Search found 12 matches

by Kayzee
Sun Jun 09, 2019 12:43 am
Forum: General
Topic: Question about randomness...
Replies: 3
Views: 264

Question about randomness...

Okay, this is kinda bugging me. I have no idea if this is due to bugs in Daggerfall Unity or some quirks of the original Daggerfall I don't remember or if I am going crazy or something, but I have noticed a few odd things while playing: 1. Treasure piles on the ground in dungeons seem to repeat at t...
by Kayzee
Sun Jun 09, 2019 12:10 am
Forum: Released Mods
Topic: [MOD] Daggerfall Autosave
Replies: 26
Views: 3234

Re: [MOD] Daggerfall Autosave

It would be trivial by just limiting the number of autosaves to 1. There's an intended feature of the mod to have a setting for the maximum number of saves. The drawback is that with only one autosave you risk loosing/damaging your character by triggering a bug and then having the save overwritten ...
by Kayzee
Fri Jun 07, 2019 3:29 pm
Forum: Released Mods
Topic: [MOD] Daggerfall Autosave
Replies: 26
Views: 3234

Re: [MOD] Daggerfall Autosave

Hmmm... You know I kind of wonder... Would it be possible to use autosaves in such a way to create a sorta roguelike-type thing by autosaveing and overwriting the saved game so you are forced to deal with the decisions you make? Eh, probobly not really that much point really, I just thought it might...
by Kayzee
Sat May 25, 2019 5:16 pm
Forum: Released Mods
Topic: Tedious Travel 0.4.1 (2019-06-08)
Replies: 186
Views: 25996

Re: Tedious Travel 0.3.0

Honestly I think it would be better if there was an option where if you are in wilderness it would show where you are on the travel map and skip loading terrain, while still checking if you get close to a new area or have an encounter and stuff like that. Something like this is possible, but it wou...
by Kayzee
Sun Apr 28, 2019 7:28 pm
Forum: Released Mods
Topic: [MOD] Remove Spiders
Replies: 15
Views: 7482

Re: [MOD] Remove Spiders

That looks to be texture replacements rather then rearranging what enemies spawn though. Dosn't this mod actually replace spiders with other enemies as they spawn? I think a general version of that would be great for all sorts of things. For example, you could use it to make a pseudo challenge run, ...
by Kayzee
Sat Apr 27, 2019 11:22 pm
Forum: Released Mods
Topic: Tedious Travel 0.4.1 (2019-06-08)
Replies: 186
Views: 25996

Re: Tedious Travel 0.3.0

I find this mod really interesting... my biggest problem with it is that it slows my old laptop to a crawl after a while from the rapid terrain loading. Honestly I think it would be better if there was an option where if you are in wilderness it would show where you are on the travel map and skip lo...
by Kayzee
Sat Apr 27, 2019 10:45 pm
Forum: Released Mods
Topic: [MOD] Remove Spiders
Replies: 15
Views: 7482

Re: [MOD] Remove Spiders

Ya know, I was just thinking... Why not expand this mod into something more general that could remap enemies into any other enemy? Not sure how much work that would involve really, but I bet that would be super useful to lotsa people for many different reasons, and would still be able to fulfill the...
by Kayzee
Tue Apr 23, 2019 8:42 am
Forum: Creator's Corner
Topic: Quiet dungeons (suggested mod/fix)
Replies: 9
Views: 881

Re: Quiet dungeons (suggested mod/fix)

Wait... How big are dungeon blocks then? *looks deeper at it* Oh! They are a lot bigger then I expected. :O I thought each hallway/room was it's own 'block', but apparently not. No wonder Daggerfall dungeons are so weird! So what I said before won't work... unless we basically build a BSP table or s...
by Kayzee
Tue Apr 23, 2019 4:06 am
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 101
Views: 23939

Re: Roads of Daggerfall

You know, one of the things I really liked about Arena is how interesting the wilderness could be, with long roads leading to little villages and inns and farmsteads and things all over the place. So yeah, I think having roads in Daggerfall would be super neato! Though I wonder about something. In A...
by Kayzee
Tue Apr 23, 2019 2:38 am
Forum: Creator's Corner
Topic: Quiet dungeons (suggested mod/fix)
Replies: 9
Views: 881

Re: Quiet dungeons (suggested mod/fix)

How are dungeon blocks actually connected anyway? I would assume each block has marked exits which connect with the exits of other blocks. Of course everything in Daggerfall is pre-generated, but Daggerfall Unity still has do some on the fly generation when the SmallerDungeons is enabled dosn't it? ...