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Re: Daggerfall Unity 0.10.15

Posted: Mon Dec 16, 2019 8:21 pm
by Hazelnut
Seferoth wrote: Mon Dec 16, 2019 6:34 pm
Hazelnut wrote: Mon Dec 16, 2019 6:32 pm Thanks TheLacus. It's a simple fix - I didn't spot it in my rush to get new versions out without my most recent changes which didn't get into the build.
Perhaps now in the future you take my reports a bit more seriously, and instead of berating or laughing to me for my reports you appreciate that i still take my time to report these and try to make this game and it's mods better for everyone. Thank you.
I asked you to stop with the generalisations, so I am not sure where you got berating / laughing at you from? Please don't take it that way as that was not my intent when I posted for what it's worth.

I appreciate all helpful information given on these forums, as a quick look at my post history will hopefully show. However, I do get frustrated sometimes with generalisations like "it's broken" or "all mods except graphical ones" when I am trying to work out what is wrong. In hindsight trying to rush out updates before work this morning was a bad idea. :?

Re: Daggerfall Unity 0.10.15

Posted: Mon Dec 16, 2019 8:24 pm
by Seferoth
Hazelnut wrote: Mon Dec 16, 2019 8:21 pm
Seferoth wrote: Mon Dec 16, 2019 6:34 pm
Hazelnut wrote: Mon Dec 16, 2019 6:32 pm Thanks TheLacus. It's a simple fix - I didn't spot it in my rush to get new versions out without my most recent changes which didn't get into the build.
Perhaps now in the future you take my reports a bit more seriously, and instead of berating or laughing to me for my reports you appreciate that i still take my time to report these and try to make this game and it's mods better for everyone. Thank you.
I asked you to stop with the generalisations, so I am not sure where you got berating / laughing at you from? Please don't take it that way as that was not my intent when I posted for what it's worth.

I appreciate all helpful information given on these forums, as a quick look at my post history will hopefully show. However, I do get frustrated sometimes with generalisations like "it's broken" or "all mods except graphical ones" when I am trying to work out what is wrong. In hindsight trying to rush out updates before work this morning was a bad idea. :?
Nearly all my gameplay affecting mods were broken/non-working! It was exactly as i said, that's what pisses me off, if you count by features that stopped working the number/percentage would be even higher. Ironman mod had multiple features, your mod had multiple features, the whole leveling mod stopped working and carry capacity mod stopped working.

Re: Daggerfall Unity 0.10.15

Posted: Mon Dec 16, 2019 8:35 pm
by Hazelnut
So looks like Carry Weight Customizer, Ironman Game Systems and No Dice will also need updates to work with 0.10.15 but other mods should be okay. It's a simple change and re-build and I will drop a note into the mod threads about exectly what needs to be done. Once those are updated you should hopefully be able to move back to .15 again.

Re: Daggerfall Unity 0.10.15

Posted: Mon Dec 16, 2019 8:36 pm
by Seferoth
Hazelnut wrote: Mon Dec 16, 2019 8:35 pm So looks like Carry Weight Customizer, Ironman Game Systems and No Dice will also need updates to work with 0.10.15 but other mods should be okay. It's a simple change and re-build and I will drop a note into the mod threads about exectly what needs to be done. Once those are updated you should hopefully be able to move back to .15 again.
I also went to nexus and informed those mod makers that their mods need updating for .15. Sadly the maker of No Dice has not been at nexus for a month...hope he comes back and update the mod. It literally is the most important mod for me, i just can't deal with random level up bonuses personally.
Edit: I know i could just save and load, but that can take a lot of time to get max bonuses.

Re: Daggerfall Unity 0.10.15

Posted: Mon Dec 16, 2019 8:43 pm
by Ralzar
Seferoth wrote: Mon Dec 16, 2019 8:36 pm
Hazelnut wrote: Mon Dec 16, 2019 8:35 pm So looks like Carry Weight Customizer, Ironman Game Systems and No Dice will also need updates to work with 0.10.15 but other mods should be okay. It's a simple change and re-build and I will drop a note into the mod threads about exectly what needs to be done. Once those are updated you should hopefully be able to move back to .15 again.
I also went to nexus and informed those mod makers that their mods need updating for .15. Sadly the maker of No Dice has not been at nexus for a month...hope he comes back and update the mod. It literally is the most important mod for me, i just can't deal with random level up bonuses personally.
Edit: I know i could just save and load, but that can take a lot of time to get max bonuses.
Just accept your rolls man. It'll probably even out to about 5 per level in the end :D

