[MOD] Wilderness NPCs

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Xorberax
Posts: 11
Joined: Thu Dec 26, 2019 1:12 am

[MOD] Wilderness NPCs

Post by Xorberax » Thu Dec 26, 2019 10:07 pm

Wilderness NPCs
Spawns friendly and enemy NPCs in the wilderness.

Media:
https://gfycat.com/distinctheftygeese
Image

https://gfycat.com/dazzlingaridarizonaalligatorlizard
Image

Download: Nexus Mods

Installation:
1. Open the "WildernessNPCs.zip" archive
2. Open the respective operating system build folder
3. Extract "wildernessnpcs.dfmod" to your "DaggerfallUnity_Data\StreamingAssets\Mods" folder

I made this mod because I thought that the wilderness, though vast, was devoid of life.

Jeoshua
Posts: 153
Joined: Tue Nov 26, 2019 7:25 am

Re: [MOD] Wilderness NPCs

Post by Jeoshua » Thu Dec 26, 2019 10:46 pm

This is awesome, but I hope the spawn rate is adjustable. Otherwise, Tedious Travel will become unworkable.

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Seferoth
Posts: 537
Joined: Fri Nov 22, 2019 5:45 pm
Location: Finland

Re: [MOD] Wilderness NPCs

Post by Seferoth » Thu Dec 26, 2019 10:47 pm

How the heck are you doing these so fast? Where does these mods come from? Thank you again! :D
Edit: Question though, is this compatible with "Unleveled Mobs" mod? It also tweaks wilderness spawns.
You can't have a nightmare if you never dream.

Xorberax
Posts: 11
Joined: Thu Dec 26, 2019 1:12 am

Re: [MOD] Wilderness NPCs

Post by Xorberax » Fri Dec 27, 2019 2:36 am

Jeoshua wrote:
Thu Dec 26, 2019 10:46 pm
This is awesome, but I hope the spawn rate is adjustable. Otherwise, Tedious Travel will become unworkable.
Good idea! I'm currently learning how to use implement settings per the modding documentation.

Xorberax
Posts: 11
Joined: Thu Dec 26, 2019 1:12 am

Re: [MOD] Wilderness NPCs

Post by Xorberax » Fri Dec 27, 2019 4:21 am

Just released v1.1.0!

Added mod settings, allowing for spawning to be tweaked. Comes with two presets for low spawn rates and high spawn rates.

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Seferoth
Posts: 537
Joined: Fri Nov 22, 2019 5:45 pm
Location: Finland

Re: [MOD] Wilderness NPCs

Post by Seferoth » Fri Dec 27, 2019 4:51 am

Thank you for your lightning fast updates. :)
You can't have a nightmare if you never dream.

Jeoshua
Posts: 153
Joined: Tue Nov 26, 2019 7:25 am

Re: [MOD] Wilderness NPCs

Post by Jeoshua » Fri Dec 27, 2019 5:05 am

I'm guessing you're an old hand at programming and are just getting a hang on Daggerfall Unity specifically. Glad to have you aboard!

BadLuckBurt
Posts: 296
Joined: Sun Nov 05, 2017 8:30 pm

Re: [MOD] Wilderness NPCs

Post by BadLuckBurt » Fri Dec 27, 2019 5:08 am

Jeoshua wrote:
Fri Dec 27, 2019 5:05 am
I'm guessing you're an old hand at programming and are just getting a hang on Daggerfall Unity specifically. Glad to have you aboard!
Pretty sure he's a wizard

luccas.
Posts: 3
Joined: Sat Dec 21, 2019 8:25 am

Re: [MOD] Wilderness NPCs

Post by luccas. » Fri Dec 27, 2019 6:59 am

Nice work! I'll test it out

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Ralzar
Posts: 792
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: [MOD] Wilderness NPCs

Post by Ralzar » Fri Dec 27, 2019 7:08 am

Not to rain on your parade here, because it's allways great to see more mods, this is still in its infancy and its nice that people have options, but with wilderness allready having a random monster spawn table and Warm Ashes popping a bunch of random wilderness encounters at players, I'm not sure exactly what niche this fills? I allready feel a bit monster-spammed when crossing the wildeness?

The first thing that strikes me is that this mod would be GREAT if you could combine it with introducing new enemies. Because what it would work very well for is general wildlife. Having stuff like huntable deer, rabbits, birds etc. just pop up in your vicinity while out in the wild.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

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