Mods by difficulty, for future devs

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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King of Worms
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Re: Mods by difficulty, for future devs

Post by King of Worms » Thu May 30, 2019 3:33 pm

Very good find/memory :)
I completely forgot it used to be like this! That might indeed help.
If a need arises, I can provide some textures for the mod

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Hazelnut
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Re: Mods by difficulty, for future devs

Post by Hazelnut » Thu May 30, 2019 3:45 pm

I've not wanted to say much about birds mod situation, but I did look at it and sort of get it working from the scripting POV, however the bird prefabs / graphics were broken - well something was wrong anyway. (not really my area of expertise)

I think it can be fixed, but I was hoping UV will drop by and do it himself. He does have a habit of disapearing for a while then reapearing. Anyway, I don't think going back to the old version from before mod support.

meritamas
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Re: Mods by difficulty, for future devs

Post by meritamas » Tue Jun 11, 2019 6:39 pm

At this point, I aim to improve DFU by formulating ideas and working out some details of how things could work better.

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King of Worms
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Re: Mods by difficulty, for future devs

Post by King of Worms » Wed Jun 12, 2019 10:40 am

Pls include this in the OP, thank you Jay!

Populate the underwater areas with unused water sprites (7)
viewtopic.php?f=12&t=2167


PS: Shouldnt this thread be the one that always stays on the top? Sticky we call it?

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King of Worms
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Re: Mods by difficulty, for future devs

Post by King of Worms » Wed Jun 12, 2019 10:45 am

Hazelnut wrote:
Thu May 30, 2019 3:45 pm
I've not wanted to say much about birds mod situation, but I did look at it and sort of get it working from the scripting POV, however the bird prefabs / graphics were broken - well something was wrong anyway. (not really my area of expertise)

I think it can be fixed, but I was hoping UV will drop by and do it himself. He does have a habit of disapearing for a while then reapearing. Anyway, I don't think going back to the old version from before mod support.
Lets hope it happens this year :) Or at least this decade :D

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Deepfighter
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Re: Mods by difficulty, for future devs

Post by Deepfighter » Wed Jun 12, 2019 1:21 pm

Just wanted to let you know, that I "sticky" that thread, as it seems a great way in getting an overview on future mod projects or for (new) developer(s) to pick some general mod ideas. :)
Head of the German Daggerfall translation - www.daggerfalldeutsch.de
and German translator for The Elder Scrolls V: Skyrim and Lore-Expert for The Elder Scrolls: Online

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Baler
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Re: Mods by difficulty, for future devs

Post by Baler » Tue Jun 18, 2019 4:14 pm

As the King of Worms commands I'll post a link to my lazy list of mod ideas.
Mod Ideas, Mostly Unoriginal: viewtopic.php?f=12&t=2175

I'm just adding anything and everything I can think of as a mod for DFU. primarily things for player immersion or interaction. Leaning away from graphic only mods.
Part thief, part warrior & wannabe wizard.
I can read C# & C++ well but can't write it.

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King of Worms
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Re: Mods by difficulty, for future devs

Post by King of Worms » Tue Jun 18, 2019 7:21 pm

Yes I think Baler has a very good list, the dificulty is ofc various as there are many ideas, but they are all sorted and to the point. I like many of those, they are RPG classics.

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jayhova
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Re: Mods by difficulty, for future devs

Post by jayhova » Sat Jul 06, 2019 1:58 am

Jay_H wrote:
Sat May 18, 2019 6:24 pm

Recreation of "Birds in Daggerfall" mod 4
Might want to update this
Remember always 'What would Julian Do?'.
Windows 10 Pro 64 bit. DFU Ver. Alpha 0.10.7

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Jay_H
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Re: Mods by difficulty, for future devs

Post by Jay_H » Sat Jul 06, 2019 2:37 am

Yes, thank you.

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