[MOD] Roleplay & Realism (modular)

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Hazelnut
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Re: [MOD] Roleplay & Realism (modular)

Post by Hazelnut »

Yes, good point. Should the lantern be waterproof though do you think? I'd also be concerned that this would make water sections too dark with low ambient light. Realism should enhance the game, not make it impossible to play.. will do some testing.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Ralzar
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Re: [MOD] Roleplay & Realism (modular)

Post by Ralzar »

Include a new, heavy, bluish water-proof lantern in RP&R: Items? :D

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Hazelnut
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Re: [MOD] Roleplay & Realism (modular)

Post by Hazelnut »

I don't think I need to worry, seems water has it's own internal light source. The picture below shows what the dungeon looks like at settings 0.2 ambient with player item light enable and no player torch lit. It's dark apart from near static light sources! Then I move about 5 meters into some water and the inset image is what it looks like, nothing else changed. So, yeah I don't need to worry about visibility.
Water.png
Water.png (463.64 KiB) Viewed 3802 times
The only remaining concern is whether it's just adding an annoyance to the player experience for zero benefit. If lighting with finite resources was a think, then maybe. Well I guess as with everything it'll be optional, so players can disable if they find it annoying.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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King of Worms
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Re: [MOD] Roleplay & Realism (modular)

Post by King of Worms »

That underwater fog is utterly ridiculous and something I hate dearly. Its so light it appears as a light source. Can this be dealt with as well? Realiatic water - make that water color much darker and muddy?

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Ralzar
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Re: [MOD] Roleplay & Realism (modular)

Post by Ralzar »

I was honestly thinking that since DFU has a slider for night and dungeon light. Shouldn't either dungeon light include this? Or there should be a separate slider for it?
I agree with KoW here, this has always been weird.

Regnier
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Re: [MOD] Roleplay & Realism (modular)

Post by Regnier »

has the missing potion text issue been resolved? i think i picked another one up recently (before i updated)

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Hazelnut
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Re: [MOD] Roleplay & Realism (modular)

Post by Hazelnut »

Yes, a while back. I am not aware of any current issues.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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King of Worms
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Re: [MOD] Roleplay & Realism (modular)

Post by King of Worms »

I forgot to reply on the waterproof lantern topic. I dont believe these lanterns we find at the game are waterproof. These are standard medieval-ish lanterns.. I think if player wants the light underwater, he should use basic magic or magic item.

Btw any idea where the watercolor is set up and if it can be opened for modding? That blue color is atrocious in the dungeons. It might fit the watercolor in the tropic islands during the day tho 😊

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Hazelnut
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Re: [MOD] Roleplay & Realism (modular)

Post by Hazelnut »

New version released adding a module that replaces 80% of the random flats in houses with the townsfolk you see walking around. Get v1.3 at Nexus mod page: https://www.nexusmods.com/daggerfallunity/mods/16
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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John Doom
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Re: [MOD] Roleplay & Realism (modular)

Post by John Doom »

could you add options to have momentum after jumping with horse (to discourage bunnyhop) and a slider to adjust horse max speed?

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