displayed in Daggerfall.  The average line length is about 40 
     characters, or about half the width of the screen.  Also remember that
     various variables can be very long so make lines with variables on them
     appropiately shorter. Examples: The '_house_' variable is only 7 
     characters long, but it can represent a string like 'Hearthborne 
     Residence' or 'The Resolution of Zenithar' which must fit on the current
     line.  Daggerfall may or may not wrap text, although I do know it fits
     the quest box to the text.
   - In general, the %string variables can be used in any quest text, but
     other variables (such as the _string_ and =string_ ones) depend on the
     quest type.  In general, if you don't find a variable in the original
     text, assume that it can't be added.  If you do added a variable not
     supported by the quest type you will simply get a 'BLANK' (which I'm
     sure we've _all_ seen at one time or another).  A partial listing of
     variables can be found in the appendices at the end of this document.


   ERRORS - WHAT TO DO IN CASE OF
===========================================================
	I programmed DFQEdit to exit and notify the user when an error occurs.
If DFQEdit exits suddenly with the message 'BUG:...' you should record the
displayed information along with what you were doing at the time of the crash
(what files were you editing) along with a brief description of your system
(OS, memory, type, etc...).  You than may e-mail aj589@freenet.carleton.ca
with the resultant bug report.  Likewise, if the program crashes but doesn't
give a BUG message, record what you can and send it in.  These types of
crashes are more serious as there is no detection for them in the program.
Remember, only if I receive proper bug reports can I fix them.
	In the DFQEdit's about window (and in the exit messages) there is a
line giving the far heap's status.  Now, without going into too much
technical stuff, the heap is related to the memory available to the program
for loading files and for variables (i.e., very important).  The status of
the heap _should_ return OK at all times.  If the heap is corrupted it may
result in crashes and data loss in DFQEdit (the heap is corrupted usually by
some bug in the program or some option which was overlooked).  If, when
exiting or checking the About window, the heap status returns corrupted you
should immediately exit the program, reboot and send in a bug report.  The
reboot is probably not nessecary, but better to be safe (during debugging I
used to get a corrupt heap every 5 minutes and only rarely did the system
lock-up after exiting the program).  If you wish to save the current quest,
do so in a different file name as it may or may not be corrupted.  If the
program crashes (or other wierd stuff) when you load it, the save file is
corrupt and should be deleted.
	Occasionally DFQEdit will not be able to free up all the memory
allocated while it was running.  This is a less serious bug but still should
be reported.  Include the difference between initial and final memory.


   KNOWN BUGS
===========================================================
  - Paths and filename lengths must be less than 80 characters.  Any more
    than this and the program will notify you.  This shouldn't be a problem
    for most people, however if you find this objectionable talk to me.
    It shouldn't crash the program, however you won't be able to load/save
    any filenames in those long paths.
  - There may be problems related to accesing disks in the floppy drives. (or
    more specifically, floppy drives with no disks in them).  I rewrote the
    DOS error handler to better handle it and it appears to work...but no
    promises.
  - Occasionally not all memory will be freed on an exit.  Usually this only
    happens after loading and editting several quest files.  This isn't a
    serious bug and I believe I can blame most of it on the compiler used
    since I have this problem in all of my large programs and have never
    been able to track it down.  It occurs when I delete some allocated
    memory yet the freed memory does not become available to the program.
    In other programs I can correct this by altering the order of variable
    allocation and deletion, something I shouldn't have to do. Anyways, if
    any programmer out there has any ideas let me know...please.


   CREDITS
===========================================================
	A number of people have contributed invaluable information concerning
the format of quest files.  Many thanks go to the following...

	 Peggy S Hanks (df4@juno.com)	- General info
	 Lord Phoenix (gozer@esoterica.pt) - General info
	 Michael P. Schneider (slannesh@pacbell.net) - Much information on
		the file formats, variable names.  Has his own quest editor
		for any 32bit Windows system (Win32s, Win95, WinNT).

