Unleveled Mobs

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Jay_H
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Re: Unleveled Mobs

Post by Jay_H » Tue Dec 10, 2019 8:23 pm

I've altered the Nexus description :) Thanks for telling me. Give me your feedback when you're done!
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In-progress guide for Quest Pack 1 here.

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Seferoth
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Re: Unleveled Mobs

Post by Seferoth » Tue Dec 10, 2019 8:27 pm

Jay_H wrote:
Tue Dec 10, 2019 8:23 pm
I've altered the Nexus description :) Thanks for telling me. Give me your feedback when you're done!
Oh i will. Time for Thrandiel of Deerwood to begin his journey towards fame and glory, and hopefully be eaten by a werewolf in the city. :D
You can't have a nightmare if you never dream.

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Ralzar
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Re: Unleveled Mobs

Post by Ralzar » Tue Dec 10, 2019 9:15 pm

I've been testing your mod and I like what I see so far. The real question is if new characters are even playable :D

I am thinking of using your code as springboard to look at making different dungeon difficulties. I would prefer to simply merge that work into yours, if I figure out how to code some mod settings, so you can simply choose between several "styles" of spawn tables.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
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Jay_H
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Re: Unleveled Mobs

Post by Jay_H » Tue Dec 10, 2019 9:52 pm

That's the real issue with Daggerfall. You don't get to choose where quests are; if you get assigned to a Vampire Haunt at level 1, you're on your own. In Oblivion/Skyrim/Morrowind you're always free to go elsewhere, but Daggerfall has pinpoint precision on where you have to be to advance in guilds. If we made most dungeons easy, you still wouldn't get to choose which ones you're assigned to via the quest system, and you could still face overwhelming odds.

This is what the people demanded, and I'm not sure it's everything they imagined.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

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Seferoth
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Re: Unleveled Mobs

Post by Seferoth » Tue Dec 10, 2019 10:05 pm

Jay_H wrote:
Tue Dec 10, 2019 9:52 pm
That's the real issue with Daggerfall. You don't get to choose where quests are; if you get assigned to a Vampire Haunt at level 1, you're on your own. In Oblivion/Skyrim/Morrowind you're always free to go elsewhere, but Daggerfall has pinpoint precision on where you have to be to advance in guilds. If we made most dungeons easy, you still wouldn't get to choose which ones you're assigned to via the quest system, and you could still face overwhelming odds.

This is what the people demanded, and I'm not sure it's everything they imagined.
It's everything i imagined. I love facing near impossible challenges early game. I love the tension and how i am forced to improvise if i am to survive some situations. For me, it's perfect. Souls games made me a bit masochist anyway. :D
You can't have a nightmare if you never dream.

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Jay_H
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Re: Unleveled Mobs

Post by Jay_H » Tue Dec 10, 2019 10:20 pm

Actually, I take it back. We can do it.

We can take the classic quests as part of an Unleveled Quests component and rewrite what dungeons they lead to. Early ranks can lead to caves, strongholds, etc. Later ranks can go to Dragon's Dens, etc.

While we're there, we can rework the rewards to make higher ranks much more lucrative than lower ones. But we can do this.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

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Ralzar
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Re: Unleveled Mobs

Post by Ralzar » Tue Dec 10, 2019 10:42 pm

Wow, now we're talking!

Also, this will not be level scaling, as it will be the actual guilds saying "You're a novice, you get sent on this easy assignment." "You're a master, you get sent into this death-trap."

What LEVEL you happen to be in either scenario is completely irrelevant to the guilds.

Edit: I can't believe THIS is the part of unleveled world we managed to get going? Items and shops looked so much easier on the surface :D
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
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Jay_H
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Re: Unleveled Mobs

Post by Jay_H » Tue Dec 10, 2019 10:45 pm

Yes, some dialogue re-writing would do well, with the added benefit of differentiating classic quests from Unleveled World quests. An introduction about how this quest would probably be simple, but it's only paying 215 gold, or this one's ugly but it's offering a magic item... Those would be good to include.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

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Seferoth
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Re: Unleveled Mobs

Post by Seferoth » Tue Dec 10, 2019 10:49 pm

I personally enjoy the random nature of the game i have now. Still, i am sure many find the unleveled quests enjoyable. On a side note, i got eaten by a Wereboar 3 times in a matter of 30 minutes with my new level 1 character. Could not be happier. :D
You can't have a nightmare if you never dream.

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Jay_H
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Re: Unleveled Mobs

Post by Jay_H » Tue Dec 10, 2019 11:07 pm

Excellent :D There really is something to be said for a Requiem-style playthrough, which is something Daggerfall couldn't offer before.
Come join Lysandus' Tomb, a Daggerfall Unity fan Discord.
In-progress guide for Quest Pack 1 here.

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