[MOD] Banditry and Travelling Merchants

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imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

[MOD] Banditry and Travelling Merchants

Post by imsobadatnicknames »

This mod expands upon the banditry mechanic I introduced with my Travelling Alchemists mod and introduces a variety of different NPC travellers you can trade with or rob. You will encounter these NPCs every 0-3 days, and only if you're in the wilderness and during the daytime. You can click on them to attempt to talk or trade. To attempt to rob them, you'll have to succesfully land an attack on them. The chance to succesfully rob them takes your Streetwise skill into account. If you're succesful, they'll give you some of the items they carry and occasionally some gold, and then run away, otherwise you'll have to fight them.

Currently, the NPCs added by this mod are:

-Alchemists: They work the same as the one sin my Travelling Alchemists mod, they carry and sell random potions.
-Peddlers: They carry and sell random trinkets (rings, wands, bracers, etc.) They might sometimes have bodyguards with them, in which case they'll be much harder to succesfully rob.
-Cartographers: They carry and sell maps to random dungeons.
-Healers: They will cure you of any illness for a price. When robbed, they'll give you alchemy ingredients and religious items.
-Travellers: Regular people travelling from city to city. They won't trade with you, only talk. They're much easier to succesfully rob than everyone else, but they'll rarely be carrying more than a few gold pieces (altought occasionally they might be carrying bigger ammounts of gold or even gems).
-Adventurer parties: They won't trade with you either. They're significantly harder to rob than everyone else. They carry trinkets, gems, books, weapons, potions, and occasionally magic items.

Robbing or killing travellers will lower your legal reputation, and might sometimes have other consequences: It might lower your reputation with the Thieves Guild due to unsanctioned criminal activity, get bounty hunters sent after you, or get other bandits to target you for encroching on their territory.

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Changelog:

1.1.1
-Fixed a typo introduced in 1.1 that was causing the mod to not check if the player is in the wilderness before spwning the travelling merchants.

1.1
-Made encounters a bit more frequent (0-3 days)
-Made the legal reputation loss for each robbery less severe, so you build up a reputation as a criminal more slowly.
-Healers no longer cure you on the spot, but rather give you a special item that you can use at any time to cure any disease. This item appears as a vial of elixir vitae, so it can be found on the "ingredients" tab of your inventory. You can't sell it, as it's considered a quest item. It's way more expensive but also way more useful than the service they provided before.

Installation:

Unzip the fille inside /StreamingAssets/Questpacks. If you're starting a new character, that's all you need to do. If you want to use it in a game you already started, you'll have to open up the console and type "startquest BATM0" to get the mod running.

Uninstallation:

Delete the questpack.

Future plans:

-More types of NPCs to encounter.
-Encounters based on your reputation with different factions, maybe?
-Special nightime encounters (vampire merchants, etc.)

Nexus link: https://www.nexusmods.com/daggerfallunity/mods/163
Attachments
Banditry and Travelling merchants fix.rar
(32.57 KiB) Downloaded 77 times
Last edited by imsobadatnicknames on Fri Sep 17, 2021 5:34 pm, edited 2 times in total.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Banditry and Travelling Merchants

Post by imsobadatnicknames »

Made some small changes:
-Made encounters a bit more frequent (0-3 days)
-Made the legal reputation loss for each robbery less severe, so you build up a reputation as a criminal more slowly.
-Healers no longer cure you on the spot, but rather give you a special item that you can use at any time to cure any disease. This item appears as a vial of elixir vitae, so it can be found on the "ingredients" tab of your inventory. You can't sell it, as it's considered a quest item. It's way more expensive but also way more useful than the service they provided before.
Attachments
Banditry and Travelling merchants 1.1.rar
(32.2 KiB) Downloaded 134 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

Re: [MOD] Banditry and Travelling Merchants

Post by Regnier »

Hey i think its this mod causing this.

The travellers are pretty aggeessive, they wake me up when im deep in a dungeon and dont let me sleep.

They wake me up in taverns when i just want to sleep...

Other than that theyre great

Lol

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Banditry and Travelling Merchants

Post by imsobadatnicknames »

Regnier wrote: Tue Dec 08, 2020 7:01 pm Hey i think its this mod causing this.

