Mods by difficulty, for future devs

Talk about the mods you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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Jay_H
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Mods by difficulty, for future devs

Post by Jay_H »

EDIT: I unstickied this topic. People largely work based on their own preferences in any case, and I started to wonder if this wasn't a sort of preferential treatment to put these on top. Feel free to use the topic normally for reference :)

We had a discussion on Discord about how there might be devs who want to help DFU but, finding it nearly complete, then think there's nothing left to be done. There came the suggestion that we could order mods by a difficulty hierarchy, or at least presumed difficulty, which show what the community would find extremely valuable. The difficulty would be on a scale of 1 to 10, like so:

Splash screen 1
Real-time blocking action |3lessed is working on an iteration 2
Teleport Multiple Anchors Mod 2
Particle effects for spells 3
Ambient text strings: 4
Birds in Daggerfall Finished by mod creator
Realtime Fast-forward resting/loitering 4
Updated Archery (Hazelnut is working on an iteration)
Control over MOB prefabs 6
Flying pegasus MOD 6
New MOB types 6
Ability to write notes on dungeon walls 7
Paperdoll upscale shader 7
Player sprite casts shadows 7
Populate the underwater areas with unused water sprites 7
Updated banking and loans system 7
Roads of Daggerfall 8
Doom-like dungeon block editor 10
Multiplayer DFU 10
Unleveled world 10

Large lists, not yet given a difficulty rating:
Baler's list

We can link to appropriate topics to further detail them. This topic could work as a guide to quickly show a few things that future devs can sink their teeth into without wading through the real ocean of thoughts we've generated so far. Does this idea sound agreeable?

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King of Worms
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Re: Mods by difficulty, for future devs

Post by King of Worms »

very much so!
lets keep the opening-post/catalogue simple and fill it with mod ideas we already discussed here in a simple to navigate manner

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Jay_H
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Re: Mods by difficulty, for future devs

Post by Jay_H »

I'll edit in any posts that follow, as long as they follow the same format :)

meritamas
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Re: Mods by difficulty, for future devs

Post by meritamas »

There are so many good ideas out there. A quick proposal:

Unleveled world: 10

Although likely difficult to implement, this one seems to be rather well though through.
Interest in expanding and improving the Magic system, Capitalism and an Unleveled World.

My main quest in the DFU community is my (Mostly) Magic Mod.

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jayhova
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Re: Mods by difficulty, for future devs

Post by jayhova »

Who would come up with such a stupid idea? It sounds like just a bunch of work no one wants to do.


Oh Wait.

Never mind.

This is a brilliant idea. Hooray for the guy who came up with it.

Mod ideas that need a difficulty number: (You Can PM me with a suggestion to keep this tread from exploding)


Dungeon Maps
  • Add hooks for onscreen GUI controls for dungeon map
    (Fade above player, below player, transparent overlay color above player, below player,etc.)
  • Add Overlay for unexplored (but known) map regions
  • Add ability to import dungeon maps (full or partial) via the quest, loot or other system
  • Add the ability to add notes to maps
  • --import those notes via the quest system
Remember always 'What would Julian Do?'.

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pango
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Re: Mods by difficulty, for future devs

Post by pango »

@Jayhova: I think that feature suggestions themselves should go to separate threads for traceability.

I just found out that the UESP also has a page with gameplay changes that could be rated...
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jayhova
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Re: Mods by difficulty, for future devs

Post by jayhova »

pango wrote: Sun May 19, 2019 6:44 pm @Jayhova: I think that feature suggestions themselves should go to separate threads for traceability.

I just found out that the UESP also has a page with gameplay changes that could be rated...
my plan was to go back and include difficulty info in the posts where I included these ideas. I did want to get an idea of how hard people thought they would be to implement.
Remember always 'What would Julian Do?'.

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King of Worms
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Re: Mods by difficulty, for future devs

Post by King of Worms »

Flying pegasus MOD (6)
viewtopic.php?f=12&t=2082

Player sprite casts shadows (7)
viewtopic.php?f=12&t=2118&p=24717#p24717

Realtime Fast-forward resting/loitering (4)
viewtopic.php?f=12&t=2041

New MOB types (6)
viewtopic.php?f=12&t=802

Control over MOB prefabs (6)
viewtopic.php?f=12&t=1983

Updated Archery (4)
viewtopic.php?f=12&t=1748

Particle effects for spells (3)
viewtopic.php?f=12&t=2083

Splash screen (1)
viewtopic.php?f=12&t=1194

Roads of Daggerfall (8)
viewtopic.php?f=14&t=49


I dont have a good idea about the difficutly of implementation, its just my estimates

PS: I dont know how to make the format the same as in OP, how to change the link to the name of the mod pls?

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Re: Mods by difficulty, for future devs

Post by King of Worms »

Recreation of "Birds in Daggerfall" mod (4)
viewtopic.php?f=14&t=545&hilit=birds+of+daggerfall

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Re: Mods by difficulty, for future devs

Post by pango »

King of Worms wrote: Thu May 30, 2019 11:51 am Recreation of "Birds in Daggerfall" mod (4)
From what I understand it used to be part of Daggerfall Unity codebase, back in 0.3 days, under the name "Flying Birds" before modding support was in place...
So if latest version is not available, maybe there's some code to salvage from that period?
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