[MOD] Roleplay & Realism: Items (modular)

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King of Worms
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by King of Worms »

Got it, thank you :)

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Midknightprince
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by Midknightprince »

Did you change how the archery Works an enhanced archery?

Before with the enhanced archery: between bow shots there was a second or two where your bow was put away before you were allowed to draw and shoot again..it felt good, and I miss it.
Now currently the bow disappearing between shots has stopped and I'm wondering if you changed it in this mod or if maybe it's the ambidextrous mod messing with the animations...
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Hazelnut
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by Hazelnut »

Nope, that was never part of this mod. All this mod does is described in the first post, but it's basically modifiers for to hit and damage depending on the length of draw. You're thinking of the draw and release setting I added to DFU. Maybe check you have that enabled?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

l3lessed
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by l3lessed »

Could be, but it shouldn't be. Anytime a player equips a bow, I disable my rendering script files and reload the default FPSWeapon script file so it should touch any of the bow code or animations.

Did the default game have the bow disappear between shots?
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by l3lessed »

Upon checking. It is my mod. :(
My Daggerfall Mod Github: l3lessed DFU Mod Github

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Re: [MOD] Roleplay & Realism: Items (modular)

Post by Midknightprince »

l3lessed wrote: Tue Nov 03, 2020 12:15 am Upon checking. It is my mod. :(
When I don't use RP realism yours works fine, I think it's more of a combination of the two, plus I'm a werewolf..
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Hazelnut
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by Hazelnut »

Just to give a taste of what's in the works for this mod, here's some WIP screenshots of the new leather (lightweight) armor set I'm adding in the next release. It allows players that want to use light armor and are restricted from wearing chain or plate. For the higher tiers I've gone for Brigandine which is leather/cloth with small plates of metal attached by rivets. Also fur armor by popular request. (the fur trouser bottoms need work, we know)

Credit to PolarStar for doing the source image artwork, my versions were terrible. :)

Here's base leather and the fur leather:
FurLeather.png
FurLeather.png (121.9 KiB) Viewed 2442 times

Here's all of the Brigadine tiers from Iron to Daedric:
Brigandine-Male.png
Brigandine-Male.png (597.17 KiB) Viewed 2442 times
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Hazelnut
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by Hazelnut »

New version 0.7 is now released on nexus containing a new set of leather armor.

Female Leather and Fur:
FurLeather-Female.png
FurLeather-Female.png (110.82 KiB) Viewed 2391 times
Female Brigandine:
Brigandine-Female.png
Brigandine-Female.png (502.94 KiB) Viewed 2391 times
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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King of Worms
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by King of Worms »

Thats nice! Must have been quite taxing to draw, great job.

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Re: [MOD] Roleplay & Realism: Items (modular)

Post by Hazelnut »

King of Worms wrote: Fri Feb 12, 2021 10:59 pm Thats nice! Must have been quite taxing to draw, great job.
Thanks KoW. Polarstar drew the Fur and the Steel Brigandine images, and I re-coloured them for all combinations you see in the pictures. So much clicking, I thought of you and the Dream mod more than a few times.

I was inspired by Shadiversity's Brigandine video on youtube. Pretty sure this is where the old D&D studded leather thing came from, but who knows? Anyway now those sneaky characters can wear better armor even when restricted to leather only! :)

I've also re-done the code which assigns equipment to (human) enemies to ensure that the new armor can be found. It may need more tuning, will have to see what feedback I get.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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