This program also uses 3rd party keyboard and mouse routines which have saved
me much time from writing and debugging them myself.

	INT9 (IRQ1) keyboard handler #9 by Patch (hamell@cs.pdx.edu)
	MOUSE Routines by  Michael Chen  (mchen@groucho.cs.psu.edu)



   SITES
===========================================================
To contact the creator of DFQEdit E-Mail
	Dave Humphrey at aj589@freenet.carleton.ca

For latest version updates of DFQEdit The ESP: Daggerfall Files
	http://www.m0use.net/~uesp/dagger/files/

For the Quest Editing Guide The ESP: Quest Editing Guide
	http://www.m0use.net/~uesp/dagger/dagqfaq.txt

If there's any other sites you think should be included here, feel free to 
suggest them.


   INCLUDED FILES
===========================================================
	DFQEDIT.EXE ... Main Executable
	GUILDS.DAT .... Contains listing of guilds/factions
	MSG.DAT ....... Contains listing of variable names
	ITEMS.DAT ..... Contains listing of items and their codes
	MOBS.DAT ...... Listing of known human and non-human monsters
	SEC41.DAT
	SEC42.DAT
	SEC43.DAT ..... Listing of values for the three unknown fields of
			QBN section 4
	SEC71.DAT ..... Listing of values for the unknown field of QBN
			section 7
	LOC.DAT ....... Listing of known locations
	DFQEDIT.TXT ... Program documentation (this file)
	DFQFAQ.TXT .... Quest hacking guide

	Source Code ... Is not included in archive due to size, but is
			freely available if you want it.
		    

   VERSION CHANGES
===========================================================
   v0.30 Beta - Current Version
	- Released 30 April 1997
	- Fixed a NULL pointer bug in the editor which caused crashes
	- Fixed several memory allocation errors which caused crashes
	- The mouse pointer disappears/appears when it's supposed to when
	  saving/loading files in the editor.
	- Can now double-click on file/directory names to load or change
	  directories..
	- Added the ability to sort lists.  File lists and some others are
	  now sorted alphabetically for your convienience.
	- Improved the doubly-linked list add_item code.  Now takes up much
	  less space, is easier to use and should be more reliable.
	- Can now edit all of the Items and some of the NPC sections in the
	  QBN file.  We don't understand all of the sections do yet but feel
	  free to explore.

   v0.20 Beta
	- Released 25 March 1997
	- Changed name to DFQEdit due to trademark violation...oops!
	- Rewrote much of the code (such as the buttons and lists etc...)
	  and it is much more elegant and easier to code.

   v0.10 Beta
	- First release - 12 December 1996


   PROGRAMMING NOTES
===========================================================
	This program is considerable larger and more complicated than the
other Daggerfall utilities I've released (DAGPIC and DAGREFL). It uses 
several source files and some old code I've used for a while (like the 
text editor base I created about a year ago).  It also uses 3rd party
keyboard and mouse routines which have saved me much time from writing and
debugging them myself.

	INT9 (IRQ1) keyboard handler #9 by Patch (hamell@cs.pdx.edu)
	MOUSE Routines by  Michael Chen  (mchen@groucho.cs.psu.edu)


   LEGAL STUFF
===========================================================
Although this program has not ever caused any sort of damage to my computer
(short of the odd lock-up/reboot) in the many hours of testing and debugging,
there is no guarentee that it won't.  I cannot be held responsible for any
software or hardware damage incurred through the use of this program.

I am in no way connected with BETHESDA, the computer gaming company who
created TES: Daggerfall.  This is completely a third party hack of the quest
files.

All files in the above file list are free domain software and can be copied,
duplicated, at will.  If you wish to use the source for a project of your
own, I would consider it a curteousy to tell me and give credit somewhere.



