
Real grass
- Interkarma
- Posts: 2320
- Joined: Sun Mar 22, 2015 1:51 am
Re: Real grass
Your harvesting looks incredible, TheLacus! It's hard not to get carried away with ideas of mobile potions, poisons, cooking, distilling, pacifistic gathering quests, and so on. So much could be done with this at the core of it all. 

- Sun's Dawn
- Posts: 13
- Joined: Sun Aug 27, 2017 10:24 am
Re: Real grass
Yes, great feature TheLacus!
This may be off topic, although it relates to foraging, but making all the shelves and crates in dungeons and towns searchable would also be a nice feature. (Maybe this should be discussed in another tread.)
This may be off topic, although it relates to foraging, but making all the shelves and crates in dungeons and towns searchable would also be a nice feature. (Maybe this should be discussed in another tread.)
- StarMadeKnight
- Posts: 22
- Joined: Tue Oct 03, 2017 6:09 am
Re: Real grass
Could the grass system be used to render AlexanderSig's remodeled shelves so that they can be marked as harvestable the same way that the plant containers are?
- AlexanderSig
- Posts: 158
- Joined: Wed Jul 19, 2017 10:35 pm
Re: Real grass
I'd like thatStarMadeKnight wrote:Could the grass system be used to render AlexanderSig's remodeled shelves so that they can be marked as harvestable the same way that the plant containers are?

Re: Real grass
Isn't this part of vanilla behaviour? I'm not sure what you already could do in original game. Anyway i agree, expanding support for shelves and crates seems a nice feature.StarMadeKnight wrote:Could the grass system be used to render AlexanderSig's remodeled shelves so that they can be marked as harvestable the same way that the plant containers are?
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
Re: Real grass
I believe that refers to shelves in dungeons and in houses, which in classic have no interaction.
**INDEFINITE HIATUS** Current priority list: 1. Writing Archaeologist content; 2. Revamping classic DF quests; 3. Writing new DFU quests. Only in free time, no guarantees made.
Re: Real grass
I think it's a nice idea, but I'm having trouble thinking of something worthwhile that they could contain that would not affect the balance of the game. The best idea I have is random potion ingredients, but most people ignore them anyway so seems a little pointless.
(as opposed to plants containing specific ingredients which is worthwhile since players interested can go seek appropriate plants)
(as opposed to plants containing specific ingredients which is worthwhile since players interested can go seek appropriate plants)
Re: Real grass
house shelves could contain valuable items, that could be stolen if players pickpocket skill is high enough.
dungeon shelves could contain less valuable items, broken items and maybe rarely better stuff. just a balancing thing imho
dungeon shelves could contain less valuable items, broken items and maybe rarely better stuff. just a balancing thing imho
- Sun's Dawn
- Posts: 13
- Joined: Sun Aug 27, 2017 10:24 am
Re: Real grass
If there is a rare chance to find valuable items, there would be a reason to search them, while not changing the game balance to much. So, most often you would find stuff like ingredients, but on rare occasions you could by chance find better stuff.Hazelnut wrote:I think it's a nice idea, but I'm having trouble thinking of something worthwhile that they could contain that would not affect the balance of the game. The best idea I have is random potion ingredients, but most people ignore them anyway so seems a little pointless.
(as opposed to plants containing specific ingredients which is worthwhile since players interested can go seek appropriate plants)
Agreed.Nystul wrote:house shelves could contain valuable items, that could be stolen if players pickpocket skill is high enough. dungeon shelves could contain less valuable items, broken items and maybe rarely better stuff. just a balancing thing imho
Re: Real grass
This sound reasonable, nice idea.Nystul wrote:house shelves could contain valuable items, that could be stolen if players pickpocket skill is high enough.
dungeon shelves could contain less valuable items, broken items and maybe rarely better stuff. just a balancing thing imho
I'll release a first version in the next few days, then i'll give AlexanderSig an adapted script for shelves.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.