Search found 40 matches

by meritamas
Mon Jun 10, 2019 3:23 pm
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 78
Views: 19336

Re: Roads of Daggerfall

Let's just quickly go through the last summary to learn some of the data we would need in order to take into account your suggestions. Roads are only as straight as obvious terrain features allow (hills, valleys ravines, rivers, etc.) Roads are only as straight as non-obvious terrain features allow ...
by meritamas
Mon Jun 10, 2019 7:10 am
Forum: Mods & Features General
Topic: Teleport Multiple Anchors Mod
Replies: 2
Views: 116

Re: Teleport Multiple Anchors Mod

Welcome to the forums.
How does that mod work in Morrowind? Do you have a potentially infinite number of anchors or is there some limit?
E.g. I was thinking of limiting it based on say the PC Mysticism skill.
by meritamas
Sun Jun 09, 2019 10:47 am
Forum: Creator's Corner
Topic: Daggerfall Main Quest 2.0
Replies: 21
Views: 666

Re: Daggerfall Main Quest 2.0

This wouldn't change anything about the main quest's final outcome, but it would make a much more robust pathway there, and would add more events along the way. Seeing your reputation as a quest creator, I cannot but further encourage you to continue. Absolutely great idea to expand/deepen the main...
by meritamas
Sun Jun 09, 2019 6:36 am
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 78
Views: 19336

Re: Roads of Daggerfall

As I have said, I like your ideas. The question now is: do we have a way to make it happen? (preferably without exerting 100x the effort in comparison to an inferior alternative) If so, it should be done. If not, we'll have to settle for something less good or for no roads at all? I see this as poss...
by meritamas
Sun Jun 09, 2019 5:56 am
Forum: Mods & Features General
Topic: Suggestion: Attributes above 100
Replies: 10
Views: 935

Re: Suggestion: Attributes above 100

I would like to further consider modding the attribute system one day - at least to be able to judge how difficult it would be to implement a given idea. Does anybody know of a reliable source where I could find when and how the game takes into account the various attributes? The formulae themselves...
by meritamas
Sun Jun 09, 2019 5:53 am
Forum: Creator's Corner
Topic: Skills anyone?
Replies: 21
Views: 5206

Re: Skills anyone?

I would like to further consider modding the skill system one day - at least to be able to judge how difficult it would be to implement a given idea. Does anybody know of a reliable source where I could find when and how the game takes into account the various skills? The formulae themselves and whe...
by meritamas
Sat Jun 08, 2019 5:49 am
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 78
Views: 19336

Re: Roads of Daggerfall

Let me join the crowd. I also think a road-system would greatly improve the game and I am rooting for you to succeed with a viable implementation. A few comments by others that I like and few of my own. If roads were implemented, there's the potential for further use of procedural techniques to gene...
by meritamas
Thu Jun 06, 2019 12:48 pm
Forum: Mods & Features General
Topic: food and drink?
Replies: 3
Views: 186

Re: food and drink?

AFAIK, this is the first dedicated thread on the topic. Thank you, Jay_H. I am planning to go through your thread, which already seems to me a treasure trove of ideas, in the next couple of months. (Need to budget the time to process all those ideas :) ) One of the things that should be addressed i...
by meritamas
Thu Jun 06, 2019 11:45 am
Forum: Creator's Corner
Topic: Night guards (suggested mod)
Replies: 3
Views: 463

Re: Night guards (suggested mod)

I was thinking that instead of having streets deserted at night there ought to be guards patrolling the streets. If the PC goes on a midnight shopping spree there should be more guards. Guards should attack any monsters that come into town. This came to mind because currently if you are in a house ...