APPENDIX A - Listing of %string Variables
======================================================

		Variable        Description
	       ===========    ==========================
		%cn             country
		%di             some direction
		%g              He/She etc...
		%g1             He/She ???
		%g2             Him/Her etc...
		%g2self         Himself/Herself etc...
		%g3             His/Hers/Theirs etc...
		%god            some god (listed in TEXT.RSC)
		%jok            a joke
		%kno            appears to be a guild name 
		%mn             A person's name?
		%n              Quest Giver's Name
		%nam            came up empty for me
		%nrn            seems to be a random name inserted
		%oth            an oath (listed in TEXT.RSC)
		%pcf            character's first name
		%pcn            character's current name
		%pct            character's title in guild
		%qdt            Quest date
		%ra             player's race
		%reg            Current region
		%rn             Regent's Name
		%rt             Regent's Title
		%t              Regent's Title ( again? )
		%vam            Vampire Name
		%vcn            Vampire's Clan



APPENDIX B - Listing of _string_ Variables
======================================================
These variables are the largest part of the different variable types. The
variable is usually descriptive enough but many of these variables don't
yet have a known function (simply due to lack of time and the sheer number
of them).

       ITEM Variable           ITEM Variable
      ===============         ===================
	_1stparton_             _2myndung_
	_agent_                 _agentplace_
	_agentuk_               _alchemist_
	_alchemyshop_           _ally_
	_amulet_                _apothecary_
	_arena_                 _artifact_
	_artifact2_             _artifact4_
	_assassin_              _aurielsbow_
	_aurielshield_          _bank_
	_banker_                _betrothed_
	_betrothedhome_         _book_
	_bookstore_             _bow_
	_bribe_                 _brother_
	_casfort_               _castfort_
	_castle_                _chemist_
	_child_                 _childlocale_
	_cleric_                _clothes_
	_clothing_              _coastal_
	_competitor_            _conhouse_
	_contact_               _contact1_
	_contact2_              _cousin_
	_damsel_                _darkb_
	_darkbmember_           _daughter_
	_daughterhouse_         _db_
	_dbgold_                _dbguild_
	_depository_            _destination_
	_dirtypit_              _dispatcher_
	_drugs_                 _duelist_
	_dummy_                 _enemy_
	_evilfocs_              _evilitem_      
	_fakename_              _fakeplace_
	_father_                _finger_
	_flowers_               _foil_
	_friend1_               _friend2_
	_friend3_               _friend4_
	_gaffer_                _gem_
	_gems_                  _giant_
	_giver_                 _givershouse_
	_gold_                  _gold1_
	_gold2_                 _goldgoth_
	_guard_                 _guard4_
	_guardian_              _guildhall_
	_healer_                _heist_
	_hermit_                _hidingplace_
	_home_                  _hooker_
	_hookerhouse_           _house_
	_house2_                _house3_
	_hunter_                _informant_
	_ingredient_            _inn_
	_item_                  _item1_
	_item1_                 _item2_
	_item3_                 _itemplace_
	_jewelry_               _key_
	_kidnapper_             _knight_
	_lady_                  _lessgold_
	_local_                 _lordsmail_
	_love_                  _lovechild_
	_lover_                 _lovgold_
	_mage_                  _mageguild_
	_magesguild_            _magic_
	_magicitem_             _magicsword_
	_maker_                 _man_
	_mansion_               _marknpc_
	_master_                _meetingplace_
	_mensclothing_          _merchant_
	_messenger_             _metal_
	_mfriend_               _mg_
	_mggold_                _missingperson_
	_mistresshome_          _mitem_
	_mondung_               _money_
	_monster_               _murder_
	_necs_                  _newplace_
	_noble_                 _noblehouse_
	_nobleman_              _npc_
	_npc1_                  _npc2_
	_npc3_                  _oblivion_
	_orsinium_              _other_
	_painting_              _palace_
	_patsy_                 _pawn_
	_pickuplocal_           _pickupregion_
	_place_                 _poison_
	_potion_                _priest_
	_prophet_               _prophouse_
	_qgenemy_               _qgfriend_
	_qgiver_                _qgiverhome_
	_queen_                 _queenreward_
	_questg_                _questgiver_
	_rebel_                 _relartifact_
	_religiousitem_         _religitem_
	_replace_               _reward_
	_reward2_               _ring_
	_ripperhouse_           _rippername_
	_rock_                  _ruler_
	_safehouse_             _sage_
	_scarab_                _scholar_
	_scholarreward_         _sister_
	_sistershouse_          _sleepingmage_
	_soldier_               _spouse_
	_store_                 _storehouse_
	_target_                _targethouse_
	_tavern_                _teacher_
	_temple_                _thief_
	_thiefhouse_            _thiefmember_
	_thiefplace_            _thievesguild_
	_townhouse_             _traitor_
	_traitorreward_         _transporter_
	_treasure_              _upfront_
	_vamp_                  _vamp1_
	_vamp2_                 _vamphouse_
	_vampire_               _vampitem_
	_vampname_              _vampproof_
	_vamprelic_             _vampreward_
	_victim_                _victimhouse_
	_villager_              _villains_s
	_warrior_               _weapon_
	_weapons_               _weapons_s
	_widow_                 _witch_
	_withouse_              _witness_
	_wizard_                _womensclothing_
	_woodsman_