The travellers are pretty aggeessive, they wake me up when im deep in a dungeon and dont let me sleep.

They wake me up in taverns when i just want to sleep...

Other than that theyre great

Lol
That' kinda weird. The way I coded the mod, it should check for three conditions before spawning a traveller: the player must be in the wilderness, the in-game clock myst be between 6:00 and 18:00, and a certain time must have passed since the last time you encountered another traveller.

So there's no reason why they should be spawning in either dungeons or taverns. And from the time I've spent playing with this mod I've never seen them spawn anywhere other than the wilderness. I'll check the code and see if I find anything weird.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

Re: [MOD] Banditry and Travelling Merchants

Post by Regnier »

imsobadatnicknames wrote: Tue Dec 08, 2020 8:14 pm
Regnier wrote: Tue Dec 08, 2020 7:01 pm Hey i think its this mod causing this.

The travellers are pretty aggeessive, they wake me up when im deep in a dungeon and dont let me sleep.

They wake me up in taverns when i just want to sleep...

Other than that theyre great

Lol
That' kinda weird. The way I coded the mod, it should check for three conditions before spawning a traveller: the player must be in the wilderness, the in-game clock myst be between 6:00 and 18:00, and a certain time must have passed since the last time you encountered another traveller.

So there's no reason why they should be spawning in either dungeons or taverns. And from the time I've spent playing with this mod I've never seen them spawn anywhere other than the wilderness. I'll check the code and see if I find anything weird.
Thanks i assume its this mod cause they offer me stuff and they talk about their other travels

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Banditry and Travelling Merchants

Post by imsobadatnicknames »

Regnier wrote: Tue Dec 08, 2020 8:16 pm
Thanks i assume its this mod cause they offer me stuff and they talk about their other travels
If they offer you stuff they must be from this mod then. Maybe the game doesn't consider the player to be inside a "site" while they're resting so my mod assumes you're in the wilderness and decides to spawn them? I'll have to look into it.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Banditry and Travelling Merchants

Post by imsobadatnicknames »

Regnier wrote: Tue Dec 08, 2020 8:16 pm Thanks i assume its this mod cause they offer me stuff and they talk about their other travels
I found the problem! Turns out when I made the 1.1 update i accidentally made a typo that was preventing the mod from properly checking if you were in the wilderness before spawning travellers. It's fixed now.
Attachments
Banditry and Travelling merchants 1.1.1.rar
(32.19 KiB) Downloaded 135 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

Re: [MOD] Banditry and Travelling Merchants

Post by Regnier »

imsobadatnicknames wrote: Wed Dec 09, 2020 5:29 pm
Regnier wrote: Tue Dec 08, 2020 8:16 pm Thanks i assume its this mod cause they offer me stuff and they talk about their other travels
I found the problem! Turns out when I made the 1.1 update i accidentally made a typo that was preventing the mod from properly checking if you were in the wilderness before spawning travellers. It's fixed now.
Thank you very much

thevro
Posts: 2
Joined: Thu Dec 10, 2020 3:39 pm

Re: [MOD] Banditry and Travelling Merchants

Post by thevro »

Very cool mod. It would be neat if, in conjunction with the roads mod, merchants and travellers were more common in close proximity to the road while healers and adventurers could still be found deep in the wilderness. Is something like that a possibility?

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Banditry and Travelling Merchants

Post by imsobadatnicknames »

thevro wrote: Fri Dec 11, 2020 3:16 am Very cool mod. It would be neat if, in conjunction with the roads mod, merchants and travellers were more common in close proximity to the road while healers and adventurers could still be found deep in the wilderness. Is something like that a possibility?
That's a really cool idea, but as of right now I'm afraid it's not possible. I wrote this mod in "template", the programming language used by Daggerfall's quest system, and it's a pretty limited language. It's able to check when the player is in the wilderness, but it lacks any awareness of roads and as such is completely unable to check wether the player is on a road or in the middle of the wilderness.
If I'm ever able to rewrite this mod in C#, i'd definitely try to include this feature, but my knowledge of C# is extremely limited as of right now.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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