[MOD] Roleplay & Realism: Items (modular)

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

[MOD] Roleplay & Realism: Items (modular)

Post by Hazelnut »

Roleplay & Realism: Items, by Hazelnut and Ralzar - with art contributed by Polarstar
(was called "Loot Realism" up to version 0.2, see old thread, but is now re-branded to make the link to Roleplay & Realism clearer)

Description

This mod pack contains optional modules to enhance roleplay and realism for Daggerfall Unity gameplay, specifically focussing on items and loot. Enable / disable the modules in the mod settings. It's intended to be used in conjunction with the main Roleplay & Realism mod pack, and is separate only because the item stat changes (weight & price) cannot be made as an optional module. Hence this separate package allows players to decide if they want the item stat changes or not by enabling or disabling this entire mod. Any modules that rely on these item changes are in this pack and are configurable in settings.

This aim of this mod is to refine items and loot in DFU to be a little more realistic, both in what you find on bodies and in loot piles, as well as the stats & cost of some existing items. It is not a complete reworking or redesign of the item and loot systems of Daggerfall or anything like that, however it does make some light touch rebalancing of weapons to give more valid options.

Current modules:
  • Item rebalance (can only be disabled by disabling the entire pack)
  • Loot Rebalance
  • Bandaging
  • Condition Based Prices
  • Realistic Enemy Equipment
  • Skill Based Starting Equipment
  • Skill Based Starting Spells
  • Refined Weapon Balance
  • New Weapons (Archers Axe & Light Flail)
  • New Armor (Mail armor set)
  • Alchemist stores stock potions

Item Rebalance

Note that this module cannot be disabled without disabling the entire mod. Several items have had stats and prices adjusted.
  • Price of a Horse or a Wagon has been substantially increased. Combined with the gold drop chances you will have to work a bit for that horse or cart now.
  • Many small items, like parchments and arrows, had weirdly high weight numbers. This has been adjusted down to something more reasonable.
  • Weapon max conditions have been refined. Main effect is bows are a little less fragile.
  • Dai-Katana weight increased to 5.5.
  • Katana weight increased to 3.5
  • Mace weight increased to 6
  • Warhammer weight increased to 8.5
  • Japanese inspired weapons are more fragile, and rarer. (especially Dai-katanas)
  • Orcs have an 80% chance of any high tier material equipment being Orcish

Loot Rebalance
  • Dungeon Loot Piles made more appropriate. Caves, Mines and Nests: Armor, some Weapons. Castles: High Armor and Weapons. Dragons Dens: Money. Laboratory: Books. Somewhat increased chance of Magic Items everywhere.
  • Enemies grouped into more sensible categories for loot generation.
  • Gold generation from enemy loot is roughly halved.
  • Enemy loot made more appropriate. Knights: Armor, some Weapons. Fighters: Weapon, some Armor. Woodsmen and Criminals: Weapons and Clothes. Spellcasters: Books, Clothes, some weapons. Undead: Some armor, some weapons. Liches and Mummys might drop Magic Items. Daedras: maybe Magic Items. Vampires: Clothes.

Bandaging

This is the way I want bandages to work, with stackable & lighter bandages. This takes precedence over the implementation in the main Roleplay & Realism mod package, unless this module is disabled. Because in this mod the bandages are much lighter and stack, they consequently heal less than the Roleplay & Realism implementation.


Condition Based Prices

When selling items, the condition of the items affect selling price. So a "broken" item will sell for much less than a "new" item.


Realistic Enemy Equipment

Enemies now have equipment based on their level and class, and in used condition. Archers have bows, Knights have more armor etc.


Skill Based Starting Equipment

When creating a new character, you will start with low-level and used condition equipment that matches your skill choices. Characters with weapon skills as primary or major skills will start with one of each weapon matching the skills chosen. Everyone gets a terrible iron knife though! There are also lots of other mundane items assigned for the other skills, like a helmet for climbing, or a loin-cloth for swimming. Every primary and secondary skill gets you something. :)


Skill Based Starting Spells

When starting a new character, you will start with a set of very low-level custom spells based on magic skills chosen as Primary or Major skills. Note that for magic schools, you get more spells if it's a primary skill.


Refined Weapon Balance

A light touch rebalance of weapon speed and damage with the objective of making all weapons valid choices based on weight to damage. There's still some variation but choosing a favourite weapon for role-play will have very small penalties compared to vanilla. Generally speaking swords have high ranges so a hit may do hardy any damage (glance off) or lots of damage (sever a limb). On the other end, while blunt weapons now can't do as much damage in a single blow as blades, they do more reliable damage where even a glancing blow still does reasonable damage due to the weight of impact. Axes are in-between. Heavier weapons cannot attack as fast as lighter ones, although high strength will mitigate this somewhat.