	__agentplace_           __alchemyshop_
	__arena_                __bank_
	__banker_               __betrothedhome_
	__castfort_             __castle_
	__chemist_              __childhouse_
	__childlocale_          __competitor_
	__conhouse_             __contact_
	__contact1_             __contact2_
	__darkb_                __daughterhouse_
	__db_                   __dbguild_
	__depository_           __destination_
	__dirtypit_             __dispatcher_
	__dungeon_              __gaffer_
	__giver_                __guard_
	__hidingplace_          __home_
	__hooker_               __house_
	__house2_               __house3_
	__informant_            __inn_
	__itemdung_             __kidnapper_
	__knight_               __local_
	__lovehouse_            __lover_
	__mageguild_            __magesguild_
	__mansion_              __master_
	__meetingplace_         __merchant_
	__mg_                   __missingperson_
	__mondung_              __newplace_
	__noblehouse_           __npc1_
	__npc2_                 __oblivion_
	__oracletemple_         __palace_
	__patsagent_            __pawn_
	__priest_               __qgfriend_
	__qgiver_               __questgiver_
	__rebelhouse_           __safehouse_
	__sage_                 __school_
	__shop_                 __sistershouse_
	__store_                __target_
	__targethouse_          __tavern_
	__temple_               __thiefplace_
	__thievesguild_         __traitor_
	__tranporter_           __vamp_
	__vamp2_                __vamphouse_
	__vampire_              __widow_
	__witch_                __witness_

	___agent_               ___alchemist_
	___ally_                ___apothecary_
	___bowdung_             ___casfort_
	___chemist_             ___competitor_
	___contact_             ___contact1_
	___contact2_            ___contactdung_
	___cousin_              ___crypt_
	___darkb_               ___darkbmember_
	___db_                  ___dispatcher_
	___dummy_               ___dungeon_
	___dungeon1_            ___dungeon2_
	___dungeon3_            ___father_
	___fatherdung_          ___gaffer_
	___giver_               ___guard_
	___guardian_            ___healer_
	___hideout_             ___hintdung_
	___hooker_              ___house2_
	___informant_           ___itemdung_
	___kidnapper_           ___knight_
	___local_               ___lover_
	___maker_               ___mapdung_
	___merchant_            ___mfriend_
	___mg_                  ___mondun_
	___mondung_             ___mondung2_
	___myndung_             ___newdung_
	___noble_               ___npc1_
	___npc2_                ___oblivion_
	___orsinium_            ___other_
	___patsagent_           ___pickuplocal_
	___pickupregion_        ___priest_
	___qgfriend_            ___qgiver_
	___questg_              ___questgiver_
	___ringdung_            ___ruler_
	___sage_                ___scholar_
	___scholardung_         ___sleepingmage_
	___spouse_              ___stronghold_
	___thief_               ___thiefmember_
	___traitor_             ___ukcrypt_
	___vamp_                ___vamp2_
	___vampire_             ___villager_
	___witch_               ___witness_
	___woodsman_            ___wrongdung_   

	____dungeon_            ____newplace_
	____tavern_             ____temple_



APPENDIX C - Listing of =string_ Variables
======================================================e
These variables have yet to be examined, although most of them have
descriptive enough names to determine what they represent. It's still
not sure exactly what use the =string_ variables have.

