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by Interkarma
Sat Feb 17, 2018 8:43 pm
Forum: News
Topic: Taverns, Custom Loot, Climbing, Languages, Mod Features
Replies: 10
Views: 204

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

Yep, really looking forward to first update on spells. Just need some more time to wrap up a few things. Hopefully first post will be up within this coming week.
by Interkarma
Sat Feb 17, 2018 2:55 pm
Forum: Help & Support
Topic: Pickpocketing rats and towns people
Replies: 10
Views: 132

Re: Pickpocketing rats and towns people

Sorry, I didn't see your post when I posted the video link.. I must of still been typing, my bad. Hmm.. I suppose that decision to pickpocket classes only, will help balance things. I just assumed you guys were keeping things that existed in classic in DFU, instead of the refining them. I describe ...
by Interkarma
Sat Feb 17, 2018 2:46 pm
Forum: Help & Support
Topic: Pickpocketing rats and towns people
Replies: 10
Views: 132

Re: Pickpocketing rats and towns people

I would personally consider this a bug in classic Daggerfall, not in Daggerfall Unity. You're welcome to disagree of course, but I'm not interested in debating the virtues of pickpocketing beasts that do not have pockets. :) I respect Allofich's implementation as it stands. If he chooses to change t...
by Interkarma
Sat Feb 17, 2018 2:23 pm
Forum: Help & Support
Topic: Pickpocketing rats and towns people
Replies: 10
Views: 132

Re: Pickpocketing rats and towns people

Looking back through the code, I can confirm both of these items are intentional refinements. Commits are below. https://github.com/Interkarma/daggerfall-unity/commit/088d73d31479b74c1deb4274b14cf7d433938589#diff-56ac8b26fafb57e22668ffe9c00f9d59 https://github.com/Interkarma/daggerfall-unity/commit/...
by Interkarma
Sat Feb 17, 2018 2:16 pm
Forum: Help & Support
Topic: Pickpocketing rats and towns people
Replies: 10
Views: 132

Re: Pickpocketing rats and towns people

As Daggerfall Unity is a ground-up rewrite (not a source port) there is bound to some acceptable divergence in how systems are implemented. If you're able to pickpocket beasts without pockets and endlessly farm town NPCs in classic Daggerfall, and this behaviour is not present in Daggerfall Unity, I...
by Interkarma
Sat Feb 17, 2018 12:23 pm
Forum: News
Topic: Taverns, Custom Loot, Climbing, Languages, Mod Features
Replies: 10
Views: 204

Re: Taverns, Custom Loot, Climbing, Languages, Mod Features

It's never my intention to mislead anyone or misrepresent contributor's work. I've updated this text now to state more work is required while still remaining very positive on how the feature is working now. Just let me know if you'd like any further clarification added. :)
by Interkarma
Sat Feb 17, 2018 4:09 am
Forum: Community
Topic: Daggerfall what is "X Per Level" in Magic?
Replies: 9
Views: 123

Re: Daggerfall what is "X Per Level" in Magic?

When reading out the line, replace the dash "-" with the word "to" and it should be a lot clearer. For example "+1-10 per 5 levels" literally means "plus 1 to 10 every 5 levels". The 1-10 range is just a random number between 1 and 10 (inclusive). So if you ha...
by Interkarma
Sat Feb 17, 2018 3:54 am
Forum: Developer Discussion
Topic: Introductions / Music Slider Maybe!
Replies: 2
Views: 51

Re: Introductions / Music Slider Maybe!

Welcome to the forums Binarynova. :)

Just ask away and someone is bound to help if I'm not around.
by Interkarma
Fri Feb 16, 2018 9:53 pm
Forum: Work Requests
Topic: Open: House and Ship information
Replies: 33
Views: 844

Re: Open: House and Ship information

EDIT: Also for setting climate using dfMesh.SetClimate() where should I get the climateBase and climateSeason from? No rush for this bit - I can add climates later. You can get climateBase from static helper class ClimateSwaps using the current climate type from PlayerGPS. ClimateBases climateBase ...
by Interkarma
Fri Feb 16, 2018 8:55 pm
Forum: Work Requests
Topic: Open: House and Ship information
Replies: 33
Views: 844

Re: Open: House and Ship information

Will do mate. :)

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