(Quieter Monsters) You know what I feel would be a huge improvement to Daggerfall?
- BadLuckBurt
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Re: You know what I feel would be a huge improvement to Daggerfall?
You know what I feel would be a huge improvement to the forums?
Spoiler!
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- Jay_H
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Re: (Quieter Monsters) You know what I feel would be a huge improvement to Daggerfall?
I updated the thread title to give more indication
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Re: You know what I feel would be a huge improvement to Daggerfall?
They also have no muscle, and yet they moveBadLuckBurt wrote: ↑Wed Nov 06, 2019 2:46 pm On a sidenote, one has to wonder how those skeletons are screaming, they have no vocal chords
- pango
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Re: You know what I feel would be a huge improvement to Daggerfall?
This is a sophism that's easily debunked.
I'm sure all people writing in forums are convinced their posts are worth being read, so by your argument everybody should be entitled to use meaningless topics. Now imagine how the forums would look like after a month if everybody did, it would have become a terrible mess.
That's so crooked, do some people do that?
If I did, I would have said "skeletons are annoying on purpose, get over it"
But instead I took the question seriously.
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
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Re: You know what I feel would be a huge improvement to Daggerfall?
The mod worked by the way. Way less drum bursting with it.pango wrote: ↑Wed Nov 06, 2019 6:26 pmThis is a sophism that's easily debunked.
I'm sure all people writing in forums are convinced their posts are worth being read, so by your argument everybody should be entitled to use meaningless topics. Now imagine how the forums would look like after a month if everybody did, it would have become a terrible mess.
That's so crooked, do some people do that?
If I did, I would have said "skeletons are annoying on purpose, get over it"
But instead I took the question seriously.
- pango
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Re: (Quieter Monsters) You know what I feel would be a huge improvement to Daggerfall?
That EnemySounds class was really interesting to study...
First off, the enemy sounds decrease linearly, while the default used almost everywhere is logarithmic (which decays faster with distance) because it usually feels more natural.
One could argue that caves propagate sounds better, but in any case that's certainly one of the reasons why monsters sound so loud from afar, even with walls dampening.
This shows how humans sounds are specifically muted; So it would be easy to mute other types of monsters.
However hearing monsters has tactical benefits, so that looks a bit extreme.
4/5th of the time monsters bark/scream/whatever, and only 1/5th of the time they make walking sounds.
Tweaking that could be another way to make monsters sounds less annoying (hopefully).
So lots of opportunities for modding that class, if somebody is up to it.
Code: Select all
public bool LinearRolloff = true; // Linear rolloff is more Daggerfall-like
...
if (LinearRolloff)
dfAudioSource.AudioSource.rolloffMode = AudioRolloffMode.Linear;
One could argue that caves propagate sounds better, but in any case that's certainly one of the reasons why monsters sound so loud from afar, even with walls dampening.
Code: Select all
private void PlayAttractSound()
{
// Humans must be flagged to play sounds
if (IgnoreHumanSounds())
return;
...
private bool IgnoreHumanSounds()
{
if (mobile.Summary.Enemy.ID > 127 && mobile.Summary.Enemy.ID != 146 && MuteHumanSounds)
return true;
else
return false;
}
However hearing monsters has tactical benefits, so that looks a bit extreme.
Code: Select all
// Random chance favors bark sound
if (Random.value > 0.8f)
dfAudioSource.AudioSource.PlayOneShot(moveClip, volumeScale * DaggerfallUnity.Settings.SoundVolume);
else
dfAudioSource.AudioSource.PlayOneShot(barkClip, volumeScale * DaggerfallUnity.Settings.SoundVolume);
Tweaking that could be another way to make monsters sounds less annoying (hopefully).
So lots of opportunities for modding that class, if somebody is up to it.
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
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Re: You know what I feel would be a huge improvement to Daggerfall?
No, of course not.
We're going to apply tonal architecture to the Elder Scrolls. Now get to figuring those sound-based questions out!
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.
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Re: (Quieter Monsters) You know what I feel would be a huge improvement to Daggerfall?
I don't see why this couldn't be part of the AI options. I mean, we've already got enemies killing each other, which substantially lowers difficulty. This one could actually make the game play better. If monsters didn't warn you of their existence behind that door/wall/corner by vocalizing, there would be a lot more scary moments of bumping into enemies.
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Re: (Quieter Monsters) You know what I feel would be a huge improvement to Daggerfall?
Yeah, the fighting each other parts is something I find odd. Perhaps they think it would make the game better that way but as you said it makes it easier. Not even mentioning that when you start thinking about it.... Why do they start killing eachother only when you arrive?BansheeXYZ wrote: ↑Thu Nov 07, 2019 10:42 am I don't see why this couldn't be part of the AI options. I mean, we've already got enemies killing each other, which substantially lowers difficulty. This one could actually make the game play better. If monsters didn't warn you of their existence behind that door/wall/corner by vocalizing, there would be a lot more scary moments of bumping into enemies.