Re: Daggerfall Unity 0.10.15

Posted: Mon Dec 16, 2019 8:45 pm
by Seferoth
Ralzar wrote: Mon Dec 16, 2019 8:43 pm
Seferoth wrote: Mon Dec 16, 2019 8:36 pm
Hazelnut wrote: Mon Dec 16, 2019 8:35 pm So looks like Carry Weight Customizer, Ironman Game Systems and No Dice will also need updates to work with 0.10.15 but other mods should be okay. It's a simple change and re-build and I will drop a note into the mod threads about exectly what needs to be done. Once those are updated you should hopefully be able to move back to .15 again.
I also went to nexus and informed those mod makers that their mods need updating for .15. Sadly the maker of No Dice has not been at nexus for a month...hope he comes back and update the mod. It literally is the most important mod for me, i just can't deal with random level up bonuses personally.
Edit: I know i could just save and load, but that can take a lot of time to get max bonuses.
Just accept your rolls man. It'll probably even out to about 5 per level in the end :D
Never! That's why i always make sure i always get endurance to 100 at level 2 too. I need all the stats i can get. If i miss even one i feel like my character is utterly ruined. I am min/maxer of worst sort, i mean i can decide to not use like Daedric if i like some other armor on my character, that's because i know i CAN get that Daedric if i ever want it. Can't do the same with stats and hp, and messing with save-files,etc is too cheaty for me.

Re: Daggerfall Unity 0.10.15

Posted: Mon Dec 16, 2019 9:13 pm
by mikeprichard
I'm a hopeless min/maxer like Seferoth, so I'm also hoping that one day, someone (maybe me if I can get the time to learn how to mod this relatively simple stuff) will follow up on what a forum user several months ago had started (viewtopic.php?f=22&t=277&start=70#p21900, viewtopic.php?f=4&t=1893&p=22903#p22903) and add to the "No Dice" mod the extra feature of retroactive HP gains on END increase. Anyway, great to see the modding and other enhancements in this release - the ability to rename save files in game is very nice.

Re: Daggerfall Unity 0.10.15

Posted: Tue Dec 17, 2019 1:49 am
by Seferoth
mikeprichard wrote: Mon Dec 16, 2019 9:13 pm I'm a hopeless min/maxer like Seferoth, so I'm also hoping that one day, someone (maybe me if I can get the time to learn how to mod this relatively simple stuff) will follow up on what a forum user several months ago had started (viewtopic.php?f=22&t=277&start=70#p21900, viewtopic.php?f=4&t=1893&p=22903#p22903) and add to the "No Dice" mod the extra feature of retroactive HP gains on END increase. Anyway, great to see the modding and other enhancements in this release - the ability to rename save files in game is very nice.
Retroactive HP from Endurance would be awesome. That was one of the first mods i ever got for Oblivion. :)

Re: Daggerfall Unity 0.10.15

Posted: Tue Dec 17, 2019 8:26 am
by Ralzar
While I don't see why you guys can't just roll with the punches (:P) I agree, retroactive HP should really be in the game. I allways dislike mechanics in RPGs that make some skills/abilites/stats important to take at the beginning and have diminishing returns the later you get them. Like, for example, a skill that increases XP gain.

Re: Daggerfall Unity 0.10.15

Posted: Tue Dec 17, 2019 1:16 pm
by mikeprichard
Ralzar wrote: Tue Dec 17, 2019 8:26 am While I don't see why you guys can't just roll with the punches (:P) I agree, retroactive HP should really be in the game. I allways dislike mechanics in RPGs that make some skills/abilites/stats important to take at the beginning and have diminishing returns the later you get them. Like, for example, a skill that increases XP gain.
Soooo Ralzar - I see you know your way around modding; would you be interested in trying to add this retroactive HP feature to the "No Dice" mod base functionality, since the previous forum user (UserOfThisSite - see my two links from above, including especially the post at viewtopic.php?f=22&t=277&start=70#p21919) hasn't been around since April? My ideal mod as I described in my second post above would be to have a simple mod features menu allowing the player to a) toggle the retroactive hit point gains due to END, b) set a fixed value for attribute/stat points awarded per level (e.g. from 0-20, if such is an allowable range?), and c) toggle whether HP awarded per level are always at the maximum allowable for the character.

If not, it is on my to-do list to learn how to do this myself at some point (though currently I have no knowledge/experience with DFU modding whatsoever), but thought I'd ask. :) (Also, we can move this discussion over to that or another more appropriate topic for whoever may be interested.)