Like with all modules, this can be disabled if you want to stick with vanilla damage & speed. Doing so will allow the basic attack speed module of the base R&R mod to be enabled or disabled, as this module takes precedence. (load order doesn't matter for these sibling mods) Note also that the weapon weight adjustments can only be removed by disabling this whole mod. Also note that the calculation is made on the base weight of the weapons regardless of material weight changes or enchantments, otherwise Ebony Warhammers become godly weapons with their 50% weight which is not good balance.

Here is a table of the vanilla stats and the Realism stats with change values in bold:
LRweapons.JPG
LRweapons.JPG (143.4 KiB) Viewed 12595 times

New Weapons and New Armor Sets

Archers Axe & Light Flail: These two new weapons have been added to fill gaps in the axe and blunt weapon sets, providing lighter one handed weapons for these skills. Ideal for a secondary weapon for ranged characters as they are much faster to switch to than bigger, heavier weapons. They are availiable in all materials and can be purchased as well as dropped in loot like all vanilla weapons.

Leather Armor Set: This new armor set fills a gap in armor, providing a light alternative to the vanilla armor. Consisting of chest, leg, arm, head, hands and feet protection (Jerkin, Cuisse, Vambrace, Helmet, Gloves, Boots) in base Leather, warm Fur and Brigandine using all materials, Iron-Deadric. This armor can be worn by characters who forgo plate and chain armor.

Mail Armor Set: This new armor set fills a gap in armor, providing a slightly lighter alternative to the vanilla armor. Consisting of chest, leg, arm, and feet protection (Hauberk, Chausses, Spaulders, Sollerets) and can be made out of all materials, with Chain-Deadric Mail versions which can all be worn by characters who forgo plate armor.

ArmorValues.JPG
ArmorValues.JPG (34.39 KiB) Viewed 5433 times
An example of how they look, as modelled by Una:
NewItems.JPG
NewItems.JPG (152.64 KiB) Viewed 12595 times
Releases

For DFU v0.11.0+ get v1.0.1 here: https://www.nexusmods.com/daggerfallunity/mods/61
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
King of Worms
Posts: 4751
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

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

Post by King of Worms »

This is some heavy duty stuff, nicely done!

Asesino
Posts: 66
Joined: Fri Aug 16, 2019 3:14 am

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

Post by Asesino »

OMG, this all sounds incredible. I can’t wait to start a new play through with this.

Thank you!
A

User avatar
emmathepony
Posts: 248
Joined: Sat Jun 29, 2019 5:26 pm

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

Post by emmathepony »

Looking forward to this.

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

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

Post by Hazelnut »

Thanks guys. Over the past few days I've added a much more refined weapon attack speed calculation than is used in the base R&R module. This version uses weapon weight, char speed and strenth to calculate how fast attacks are. This relies on the weapon balancing to work otherwise some weapons are way overpowered.

I think it should make all weapons valid choices depending on character playstyle and build. For example not using heavy weapons with high speed without high strength, as the speed penalties from the weight will limit your attack speed. Basically a fast nimble character will find using a lighter weapon is better, and a slower strong character will do more damage with heavier weapons - generally speaking. Strong and speedy characters can pretty much just use anything... as damage output will be pretty even.

If we've done this right it will just feel intuitive in game. 8-) (blame Ralzar if it's wrong, I am just coder... :P :lol: :ugeek: )
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

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

Post by Regnier »

Sounds good

do you have an idea of compatibility with existing mods?

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

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

Post by Hazelnut »

Very compatible, generally speaking you wont see any issues. If you have another mod that is adjusting the same formulas then you may get issues with modules not working as expected if you put it lower in the list (i.e. loaded later) than this, but nothing would break.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Ralzar
Posts: 2211
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

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

Post by Ralzar »

How's it looking for the next live build? Any hope on the horizon?

ZerioctheTank
Posts: 51
Joined: Mon Sep 16, 2019 2:06 am

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

Post by ZerioctheTank »

I spent about 5 minutes looking for a download link lol. This sounds absolutely amazing! Can't wait to try it out.

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

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

Post by Hazelnut »

Sorry, I kinda jumped the gun on announcing but it requires code in the next build of DFU which has been held up a bit. The changes were merged a few days ago though, so soon you will have it.

Glad it sounds amazing!
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

Post Reply