[Mod] Physical Combat And Armor Overhaul

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Magicono43
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Re: [Mod] Armor Reduces Damage Taken Instead Of Avoiding Overhaul

Post by Magicono43 » Wed Apr 01, 2020 7:05 pm

Ralzar wrote:
Wed Apr 01, 2020 7:04 pm
I know the load order stuff generally works. My Helmet Swap Dream mod only works if it's set AFTER the correct dream mod.

But what you change might work different. I would expect your monster changes to override the Meaner Monster changes if you set your mod lower in the list.
I'm going to try a quick test in Unity and see what the results are, if it clearly works i'll make a quick update to the files.

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Magicono43
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Re: [Mod] Armor Reduces Damage Taken Instead Of Avoiding Overhaul

Post by Magicono43 » Wed Apr 01, 2020 7:30 pm

Yeah, I just tested it out with meaner monsters, both your older version and your latest version, with my mod included. Found that no matter what I did with the load-order, my mods stat overrides would always take priority, the only way that your stat overrides took priority was if the module for mine was disabled in settings, or the mod was not there entirely. Load order seemed to make no difference. I don't really understand how the load-order thing works in DFU, it definitely seems different to how Skyrim worked in this sense.

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Ralzar
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Re: [Mod] Armor Reduces Damage Taken Instead Of Avoiding Overhaul

Post by Ralzar » Wed Apr 01, 2020 9:51 pm

Hm.. that’s weird. What would make it choose your code over mine?
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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Magicono43
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Re: [Mod] Armor Reduces Damage Taken Instead Of Avoiding Overhaul

Post by Magicono43 » Wed Apr 01, 2020 10:21 pm

Ralzar wrote:
Wed Apr 01, 2020 9:51 pm
Hm.. that’s weird. What would make it choose your code over mine?
That's what I don't understand. Maybe it chooses based on the size of the file being initialized or something? That's just a complete guess though.

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Magicono43
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Re: [Mod] Physical Combat And Armor Overhaul

Post by Magicono43 » Sat Apr 04, 2020 4:07 am

Released Update Version 1.10. See Main Post For Details.

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Magicono43
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Re: [Mod] Physical Combat And Armor Overhaul

Post by Magicono43 » Sun Apr 05, 2020 8:25 pm

Updated For DFU v0.10.22

JorgeOmana
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Re: [Mod] Physical Combat And Armor Overhaul

Post by JorgeOmana » Sat Apr 18, 2020 11:51 pm

Can I use this with Ralzar's “Races Redone” Mod? some of the races get a chance to hit bonus, and I'm wondering if it would conflict with this.

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Magicono43
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Re: [Mod] Physical Combat And Armor Overhaul

Post by Magicono43 » Sun Apr 19, 2020 12:14 am

JorgeOmana wrote:
Sat Apr 18, 2020 11:51 pm
Can I use this with Ralzar's “Races Redone” Mod? some of the races get a chance to hit bonus, and I'm wondering if it would conflict with this.
Yes, it will definitely conflict, but i'm not sure which one will take priority over the other. If you want Races Redone to use it's chance to hit mods for races, you can try and put his mod lower in the load order from my mod, that being Races Redone below mine somewhere on the mod loading list.

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TheLacus
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Re: [Mod] Physical Combat And Armor Overhaul

Post by TheLacus » Tue May 05, 2020 7:09 pm

Hi! This mod has the Mod Manager Download button enabled on Nexus, but it actually doesn't support it. Please check Release Mods for details.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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Magicono43
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Re: [Mod] Physical Combat And Armor Overhaul

Post by Magicono43 » Tue May 05, 2020 9:35 pm

TheLacus wrote:
Tue May 05, 2020 7:09 pm
Hi! This mod has the Mod Manager Download button enabled on Nexus, but it actually doesn't support it. Please check Release Mods for details.
Just noticed that, fixed that now, manual download is the only option for now, thanks for pointing that out.

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