[MOD] Roleplay & Realism (modular)

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

Post by Hazelnut »

Flying Kites wrote: Mon Apr 19, 2021 7:13 pm I've been using my character's blunt weapon major skill and an iron hammer, batting the bats out of the air. My main gripe is that at 70 sumthin' max health, I can suddenly see my health go down to half when fighting just one bat. That's with only boots and some leather for the arms. Does armor reduce damage now?
Is this in the correct thread, this mod makes no changes to the way armor works with damage to player. It does make armor take more damage to it's condition but that doesn't affect your situation.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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

Post by Hazelnut »

I am aware that horse riding module galloping is broken again with DFU 0.11.3 and have re-submitted my fix in PR #2104
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

hfc2x
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Re: [MOD] Roleplay & Realism (modular)

Post by hfc2x »

I tried doing a search on this thread, but I don't think I've seen it mentioned: the horse riding is not working properly when playing with the classic HUD. The horse head is mostly obscured by the HUD in this case. Will post screenshots later if necessary.

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

Post by Hazelnut »

No need, thanks for the heads up. Will get it fixed for next release for DFU 0.11.4
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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

Post by Hazelnut »

Have released v1.2 which requires DFU 0.11.4+ and adds two new modules, refined training and configurable bank loan max amount.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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

Post by emmathepony »

Good, it was too easy to break the game and just loan the max at the start lol

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

Post by yabay »

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Last edited by yabay on Mon Jun 21, 2021 6:53 am, edited 2 times in total.

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

Post by Hazelnut »

Thanks for letting me know. It's a compiler issue I missed. Mod release works fine in Unity editor. Will get it fixed.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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

Post by Hazelnut »

Should be fixed now, please download 1.2 again and let me know if fixed your end. All 18 people who downloaded it already will need to grab it again. Sorry all.
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 »

Hi Hazelnut. I think this idea should fit R&R... if Im not mistaken, you already implemented turning the torch off when u leave the dungeon? The same without a question prompt or text (? - maybe a text prompt might be ok) should happen when you enter the water in the dungeon. And the torch should stay off when u leave the water. Thats realism. Thats roleplay :)

Having the torch ON underwater is a major immersion breaker.

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