Search found 410 matches

by Hazelnut
Fri May 25, 2018 8:34 am
Forum: Developer Discussion
Topic: implementation of talk window
Replies: 209
Views: 13531

Re: implementation of talk window

I think that's a great addition.
by Hazelnut
Thu May 24, 2018 9:44 am
Forum: Released Mods
Topic: Daggerfall Unity Quest Pack #1
Replies: 19
Views: 927

Re: Daggerfall Unity Quest Pack #1

Would it be too much work to release packs following #3/#4 but also a full pack as in #1? That way, fine-tuners could fine-tune, but someone who just trusts that all your quests are going to be nice and wants them all wouldn't have to install a lot of different packs. I think it's unreasonable to a...
by Hazelnut
Wed May 23, 2018 8:13 pm
Forum: Released Mods
Topic: Daggerfall Unity Quest Pack #1
Replies: 19
Views: 927

Re: Daggerfall Unity Quest Pack #1

#3 is my opinion, but you already knew that :)
by Hazelnut
Wed May 23, 2018 4:31 pm
Forum: Work Requests
Topic: Open: Temple of Stendarr special perk
Replies: 10
Views: 152

Re: Open: Temple of Stendarr special perk

My interpretation is any blow that would have killed player has a (rank x 2% chance) to block that blow. The player remains alive and their health is set to something like 10-20% of their total (by the grace of Stendarr). That's the weakened state. This is a fairly standard Paladin-styled mechanic ...
by Hazelnut
Tue May 22, 2018 9:29 pm
Forum: Mods & Features General
Topic: Quest launcher mod
Replies: 9
Views: 173

Re: Quest launcher mod

Jay_H wrote:
Tue May 22, 2018 9:25 pm
So for a quest list for the Perpetual Quests, I'm only going to create a one-liner, right? Just to put the initialization command there?
Yes, until you have two threads that need starting at least. :-)
by Hazelnut
Tue May 22, 2018 9:13 pm
Forum: Mods & Features General
Topic: Quest launcher mod
Replies: 9
Views: 173

Re: Quest launcher mod

You can now (well once PR is accepted) init quest scripts when a new game is started by putting an entry in a quest list like this: JHPINIT, InitAtGameStart, M, 0, Init JH perpetual stuff The M & 0 are irrelavent, only the quest script filename and "InitAtGameStart" mean anything. As for other condi...
by Hazelnut
Tue May 22, 2018 9:03 pm
Forum: Mods & Features General
Topic: Real-time skill increases
Replies: 4
Views: 75

Re: Real-time skill increases

Hate to burst your bubble chaps, but from what I know of that area of the code it's not easily moddable.
by Hazelnut
Tue May 22, 2018 8:18 pm
Forum: Released Mods
Topic: [MOD] Archaeologists
Replies: 82
Views: 4930

Re: [MOD] Archaeologists

New build released with two new JH quests. Link in OP updated.

https://github.com/ajrb/dfunity-mods/re ... ld-0.2.zip
by Hazelnut
Tue May 22, 2018 8:13 pm
Forum: Work Requests
Topic: Open: Temple of Stendarr special perk
Replies: 10
Views: 152

Re: Open: Temple of Stendarr special perk

The console commands guildjoin and guildrank should help. e.g. "guildjoin HolyOrder 33" & "guildrank HolyOrder 9" I'm a dumbass for so helpfully suggesting DFU commands immediately after saying it needs testing in classic. :oops: (I plead long day at work m'lud :lol:) Thanks for doing the tests, re...
by Hazelnut
Tue May 22, 2018 5:06 pm
Forum: Community
Topic: The Big Hello Thread
Replies: 69
Views: 9166

Re: The Big Hello Thread

I was convinced I had a thread about it somewhere that no one had answered but I can't find it so I created a new one . Yes it would need testing in classic DF, and you can post results in http://forums.dfworkshop.net/viewtopic.php?f=19&t=1069. There's also http://forums.dfworkshop.net/viewtopic.php...