[MOD] Language Skills Overhaul

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Vondur
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Re: [MOD] Language Skills Overhaul

Post by Vondur »

Amazing! Are your partymembers able to attack special quest npcs? They are ignored in normal enemy infighting.
Adventure Art: https://www.youtube.com/channel/UCLFHRO ... VAelOQrl3Q

Let's Play Daggerfall Unity, DARK KNIGHT (No magicka): https://youtu.be/CO_WHL1cjNU

Let's Play Daggerfall Unity, MAD GENIUS: https://youtu.be/gPL9xKpvet0

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Macadaynu
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Re: [MOD] Language Skills Overhaul

Post by Macadaynu »

Vondur wrote: Thu Mar 03, 2022 6:44 am Amazing! Are your partymembers able to attack special quest npcs? They are ignored in normal enemy infighting.
Thanks :)

This mod accounts for that, if a quest enemy is spawned your party will fight them

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Vondur
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Re: [MOD] Language Skills Overhaul

Post by Vondur »

Macadaynu wrote: Thu Mar 03, 2022 8:51 am
Vondur wrote: Thu Mar 03, 2022 6:44 am Amazing! Are your partymembers able to attack special quest npcs? They are ignored in normal enemy infighting.
Thanks :)

This mod accounts for that, if a quest enemy is spawned your party will fight them
Great, any conflict with Archaeologist mod and its effects on language and pacifying?
Last edited by Vondur on Thu Mar 03, 2022 9:27 am, edited 2 times in total.
Adventure Art: https://www.youtube.com/channel/UCLFHRO ... VAelOQrl3Q

Let's Play Daggerfall Unity, DARK KNIGHT (No magicka): https://youtu.be/CO_WHL1cjNU

Let's Play Daggerfall Unity, MAD GENIUS: https://youtu.be/gPL9xKpvet0

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Macadaynu
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Re: [MOD] Language Skills Overhaul

Post by Macadaynu »

Vondur wrote: Thu Mar 03, 2022 9:18 am
Macadaynu wrote: Thu Mar 03, 2022 8:51 am
Vondur wrote: Thu Mar 03, 2022 6:44 am Amazing! Are your partymembers able to attack special quest npcs? They are ignored in normal enemy infighting.
Thanks :)

This mod accounts for that, if a quest enemy is spawned your party will fight them
Great, any conflict with Archaeologist mod and its effects on language and pacifying?
No conflicts that I know of,

As far as I know the Archaeologist mod changes the calculation for the automatic pacification attempts that exist in the base game, this mod doesn't affect those at all.

The 'manual' pacification attempts that you can now make with this mod exist entirely separately to those automatic pacification attempts, so there shouldn't be any conflicts in that regard.

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Vondur
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Re: [MOD] Language Skills Overhaul

Post by Vondur »

Macadaynu wrote: Thu Mar 03, 2022 9:25 am
Vondur wrote: Thu Mar 03, 2022 9:18 am
Macadaynu wrote: Thu Mar 03, 2022 8:51 am

Thanks :)

This mod accounts for that, if a quest enemy is spawned your party will fight them
Great, any conflict with Archaeologist mod and its effects on language and pacifying?
No conflicts that I know of,

As far as I know the Archaeologist mod changes the calculation for the automatic pacification attempts that exist in the base game, this mod doesn't affect those at all.

The 'manual' pacification attempts that you can now make with this mod exist entirely separately to those automatic pacification attempts, so there shouldn't be any conflicts in that regard.
Im so intrigued by this! Its almost exactly what I was raving and dreaming about during my incomplete Mad Genius playingthrough, a language based character...
Does streetwise and etiquette correspond to certain classes? Like E works on Knights and SW works on thiefs?
Adventure Art: https://www.youtube.com/channel/UCLFHRO ... VAelOQrl3Q

Let's Play Daggerfall Unity, DARK KNIGHT (No magicka): https://youtu.be/CO_WHL1cjNU

Let's Play Daggerfall Unity, MAD GENIUS: https://youtu.be/gPL9xKpvet0

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Macadaynu
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Re: [MOD] Language Skills Overhaul

Post by Macadaynu »

Vondur wrote: Thu Mar 03, 2022 9:29 am
Macadaynu wrote: Thu Mar 03, 2022 9:25 am
Vondur wrote: Thu Mar 03, 2022 9:18 am

Great, any conflict with Archaeologist mod and its effects on language and pacifying?
No conflicts that I know of,

As far as I know the Archaeologist mod changes the calculation for the automatic pacification attempts that exist in the base game, this mod doesn't affect those at all.

The 'manual' pacification attempts that you can now make with this mod exist entirely separately to those automatic pacification attempts, so there shouldn't be any conflicts in that regard.
Im so intrigued by this! Its almost exactly what I was raving and dreaming about during my incomplete Mad Genius playingthrough, a language based character...
Does streetwise and etiquette correspond to certain classes? Like E works on Knights and SW works on thiefs?
Yes :)

You can attempt to pacify and converse with any enemy that use those languages, if you look at some of the videos in this thread you can see a thief as a party member, this is using the SW skill.

Some powerful enemies like vampires also use Etiquette so they can potentially be made to follow you.

If you think this is too powerful you can turn off SW and E in the mod settings, or at least turn off the levelling for those skills (as you already level up SW and E with normal conversations). However the default settings are how I like to play.

Looking forward to a Lets Play with this!

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Jay_H
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Re: [MOD] Language Skills Overhaul

Post by Jay_H »

Vondur wrote: Thu Mar 03, 2022 9:29 am Im so intrigued by this! Its almost exactly what I was raving and dreaming about during my incomplete Mad Genius playingthrough, a language based character...
Does streetwise and etiquette correspond to certain classes? Like E works on Knights and SW works on thiefs?
At the risk of derailing the topic, your Mad Genius playthrough continues to be very popular in the DFU fandom ;) Since you've been away we've implemented monster infighting in the DFU quest engine; the only exceptions are the Archaeologist quests and the normal Daggerfall quests. Any enemies spawned by those quests will not have infighting enabled.

(I was thinking of implementing that recently; if you want to resume your playthrough, perhaps that'll motivate me enough to do so)

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Macadaynu
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Re: [MOD] Language Skills Overhaul

Post by Macadaynu »

Jay_H wrote: Thu Mar 03, 2022 9:59 am
At the risk of derailing the topic, your Mad Genius playthrough continues to be very popular in the DFU fandom ;) Since you've been away we've implemented monster infighting in the DFU quest engine; the only exceptions are the Archaeologist quests and the normal Daggerfall quests. Any enemies spawned by those quests will not have infighting enabled.

(I was thinking of implementing that recently; if you want to resume your playthrough, perhaps that'll motivate me enough to do so)
When you say normal Daggerfall quests, do you mean like quests you get from the Fighters Guild? As I remember testing one of those with this mod and it did work, I had to hook into the OnEnemySpawn event to do so though

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Jay_H
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Re: [MOD] Language Skills Overhaul

Post by Jay_H »

Really? That's a surprise. Normal Fighters Guild quests from Daggerfall shouldn't react to pacifying or allying without quest input... If this mod enables that naturally, all the better!

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Macadaynu
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Re: [MOD] Language Skills Overhaul

Post by Macadaynu »

Jay_H wrote: Thu Mar 03, 2022 10:26 am Really? That's a surprise. Normal Fighters Guild quests from Daggerfall shouldn't react to pacifying or allying without quest input... If this mod enables that naturally, all the better!
Yep, I had to set the IsAttackableByAI to true on the QuestResourceBehaviour when the enemy spawns.
So it should work regardless of whether it's a modded quest or not.

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