Roleplay & Realism mod pack

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Hazelnut
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Roleplay & Realism mod pack

Post by Hazelnut » Sun Jul 21, 2019 4:49 pm

Roleplay & Realism mod pack, by Hazelnut

Description

This mod pack contains optional modules to enhance roleplay and realism for Daggerfall Unity gameplay. Enable / disable the modules in the mod settings. The intention is to add small mini-mod modules to this over time that support roleplay and realism to enhance immersion for those that desire it.


Clickable Beds

Simple module that enables bed models to be activated. When activated, it pops up the sleep menu and disables the auto-teleport to a bed.

Discussion thread: viewtopic.php?f=22&t=1581


Advanced archery

Adjusts damage and hit chance depending on length of bow draw. Obviously only works with the bow draw option enabled in main DFU settings. If you release an arrow too soon, damage and hit chances are reduced. Same if you hold the bow drawn too long. Releasing at the right point will give a slight increase to hit chance.

The tables below shows the current implementation of adjustments:

Code: Select all

Draw time effect on damage:
0s - 0.8s      = damage is scaled linearly up to default damage
0.8s - 5s      = normal default damage
5s - 6s        = 85% damage
6s - 8s        = 75% damage
8s - 9s        = 50% damage
9s -           = 25% damage

Code: Select all

Draw time effect on hit chance:
0s - 0.2s      = -40 to hit
0.2s - 0.5s    = -10 to hit
0.5s - 1s      = normal to hit
1s - 2s        = +10 to hit
2s - 5s        = normal to hit
5s - 8s        = -10 to hit
8s -           = -20 to hit
Discussion thread: viewtopic.php?f=12&t=1748


Releases

For DFU v0.8.3 and later, get the mod v0.1 build here: https://github.com/ajrb/dfunity-mods/re ... sm-0.1.zip

I'm very happy for suggestions for additional modules or contributions. Also would quite happy if someone else wants to take over this pack so I can focus on the Archaeologists guild mod.

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King of Worms
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Re: Roleplay & Realism mod pack

Post by King of Worms » Sun Jul 21, 2019 8:52 pm

Perfect!

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Interkarma
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Re: Roleplay & Realism mod pack

Post by Interkarma » Sun Jul 21, 2019 10:33 pm

Very nice! I was wondering what you've been up to. :)

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pango
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Re: Roleplay & Realism mod pack

Post by pango » Sun Jul 21, 2019 11:31 pm

There have been discussions in the past to include food/drink enhancements in such mod; That could become another way to help non-caster classes... or implement survival mechanisms.

Trying to gather past ideas:
  • Make food restore stamina, right now it (only slightly) restores some health; Or maybe that should depend on food type, some having more healing properties;
  • Effect over time. You just fully rested from a good night sleep at the inn, but maybe you'd need some breakfast to restore some of your stamina loss as you travel around in the morning. etc.
  • Reify food. Right now it only exist as orders in taverns, that you immediately eat/drink. It could be useful, specially if food has no effect over time, to be able to put food in inventory and decide when to use it. That could require specific graphic assets
  • Reified food could have special effects on the player. To quote @Jay_H on Discord,
    Coming back to the food concept, something recent games are doing is to provide unique bonuses for consuming certain meals. Those games require cooking, but we can backwards construct from there. Each kind of food could provide one unique bonus for several hours:
    1. -50% stamina loss
    2. Increase resistance to physical attacks
    3. Increase resistance to magical attacks.
    4. Increase skill learning speed by 20%.
    5. Increase max attack damage.
    6. Grant magicka regeneration
    7. Grant or increase life regeneration
    .
I'm not fond of survival mechanics in general (it raises my anxiety), but for completeness:
  • Counterbalance food by making stamina drop faster
  • Allow to harvest food in the world (merge harvestable crops mod?);
  • Hunger/satiety as a separate vital metric?or thirst?
  • Food items could only last for some time, depending on type.
...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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emmathepony
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Re: Roleplay & Realism mod pack

Post by emmathepony » Mon Jul 22, 2019 7:08 am

I love the idea for this mod!

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King of Worms
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Re: Roleplay & Realism mod pack

Post by King of Worms » Mon Jul 22, 2019 8:30 am

Make a dizziness effect after you drink alcohol, thats realism as well ;)

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Vondur
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Re: Roleplay & Realism mod pack

Post by Vondur » Mon Jul 22, 2019 9:22 am

This is gonna be awesome. Like I said in one of the last episodes, Daggerfall Unity could very well become the greatest RPG of all time. Thank you Hazelnut and all other modders.
Adventure Art: https://www.youtube.com/channel/UCLFHRO ... VAelOQrl3Q

Let's Play Daggerfall Unity, DARK KNIGHT (No magicka): https://youtu.be/KbiBevmF5yc

Let's Play Daggerfall Unity, MAD GENIUS: https://www.youtube.com/watch?v=IhPxhIKR_6Q

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jayhova
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Re: Roleplay & Realism mod pack

Post by jayhova » Tue Jul 23, 2019 2:35 am

I was just thinking that we need a custom behaviors mod that lets you turn on specific features. Like a collection of mini mods that by themselves aren't worth creating a mod for.
Remember always 'What would Julian Do?'.
Windows 10 Pro 64 bit. DFU Ver. PreAlpha 0.8.6

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King of Worms
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Re: Roleplay & Realism mod pack

Post by King of Worms » Tue Jul 23, 2019 9:05 am

What mod is not worth creating... I know u want everything compacted dude :D

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Midknightprince
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Re: Roleplay & Realism mod pack

Post by Midknightprince » Sat Jul 27, 2019 1:09 am

Engenius
Check out my YouTube Channel!

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