Implementing new playable races, fixing the racial modifier bug

Discuss modding questions and implementation details.
Post Reply
newsorpigal
Posts: 1
Joined: Sun Sep 24, 2017 3:48 am

Implementing new playable races, fixing the racial modifier bug

Post by newsorpigal » Sun Sep 24, 2017 4:14 am

New playable races represent interesting low-hanging fruit for expanding Daggerfall: the only art assets required are still images for bodies, faces, and the backdrop behind the player; everything else is just playing with numbers for racial modifiers. Unfortunately, due to a bug, Daggerfall overwrites racial modifiers with class modifiers during character creation, obviating all modifiers except Nord and High Elf frost resistance. You can read more about this here: http://en.uesp.net/wiki/Daggerfall:Races

Orcs and Imperials are the most obvious candidates for new playable races. This mod for Daggerfall adds Orcs as a playable race: https://www.nexusmods.com/daggerfall/mods/3/?

Images:
Image Image

User avatar
Interkarma
Posts: 2651
Joined: Sun Mar 22, 2015 1:51 am

Re: Implementing new playable races, fixing the racial modifier bug

Post by Interkarma » Sun Sep 24, 2017 5:50 am

Welcome to the forums newsorpigal. :)

It should be easy to fix the racial modifier bug. I intentionally preserved classic's behaviour here, but it's something that can be reviewed later.

Adding new races is possible, but not simplistic right now as everything around races is hard-coded. That said, this information could be split out to external table files that end users could expand. The hardest part is adding support for the new art as codebase would need to support a combination of classic and supplemental art files. It would definitely be interesting to see one day though!

Post Reply