It is enabled. I have the latest DFU. It's just does not work. Gallop is still the same as run button right?
[MOD] Roleplay & Realism (modular)
- Seferoth
- Posts: 665
- Joined: Fri Nov 22, 2019 5:45 pm
- Location: Finland
- Seferoth
- Posts: 665
- Joined: Fri Nov 22, 2019 5:45 pm
- Location: Finland
Re: Roleplay & Realism mod pack
Ok, an update, it seems no part of your mod is working in my game. Bandages cannot be used for healing, i can board my ship everywhere and of course i cannot gallop. Your mod is enabled as are its features, i have the latest version of your mod and DFU. Can some other mod overwrite your mod somehow? Does the load order matter?
Edit: Does anybody else have these problems with latest DFU version?
Edit2: Ok, scratch everything, no mod(or most) works in my game except graphical mods like Dream. The hell is wrong with my game now?
Edit: Does anybody else have these problems with latest DFU version?
Edit2: Ok, scratch everything, no mod(or most) works in my game except graphical mods like Dream. The hell is wrong with my game now?
- Hazelnut
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Re: Roleplay & Realism mod pack
Yeah, the whole mod was broken sorry about that. Archaeologists guild mod was fine, but this had an out of date reference and I didn't test it in my rush this morning.
Have just uploaded a fixed version to Nexus mods, so please re-download v0.7 which will now actually work with DFU 0.10.15, as far as I can see it does anyway. Let me know if you have any issues with this update. Thanks for understanding.
Have just uploaded a fixed version to Nexus mods, so please re-download v0.7 which will now actually work with DFU 0.10.15, as far as I can see it does anyway. Let me know if you have any issues with this update. Thanks for understanding.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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Re: Roleplay & Realism mod pack
Medical skill basically doesn't level if you have Regenerate in Darkness ability. Plus, it makes a lot more sense to gain Medical skill from actively healing wounds, than from just sleeping.Hazelnut wrote: ↑Mon Dec 16, 2019 4:34 pmI could do that, but not in this modpack. I will move it to the new mod I'm making called (provisionally) LootRealism where I am changing items and loot generation to be a bit more realistic. It's still Daggerfall, just tweaked & refined, so please don't get excited that it's a complete overhaul of DFU items - because it's not. I could move usable bandages over to there and enable stacking etc. I will probably reduce the effectiveness of them as they will be lighter and stack. Not sure about levelling the skill, especially once stacking them etc. It's already trained quite well via resting isn't it?
- King of Worms
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Re: Roleplay & Realism mod pack
Thanks for keeping this updated, I know it can get complicated
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- Hazelnut
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Re: Roleplay & Realism mod pack
Yeah, no problem - it's usually me that breaks stuff anyway. In the pursuit of better moddability of course.King of Worms wrote: ↑Tue Dec 17, 2019 10:29 am Thanks for keeping this updated, I know it can get complicated
Let me know how you go with up to 32 for the smoothing of terrain following.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Seferoth
- Posts: 665
- Joined: Fri Nov 22, 2019 5:45 pm
- Location: Finland
Re: Roleplay & Realism mod pack
Quick question about the speed modification. You said Daggers are now faster than the other weapons(makes sense) and other shortswords are not affected, but how about Tantos? Are those counted as daggers?
Edit: Also does the speed change need a new character? I don't see a difference in attack speed between dagger and warhammer with a character that has 100 strength and 100 speed. Am i missing something? Yes, the the mod is enabled and the setting also.
Edit2: Also tested with a character that has 100 strength and 60 speed and the attack speed is the same with all weapons.
Edit3: I use the click to attack option, if that info helps.
Edit4: Or am i just expecting a too big of an difference to vanilla?
Edit: Also does the speed change need a new character? I don't see a difference in attack speed between dagger and warhammer with a character that has 100 strength and 100 speed. Am i missing something? Yes, the the mod is enabled and the setting also.
Edit2: Also tested with a character that has 100 strength and 60 speed and the attack speed is the same with all weapons.
Edit3: I use the click to attack option, if that info helps.
Edit4: Or am i just expecting a too big of an difference to vanilla?
- Hazelnut
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Re: Roleplay & Realism mod pack
It's not released yet, the changes I need it core were not in .15 build - they should be in the next. This is why I was scrambling a bit to get updated mod builds out that worked with .15, as I had to remove the new functionality.. basically the new coming soon features are still just that. Sorry for any confusion. Should be able to release this weekend.
Also as I said before only daggers (they look different onscreen) will be faster than other 1 handed weapons. Not tanto's or short swords, just daggers. They will be nearly as fast as vanilla.
Also as I said before only daggers (they look different onscreen) will be faster than other 1 handed weapons. Not tanto's or short swords, just daggers. They will be nearly as fast as vanilla.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Seferoth
- Posts: 665
- Joined: Fri Nov 22, 2019 5:45 pm
- Location: Finland
Re: Roleplay & Realism mod pack
Oh, i got confused because the option for this was at the settings. Thanks for clearing this up.Hazelnut wrote: ↑Wed Dec 18, 2019 7:55 am It's not released yet, the changes I need it core were not in .15 build - they should be in the next. This is why I was scrambling a bit to get updated mod builds out that worked with .15, as I had to remove the new functionality.. basically the new coming soon features are still just that. Sorry for any confusion. Should be able to release this weekend.
Also as I said before only daggers (they look different onscreen) will be faster than other 1 handed weapons. Not tanto's or short swords, just daggers. They will be nearly as fast as vanilla.
- Hazelnut
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Re: Roleplay & Realism mod pack
Understandable, I removed the settings from the first build but that had a bug and the second attempt I forgot to remove the settings.
It will be fixed in a few days, so I'm not doing a third.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods