[MOD] Daggerfall Skyshards
- pango
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Re: [MOD] Daggerfall Skyshards
Another one in Daggerfall region...
Spoiler!
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Midknightprince
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Re: [MOD] Daggerfall Skyshards
Man I can only find the one outside of privateers hold
Maybe I'm just not paying attention.
Maybe I'm just not paying attention.
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- pango
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Re: [MOD] Daggerfall Skyshards
I must say I found the last one above in a strange way...
I was traveling next to that piece of water, having some quest waiting for me on the other side, when I noticed a small crack in the ground between two zones. Very small one, yet I never saw that before, so I was puzzled/upset when I turned around and saw the blue beam. I have no idea if the two are related, or it's just that this detail just made me better examine my surroundings.
By the way reaching it was a pain, because Warm Ashes decided to spawn a gang of thieves, and even if they didn't follow me in the water they shot me with arrows and I was vulnerable while swimming and died several times trying to dodge them...
I was traveling next to that piece of water, having some quest waiting for me on the other side, when I noticed a small crack in the ground between two zones. Very small one, yet I never saw that before, so I was puzzled/upset when I turned around and saw the blue beam. I have no idea if the two are related, or it's just that this detail just made me better examine my surroundings.
By the way reaching it was a pain, because Warm Ashes decided to spawn a gang of thieves, and even if they didn't follow me in the water they shot me with arrows and I was vulnerable while swimming and died several times trying to dodge them...
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Midknightprince
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Re: [MOD] Daggerfall Skyshards
Man.........this thing and the sky ships...
I don't believe it
I seriously have to let this stuff sink in.
It's actually tedious travel to, I'm getting ideas, and I wish we had traveling Merchants so I never had to go back to town, except for the boat..
I don't believe it
I seriously have to let this stuff sink in.
It's actually tedious travel to, I'm getting ideas, and I wish we had traveling Merchants so I never had to go back to town, except for the boat..
Check out my YouTube Channel!
- Dracosophy
- Posts: 12
- Joined: Mon Nov 11, 2019 12:09 pm
Re: [MOD] Daggerfall Skyshards
Great idea, though maybe at some point we can modify it to have a bit more lore/immersion purpose to it?
Hmm, off the top of my head I'm thinking maybe when you join a Temple or something you're either required to have found a certain number of shards for that God/guild, or maybe it unlocks shards of that God/guild (they tell you how to identify them which then reveals them in a specific color-light that is unique to that God?)
_ _ _
Another idea might involve the shards turning into stone tablets that increase knowledge/ability in the language skills or something? Making your chances of pacifying those creatures jump up a bit without one having to go and train them or make them any of your chosen skills (since who does that very often anyway, really?)
_ _ _
Keeping the general shards seems a fine options as well though, so it could just be optional to add more of the-like when your faction/guild/God unlocks more?
Hmm, off the top of my head I'm thinking maybe when you join a Temple or something you're either required to have found a certain number of shards for that God/guild, or maybe it unlocks shards of that God/guild (they tell you how to identify them which then reveals them in a specific color-light that is unique to that God?)
_ _ _
Another idea might involve the shards turning into stone tablets that increase knowledge/ability in the language skills or something? Making your chances of pacifying those creatures jump up a bit without one having to go and train them or make them any of your chosen skills (since who does that very often anyway, really?)
_ _ _
Keeping the general shards seems a fine options as well though, so it could just be optional to add more of the-like when your faction/guild/God unlocks more?
Heh, epic. Maybe I'm a powergamer but boy does Levitate, water walking and water breathing come in handy sometimes....
"Dra-kohso-fee" A word I created to express interest in truth & the study of danger(s).
Draco meaning: snake, serpent, or dragon (metaphorical 'ultimate challenge')
-sophy (from Greek) meaning: knowledge of-, understanding or wisdom.
Draco meaning: snake, serpent, or dragon (metaphorical 'ultimate challenge')
-sophy (from Greek) meaning: knowledge of-, understanding or wisdom.
- Seferoth
- Posts: 665
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Re: [MOD] Daggerfall Skyshards
So how does this work? Does these attribute bonuses allows stats to go over 100? Is it better to find them after attributes are already raised to 100? Or do they allows stats to go over 100 retroactively?
- alphaTECH
- Posts: 142
- Joined: Sun Oct 07, 2018 6:24 am
Re: [MOD] Daggerfall Skyshards
My spidey sense is tingling outside the front door to Direnni Tower. I haven't explored inside yet. I've checked up and down the tower, and the sound is definitely coming from behind the front door. Is this intended or a bug?
- BoneofMalkav
- Posts: 46
- Joined: Wed Oct 25, 2017 7:56 pm
Re: [MOD] Daggerfall Skyshards
It's a bug, I've already found a few cases where the skyshards would be inside the building models
Spoiler!
- alphaTECH
- Posts: 142
- Joined: Sun Oct 07, 2018 6:24 am
Re: [MOD] Daggerfall Skyshards
Gotta wonder if OP has abandoned his mod, he hasn't participated in this topic since he started it...
- BoneofMalkav
- Posts: 46
- Joined: Wed Oct 25, 2017 7:56 pm