[MOD] Tavern games

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imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

[MOD] Tavern games

Post by imsobadatnicknames »

Wanna lighten taverns up a little? How about some tavern games? This mod uses the quests system to spawn NPCs you can play tavern games with!

Inpsired by his post by andromacus: viewtopic.php?f=12&t=3775

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How does it work?

Ater you've spent 2 hours in any city, hamlet, village, or inn, the game will choose some taverns to randomly spawn 5 NPCs you can play darts, cards, arm wrestling, chess, and a drinking contest with. Every 2 hours these NPCs will despawn and new ones will be placed.
Each NPC will place a random bet between 1 and 100 gold.
EDIT: Changed the way the bet works. The original version tried to remove the gold from you if you lost by using the "take _bet_ from pc" command, which doesn't work for money. I changed it to "pay x gold do _y_ otherwise do _z_". The only drawback is that that command doesn't accept any randomized values, so each bet is now a fixed 75 gold value. If you lose and don't have the 75 gold, the patron will call a couple buddies to beat you up.

Each game is associated with a player attribute

DARTS - AGILITY
CARDS - LUCK
ARM WRESTLING - STRENGTH
CHESS - INTELLIGENCE
DRINKING CONTEST - ENDURANCE

Value of said attribute will determine your chance of winning

0-9: You will always lose
10-19: 10% chance of winning
20-29: 20% chance of winning
30-39: 30% chance of winning
40-49: 40% chance of winning
50-59: 50% chance of winning
60-69: 60% chance of winning
70-79: 70% chance of winning
80-89: 80% chance of winning
90-100: 90% chance of winning

In their original post, andromacus proposed a couple games that would test two attributes at the same time. I found this too complicated to code for now, but might add it later, or simply update when I come up with new games.

1.1 Update:
Cheating has been implemented!
When you choose "yes" to the start game prompt, the game will ask you if you want to cheat.
If you choose to cheat, a roll will be made to decide wether you get caught or not. The lower your stealth skill, the more likely it is you'll get caught.
If you don't get caught, the game's win roll will be made like you had 20 points more in the relevant attribute (e.g. If you succesfully cheat at arm wrestling with 52 strength, you'll have a 70% chance of winning instead of 50%)
If you get caught ceating, some of your opponent's friends will try to beat you up.

1.2 Update:
Replaced the NPC flats with more appropriate ones.
Made NPCs from this mod start spawning less frequently and stopped them from spawning altogether in smaller sites like inns and villages to reduce the risk of overwriting existing ques NPCs.

Installation

1. Download the file.
2. Unzip the file inside StreamingAssets/Questpacks
3. If you're starting a new game, it should start working right away. If you're using it on a game you already started, you'll need to open up the console and type startquest TGMASTER to get it running. If this doesn't work, your version of DFU might only be able to start quests inside StreamingAssets/Quests from the console, so try moving the contents of the folder to StreamingAssets/Quests and try again.

You can get it on the Nexus here: https://www.nexusmods.com/daggerfallunity/mods/109
Or just download it from this post!
Attachments
Tavern games 1.2.rar
(8.89 KiB) Downloaded 202 times
Tavern games 1.1.rar
(8.83 KiB) Downloaded 172 times
Tavern games.rar
(6.49 KiB) Downloaded 151 times
Last edited by imsobadatnicknames on Sat Sep 12, 2020 9:30 pm, edited 9 times in total.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Abhaddon
Posts: 4
Joined: Thu Jul 23, 2020 3:56 am

Re: [MOD] Tavern games

Post by Abhaddon »

Cool idea, always nice to have more things to do beside fighting and questing.

Unsolicited suggestions:
  • Third option when starting a tavern game to try to cheat. If this option is selected, a roll (skill-based, fixed, or random) happens. If the player succeeds the roll, the game proceeds as normal with the player having a bonus (skill-based, fixed, or random, again) to their chance at winning. If the player fails, their cheating is discovered and they either have the guards called on them or fight their opponent.
  • Unless the problem lies somewhere else, to do the double-attribute games you could just average the two stats and treat the average like a single stat.

