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

Post by King of Worms »

Very good find/memory :)
I completely forgot it used to be like this! That might indeed help.
If a need arises, I can provide some textures for the mod

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Hazelnut
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Re: Mods by difficulty, for future devs

Post by Hazelnut »

I've not wanted to say much about birds mod situation, but I did look at it and sort of get it working from the scripting POV, however the bird prefabs / graphics were broken - well something was wrong anyway. (not really my area of expertise)

I think it can be fixed, but I was hoping UV will drop by and do it himself. He does have a habit of disapearing for a while then reapearing. Anyway, I don't think going back to the old version from before mod support.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

meritamas
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Re: Mods by difficulty, for future devs

Post by meritamas »

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

Post by King of Worms »

Pls include this in the OP, thank you Jay!

Populate the underwater areas with unused water sprites (7)
viewtopic.php?f=12&t=2167


PS: Shouldnt this thread be the one that always stays on the top? Sticky we call it?

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

Post by King of Worms »

Hazelnut wrote: Thu May 30, 2019 3:45 pm I've not wanted to say much about birds mod situation, but I did look at it and sort of get it working from the scripting POV, however the bird prefabs / graphics were broken - well something was wrong anyway. (not really my area of expertise)

I think it can be fixed, but I was hoping UV will drop by and do it himself. He does have a habit of disapearing for a while then reapearing. Anyway, I don't think going back to the old version from before mod support.
Lets hope it happens this year :) Or at least this decade :D

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Deepfighter
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Re: Mods by difficulty, for future devs

Post by Deepfighter »

Just wanted to let you know, that I "sticky" that thread, as it seems a great way in getting an overview on future mod projects or for (new) developer(s) to pick some general mod ideas. :)
Head of the German Daggerfall translation - www.daggerfalldeutsch.de
and German translator for The Elder Scrolls V: Skyrim and Lore-Expert for The Elder Scrolls: Online

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Baler
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Re: Mods by difficulty, for future devs

Post by Baler »

As the King of Worms commands I'll post a link to my lazy list of mod ideas.
Mod Ideas, Mostly Unoriginal: viewtopic.php?f=12&t=2175

I'm just adding anything and everything I can think of as a mod for DFU. primarily things for player immersion or interaction. Leaning away from graphic only mods.

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

Post by King of Worms »

Yes I think Baler has a very good list, the dificulty is ofc various as there are many ideas, but they are all sorted and to the point. I like many of those, they are RPG classics.

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jayhova
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Re: Mods by difficulty, for future devs

Post by jayhova »

Jay_H wrote: Sat May 18, 2019 6:24 pm
Recreation of "Birds in Daggerfall" mod 4
Might want to update this
Remember always 'What would Julian Do?'.

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Jay_H
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Re: Mods by difficulty, for future devs

Post by Jay_H »

Yes, thank you.

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