	  Variable                Variable
       ===============         ===============
	==daedra_               ==dummydaedra_
	==other_                ==priest_
	==qgiver_               ==questgiver_
	==vampire_              =1stparton_
	=2dagger_               =2dung_
	=2mondung_              =2myndung_
	=2ndparton_             =2palace_
	=2ransom_               =2shedungent_
	=2storehouse_           =acolyte_
	=assassin_              =atronach_
	=bloodfather_           =bodyguard_
	=boss_                  =chemist_
	=child_                 =cleric_
	=competior_             =contact_
	=contact2_              =cousin_
	=daedra_                =daedroth_
	=db_                    =decoy_
	=elder_                 =enemy_
	=executiondelay_        =fighter_
	=finddaughter_          =firedaedra_
	=gettraitor_            =giant_
	=guard_                 =guardian_
	=guards_                =hooker_
	=huntstart_             =itemindung_
	=keytime_               =kidnapper_
	=knight_                =lich_
	=lover_                 =mage_
	=mage1_                 =mage2_
	=mage3_                 =mage4_
	=man_                   =merchant_
	=mmaster_               =monster_
	=monster_               =monster1_
	=mummy_                 =noble_
	=npc1_                  =npc2_
	=orc_                   =other_
	=pawn_                  =posse_
	=priest_                =prophet_
	=qgfriend_              =qgiver_
	=qtime_                 =questgiver_
	=queston_               =queston1_
	=queston2_              =questtime_
	=realmummy_             =replace_
	=reward_                =scholar_
	=sneaker_               =snitch_
	=soldier_               =spy_
	=target_                =thief_
	=thug_                  =tiger_
	=time1_                 =time2_
	=timeforq_              =total_
	=towertime_             =transporter_
	=traveltime_            =vamp_
	=vamp2_                 =vampire_
	=vampleader_            =vamprival_
	=victim_                =wereboar_
	=widow_                 =witch_
	=witness_



APPENDIX D - Included Data Files (*.DAT)
======================================================
When DFQEdit runs it expects to find several data files in the current
directory.

		GUILDS.DAT	MSG.DAT
		ITEMS.DAT	MOBS.DAT
		SEC41.DAT	SEC42.DAT
		SEC43.DAT	SEC71.DAT

These files contain data for the various lists used in the program such as
guild names and monsters.  Having these values contained in files make the
program much more flexible and it is easier to change any value(s) in these
files.  It is possible for one to modify these files to reflect any new
information obtained through editting quest files or by any other means.
For instance, through many hours of quest editting you figure out that the
Giant Rat and Giant Bat in the MOB.DAT file are switched.  You could edit
the file (with any text editor) to swap these values.  If you do come across
errors or any additions for these files, make sure to let me know
(aj589@freenet.carleton.ca)


   DUAL LIST FILE FORMAT
	All data files except MSG.DAT are of the dual format.  These files
contain a number followed by a text description on one line.

	Example:  1043 Does Wierd Stuff

The number may be of binary (1001b), octal (0174), or hexadecimal (0x5Fa) as
well as the usual decimal values.  Each line of the data file contains
exactly one record and the data is read until the end-of-file, there are no
comment type characters.  If after modifying one of these files the program
unexpectingly crashes or the list outputs strange data, you probably made a
mistake (I guess it's too late to mention back-ups...)


   SINGLE LIST FILE FORMAT
	At the moment, only the file MSG.DAT uses this format.  In this format
each line represents one list item.  Again, there are no comment characters
and the entire file is read.



Document Last Modified the 30 April 1997



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