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Tavern games

Post by imsobadatnicknames »

Abhaddon wrote: Tue Aug 11, 2020 2:38 am Third option when starting a tavern game to try to cheat. If this option is selected, a roll (skill-based, fixed, or random) happens. If the player succeeds the roll, the game proceeds as normal with the player having a bonus (skill-based, fixed, or random, again) to their chance at winning. If the player fails, their cheating is discovered and they either have the guards called on them or fight their opponent.
This is a really cool idea! Thought it's not currently possible to add a third option to prompts, I guess I could implement it by adding another prompt after you click "yes" (basically, after you accept the game, a new yes/no prompt would appear asking you if you would like to cheat). Maybe the probability of succeeding should be based on stealth instead of luck.
Abhaddon wrote: Tue Aug 11, 2020 2:38 am Unless the problem lies somewhere else, to do the double-attribute games you could just average the two stats and treat the average like a single stat.
I'm afraid it's a little more complicated than that.

The way I currently determine the cance of winning is by having 10 tasks, one that activates if the stat is 0 or more, one that activates if it's 10 or more, and so on. But since, for example, a stat of 25 would simultaneously activate the first three tasks (0 or more, 10 or more, and 20 or more), I have to use an additional set of tasks (one that activates if the first one is activated and the second one isn't, one that activates if the second one is activated and the third one isn't, and so on), and then make the game detect which one of those is activated and use that to determine the win chance. Adding an additional attribute to that mess of spaggheti code would be a nightmare lol :p
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Tavern games

Post by imsobadatnicknames »

Abhaddon wrote: Tue Aug 11, 2020 2:38 am Third option when starting a tavern game to try to cheat. If this option is selected, a roll (skill-based, fixed, or random) happens. If the player succeeds the roll, the game proceeds as normal with the player having a bonus (skill-based, fixed, or random, again) to their chance at winning. If the player fails, their cheating is discovered and they either have the guards called on them or fight their opponent.
Good news! Cheating has been implemented!
When you choose "yes" to the start game prompt, the game will ask you if you want to cheat.
If you choose to cheat, a roll will be made wether you get caught or not. The lower your stealth skill, the more likely it is you'll get caught.
If you don't get caught, the game's win roll will be made like you had 20 points more in the relevant attribute (e.g. If you succesfully cheat at arm wrestling with 52 strength, you'll have a 70% chance of winning instead of 50%)
If you get caught ceating, some of your opponent's friends will try to beat you up.
Image
Image
Attachments
Tavern games 1.1.rar
(8.83 KiB) Downloaded 152 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

User avatar
MrFlibble
Posts: 411
Joined: Sat Jan 27, 2018 10:43 am

Re: [MOD] Tavern games

Post by MrFlibble »

A very cool idea here :)

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haloterm
Posts: 391
Joined: Sat Feb 16, 2019 5:21 am

Re: [MOD] Tavern games

Post by haloterm »

imsobadatnicknames wrote: Mon Aug 10, 2020 12:08 pm CHESS - INTELLIGENCE
Just a small remark: The chess-equivalent in Daggerfall is called "Battle". To quote from "King Edward, Volume XI":
A bit later, Edward asked Akatosh: "Do you think that we could play a game or two of Battle? I brought the board and playing pieces with me."

Moraelyn interrupted "I'm afraid that Akatosh and I must discuss some matters this evening - and you'd only lose again anyway" he added with a fond smile.

Edward replied "But I can beat everyone else ... Akatosh, will I ever win a game with you?"

"No, Edward, you won't", and Akatosh was slightly bemused by Edward's startled expression
(https://en.uesp.net/wiki/Lore:King_Edward,_Part_XI)

deepfighter (from the DFU forum) has even re-created the rules of "Battle" so we can play this game in the "real" world:

https://deepfighter.github.io/schlacht. ... ex_ev.html

:)

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Tavern games

Post by imsobadatnicknames »

haloterm wrote: Thu Oct 08, 2020 11:11 pm
Just a small remark: The chess-equivalent in Daggerfall is called "Battle". To quote from "King Edward, Volume XI":
That's interesting! I haven't read many of the lore books in TES despite having played every mainline game. I just called it chess bc I was basing myself on this post (viewtopic.php?f=12&t=3775) by andromacus
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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