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Quests certainly can cause each other to start. Carrying data over from one to another is nearly impossible, though; you have to write a new quest version for each data you want to vary. Interkarma has explained that in the future there could be more room available for permanent variables, but that'...
More creativity and more possibilities :) Just to keep things organized, I'll point out what can't be done with DFU for now. If these capabilities get modded in later, all the better. Custom classes get to pick their own from the list with sex as the only limiting factor (if it can be done when it's...
- Sat Apr 14, 2018 11:41 am
- Forum: General
- Topic: Daggerfall Unity's First Real Spell
- Replies: 9
- Views: 498
With a programming speed attribute of 100, Interkarma is considered meteoric. The pace of this is exciting. There won't be many black triangle moments left in DFU's lifetime, I'm guessing.
Anyway, in the TES saga there is already official material in Spanish so I think it makes sense to follow the toponym translations there, regardless of whether we like them or not. I agree. No need to reinvent the wheel. We can at least all agree that it's an official version and focus on progress :)
I think I'd better step back out of translation for now. My free time has been drastically reduced, and it looks like Spanish has no real lack of willing help. I'll unclaim Fighters Guild so you all can work unimpeded.
In classic Daggerfall this is immediately available. The file z.cfg allows you to edit your starting region and location so you can pop up anywhere. Your character can start outside a dungeon, by a nature shrine, outside a large city, and so on. I'm hopeful that at some point this would also be a po...
- Wed Apr 04, 2018 6:01 am
- Forum: General
- Topic: Daggerfall Mechanics thread: Volunteers welcome
- Replies: 89
- Views: 17676
With all the reverse engineering Allofich has done, I believed a lot of what we did here would become obsolete. But I expected the spells to be a different story, and it sounds like that's the case
- Mon Apr 02, 2018 3:35 pm
- Forum: Modder Discussion
- Topic: Single mob modification?
- Replies: 1
- Views: 179
I don't know how one would go about adding custom enemies in DFU (up to now there's only been silence on it, making me think it's not easy), but the actual encounter would be simple to alter. Once the enemy exists, all we'd have to do is change the quest action from "place enemy Knight at dungeon" t...