[MOD] Roleplay & Realism (modular)

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Hazelnut
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Re: [MOD] Roleplay & Realism mod pack

Post by Hazelnut » Sun Feb 23, 2020 10:03 am

I had to fix that encumbrance over the max as it was killing players. :)

Stats reducing to zero is death in DF.

It's very useful for testing so not sure I want to immobilise the player or anything like that.
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 mod pack

Post by Ralzar » Sun Feb 23, 2020 10:34 am

Nah, all you really need is it keep hacking at their fatigue until they put something down.
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King of Worms
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Re: [MOD] Roleplay & Realism mod pack

Post by King of Worms » Sun Feb 23, 2020 12:11 pm

Ralzar wrote:
Sun Feb 23, 2020 10:01 am
King of Worms wrote:
Sun Feb 23, 2020 9:30 am
So the sorcerers before used to carry full armor and war hammers? :D
Yup. AND they were the only ones to use the only full-armored sprite.
AND that sprite does not have animation frames for spell casting...

When Hazelnut made me aware of it I started suspecting this is another screw-up in the original DF where sprites were not allocated correctly.
Ok thats insane, great job fixing that. I was very close to finding out this issue but I did not realize it. I spawned all humanoids in a line and it somehow made no sense, but I was tired and did not realize the issue.

I think the fact that I had no idea on how to spawn humanoids until last month contributed to this... ( I used cm 0 to cm 50 or what was the number.. that it stops spawning.. had no idea it resumes somewhere beyond cm 100.. ?!)

Anyway, really good job!!!!!

Ps: deffo seems like original DF screwup
Pss: it also appears like this fix should make it into the base release?

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Ralzar
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Re: [MOD] Roleplay & Realism mod pack

Post by Ralzar » Sun Feb 23, 2020 12:39 pm

King of Worms wrote:
Sun Feb 23, 2020 12:11 pm
I think the fact that I had no idea on how to spawn humanoids until last month contributed to this... ( I used cm 0 to cm 50 or what was the number.. that it stops spawning.. had no idea it resumes somewhere beyond cm 100.. ?!)
Here you go ;)
EnemyIDs.zip
(8.12 KiB) Downloaded 13 times
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."
-FuzzyBeanPlays

ZerioctheTank
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Re: [MOD] Roleplay & Realism mod pack

Post by ZerioctheTank » Sat Feb 29, 2020 5:21 pm

Not sure if this was answered or not, but I just wanted some clarification here. In regards to archery's attack speed is it subjected to the same formula as two handed weapons, or is speed the main determining factor for it?

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Hazelnut
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Re: [MOD] Roleplay & Realism mod pack

Post by Hazelnut » Sat Feb 29, 2020 6:45 pm

Archery speed is unchanged, it's only attack speed for melee weapons that's changed. I've not actually tried a bow with 100 speed, but I suspect it's not overpowered with drawback enabled at least and not got any feedback saying it's overpowered.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

L57
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Re: [MOD] Roleplay & Realism mod pack

Post by L57 » Sun Mar 01, 2020 7:58 am

I play with archery extensively, 'draw and release' on and R&R archery module on, everything is fine and apparently well-balanced so far with almost 80 SPE, it doesn't feel overpowered at all.

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Ralzar
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Re: [MOD] Roleplay & Realism mod pack

Post by Ralzar » Thu Mar 05, 2020 10:23 pm

Ralzar wrote:
Sun Feb 23, 2020 9:19 am
I think I just ran into a bug with the Encumbrance mechanic. Although strictly speaking it's a bug/fault with Daggerfall:

If you buff your STR with magic, you increase your encumberance. If you then take off the buff while encumbered, you are carrying more than you max weight and the Speed debuff does not happen.


encumb.PNG

Edit: I'm thinking being encumbered over your max should cause some kind of pretty severe effect. Like continuous fatigue damage or just setting SPD to 5, or both. Maybe with a little floaty text saying "You are carrying too much..."
Just thought I'd remind you about this one.
I took a look at the code, and the condition for speed and fatigue effects does is not true if you are carrying FAR over max capacity:

https://github.com/ajrb/dfunity-mods/bl ... sm.cs#L392


"encOver < 0.8" is not true when you're, for example, carrying 143 / 110.
encOver formula:
143/110 = 1.3
1.29 - 075 = 0.55
0.55 * 2 = 1.1
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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Hazelnut
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Re: [MOD] Roleplay & Realism mod pack

Post by Hazelnut » Fri Mar 06, 2020 9:25 am

I am aware, and this is intentional since I realised that it was killing characters when spawning in stuff for testing. I do a lot of testing so it's quite important to me. :)
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 mod pack

Post by Ralzar » Fri Mar 06, 2020 10:07 am

Hazelnut wrote:
Fri Mar 06, 2020 9:25 am
I am aware, and this is intentional since I realised that it was killing characters when spawning in stuff for testing. I do a lot of testing so it's quite important to me. :)
Ah ok. Might it be a better idea to just set a cap? For example:

encOver = Mathf.Min(encOver, 0.8);

Edit: Or a cap on how much SPD is debuffed. C&C never debuffs below 5 exactly to not kill people.
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."
-FuzzyBeanPlays

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