[MOD] Climates & Calories

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yabay
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Post by yabay » Mon May 11, 2020 1:23 am

It was nothing that could have been expected or imagined!

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Aleryn
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Re: [MOD] Climates & Calories

Post by Aleryn » Mon May 11, 2020 2:29 am

OH MY GAWD.

*literally vibrates with excitement*

ZerioctheTank
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Re: [MOD] Climates & Calories

Post by ZerioctheTank » Mon May 11, 2020 3:31 am

Will this require a new game? Or can this be installed mid game if you already had your mods installed?

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Aleryn
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Re: [MOD] Climates & Calories

Post by Aleryn » Mon May 11, 2020 3:32 am

Just a user here, but its working great already for me with a level 15...

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Ralzar
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Re: [MOD] Climates & Calories

Post by Ralzar » Mon May 11, 2020 6:45 am

ZerioctheTank wrote:
Mon May 11, 2020 3:31 am
Will this require a new game? Or can this be installed mid game if you already had your mods installed?
Only problem with using an exisitng game is if you haven't eaten at a tavern in a long time. Then you'll start with starvation debuffs and your status will say "You have not eaten in over a week..."
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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yabay
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Re: [MOD] Climates & Calories

Post by yabay » Mon May 11, 2020 9:42 am

How does the ration bag work? I click the Use button when it is highlighted in the inventory, but nothing happens.

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Ralzar
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Re: [MOD] Climates & Calories

Post by Ralzar » Mon May 11, 2020 10:12 am

yabay wrote:
Mon May 11, 2020 9:42 am
How does the ration bag work? I click the Use button when it is highlighted in the inventory, but nothing happens.
The ration bag is a deteriorating shield against starvation. Every time one day without eating has passed, you eat some rations instead of getting debuffed and the starvation timer resets.

Basically, it's better than nothing but it's not "invigorating" like the fresh food is.
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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yabay
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Post by yabay » Mon May 11, 2020 10:34 am

Oh, that's it! Also, I think we need to increase the cost of food and dishes in taverns. There is usually always more expensive than in regular stores? For example, a loaf of bread in a store costs 5 gold, and in a tavern 1 gold, which is somehow not quite realistic. Perhaps we should make the cost of food in taverns five times higher than in stores. Then the character will be more careful to spend money on food. Thank you for your mega mod!

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Hazelnut
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Re: [MOD] Climates & Calories

Post by Hazelnut » Mon May 11, 2020 12:51 pm

Jeez 5 GOLD for a load of bread? That's some inflation effects that. :)

I'd drop the price of food a bit. It's the planning and logistics that's the focus, not the financial impact right Ralzar?
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] Climates & Calories

Post by Ralzar » Mon May 11, 2020 1:17 pm

Hazelnut wrote:
Mon May 11, 2020 12:51 pm
Jeez 5 GOLD for a load of bread? That's some inflation effects that. :)

I'd drop the price of food a bit. It's the planning and logistics that's the focus, not the financial impact right Ralzar?
True, but I'd say the real problem is the screwy economy in Daggerfall :D
But yeah, I might just adjust it to match taverns more. It's not like you'll ever not afford it anyway.
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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