Discovery [IDEA]

Discuss modding questions and implementation details.
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Eksevis
Posts: 19
Joined: Sat Jul 22, 2017 8:00 pm

Discovery [IDEA]

Post by Eksevis » Tue Dec 11, 2018 4:55 am

Okay, this is probably up there in the most masochistic ideas for Daggerfall; but I'd like it if there was a mod to enable the ability to only see an area, and to travel there only if you've already been there. I'm sure it's possible.

Thanks,
Eksevis

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Jay_H
Posts: 2044
Joined: Tue Aug 25, 2015 1:54 am

Re: Discovery [IDEA]

Post by Jay_H » Tue Dec 11, 2018 5:14 am

I'd love to mix this with a mod to choose your province at start :) Then it'll really feel like starting out!

The main quest would have to be put on hold, but that's the nature of it.
Try the first Daggerfall Unity Quest Pack with roughly 210 all-new quests.
I write quests but have no technical knowledge.

Eksevis
Posts: 19
Joined: Sat Jul 22, 2017 8:00 pm

Re: Discovery [IDEA]

Post by Eksevis » Tue Dec 11, 2018 5:33 am

I could see how that much could be done easily; make a small cell that you spawn in, where you have to talk to NPC who takes you to any given province with no fee.

jedidia
Posts: 112
Joined: Sat Sep 15, 2018 9:49 am

Re: Discovery [IDEA]

Post by jedidia » Tue Dec 11, 2018 7:43 am

You'd have to re-implement a travel map that facilitates the functionality. Basically the same I did with tedious travel, except you'll have to modify the original code somewhat more. Also, you'd need to store a boatload of custom data to the save file to keep track of what is discovered, but that is possible now too.
So from a technical standpoint, this should be perfectly doable.

Eksevis
Posts: 19
Joined: Sat Jul 22, 2017 8:00 pm

Re: Discovery [IDEA]

Post by Eksevis » Tue Dec 11, 2018 8:29 pm

Masochistic to use. Masochistic to make. Perfect. xD

But then again, that's kind of inherent to programming.

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