Version 1.0 released:
https://www.nexusmods.com/daggerfallunity/mods/257
New features:
- Animal Taming, Necromancy and Sylvan Tongue skills added
- Race specific abilities
- Conversation dice rolls mode added
- Max pacify attempts / skill uses per enemy options added
- Level up your party members
- Pet your animal followers
- Various fixes / improvements
[MOD] Language Skills Overhaul
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- Posts: 374
- Joined: Wed Oct 02, 2019 6:26 am
Re: [MOD] Language Skills Overhaul
Incredible progress
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- Posts: 22
- Joined: Tue Apr 16, 2019 11:49 pm
Re: [MOD] Language Skills Overhaul
Great mod. I have no idea where the creator is more likely to read my feedback but I got a little excited and enthusiastic for his mod and textwalled the Nexus comments section of the mod, I'll copypaste it here in case anyone else on the forum wants to weigh in on my suggestions/ideas too.
This mod is awesome and I love you for making it. I've played a few language skill characters in the past for gimmicks which mostly involved luring enemies into pacified friendly ones to deal with them, but this mod's implementation of what it sets out to do really improves the game for language-based characters and adds a lot of worth to those skills in general where they would usually just be for gimmick builds. Well done.
I did however notice that in the Docs tab for this mod page, in the list of enemies and their abilities that the Dreughs and Lamias are seemingly absent from the list, despite them being tameable with the Impish and Nymph skills respectively in vanilla. I'm assuming I can still use Sylvan Tongue to tame Lamias and Impish to tame Dreughs but do they not have their own racial abilities? Or maybe my assumption is wrong and this is an oversight of this mod. I haven't found any Lamias or Dreughs to test this stuff out myself since installing this mod.
Here's a list of the enemies in code normally tameable per skill: https://github.com/Interkarma/daggerfal ... ty.cs#L561
Another thing, I also noticed that in your list of Daggerfall Enemy Expansion enemies that are compatible with this mod, the Medusa is missing, which kinda seems out of place if you are able to tame Lamias which are on the surface a bit similar (I suppose Medusas could technically even be Daedric creations). Unfortunately because Lamias were tameable with the Nymph language skill, even putting them under Sylvan Tongue starts to make little sense, then adding Medusas to that would make even less sense. My suggestion would be to rename Harpy to something else and bundle Harpies, Lamias and Medusas in there (Harpy skill currently only affects Harpies and nothing else, which is the only language skill that still does this after this mod + enemy expansion). Physically Harpies, Lamias, Medusas (and even Centaurians? Minotaurs?) are similar enough (the half-man half-monster thing obviously) that they could probably be bundled under some Hybrid Monster language skill or some such. It also probably wouldn't be out of place for Will-o'-the-wisps to be under Sylvan Tongue/Nymph as well as Fire Daemons and Dremora Churls being under Daedric. I actually don't know if Daggerfall Enemy Expansion handles language skills normally for all these enemies anyway.
Also +1 to the other guy in the comments who said that Necromancy might make more sense if it used INT as its main stat rather than PER. You don't really need charisma to talk to corpses, I wouldn't think.
- Sluggy
- Posts: 20
- Joined: Tue Aug 23, 2022 9:28 pm
Re: [MOD] Language Skills Overhaul
So I've been on an optimization kick for the last day or so in DFU. So far I've managed to fix several super easy problems in the engine itself. I've also identified some of the worst offenders in my mods list and they've all been removed or fixed if I have access to the source code.
Unfortunately for this mod currently sits right at the top of the FBI's most wanted list for performance offenders. If you or anyone you know has any information in regards to the whereabouts of the mod author please contact us at 1-800 Crime TV (seriously don't do that though. It's just a parody of an old tv show. Just shoot me a PM)
Unfortunately for this mod currently sits right at the top of the FBI's most wanted list for performance offenders. If you or anyone you know has any information in regards to the whereabouts of the mod author please contact us at 1-800 Crime TV (seriously don't do that though. It's just a parody of an old tv show. Just shoot me a PM)
- Daniel87
- Posts: 391
- Joined: Thu Nov 28, 2019 6:25 pm
Re: [MOD] Language Skills Overhaul
Maca, you are the good soul that picked up my abandonned mod and made it great again!Macadaynu wrote: ↑Tue Aug 02, 2022 4:55 pm Version 1.0 released:
https://www.nexusmods.com/daggerfallunity/mods/257
New features:
- Animal Taming, Necromancy and Sylvan Tongue skills added
- Race specific abilities
- Conversation dice rolls mode added
- Max pacify attempts / skill uses per enemy options added
- Level up your party members
- Pet your animal followers
- Various fixes / improvements
Daggerfall Unity 01-Aug-22 10_29_21 PM.png
Please share with us your Github repo for this mod, so we can do the same for you. Your mod is amazing but it keeps spawning corpses if a follower dies wherever we go. Possibly could be fixed by dismissing the follower once it dies and I would love to go through the code and find that part and add it, so we can continue to enjoy and love your amazing mod! <3
In Julianos we Trust.
- carademono
- Posts: 210
- Joined: Sat Jul 11, 2020 3:20 pm
Re: [MOD] Language Skills Overhaul
Hey Daniel, would you be willing to join us over on the Lysandus' Tomb Discord server? I'd love to pick your brain about terrain stuff.
https://discord.gg/VNTTg3Ph
https://discord.gg/VNTTg3Ph
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
- paladin181
- Posts: 13
- Joined: Sat Jan 20, 2018 2:09 pm
Re: [MOD] Language Skills Overhaul
Question. How does one level up the language skills if you can't attempt pacification until skill level 20?
- Daniel87
- Posts: 391
- Joined: Thu Nov 28, 2019 6:25 pm
Re: [MOD] Language Skills Overhaul
I would love to! Sadly I saw this too late and now the link has become invalid :Scarademono wrote: ↑Sun Dec 10, 2023 5:57 pm Hey Daniel, would you be willing to join us over on the Lysandus' Tomb Discord server? I'd love to pick your brain about terrain stuff.
https://discord.gg/VNTTg3Ph
Sorry! Could you provide me with another one please?
In Julianos we Trust.
- Daniel87
- Posts: 391
- Joined: Thu Nov 28, 2019 6:25 pm
Re: [MOD] Language Skills Overhaul
I am not sure if it was part of this mod but I have a mod that allwos me to buy books and learn skills from those, so I spent a month studying in a tavern and am now fluent in all languages.paladin181 wrote: ↑Wed Jan 03, 2024 1:34 pm Question. How does one level up the language skills if you can't attempt pacification until skill level 20?
In Julianos we Trust.
- Jay_H
- Posts: 4073
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: [MOD] Language Skills Overhaul
This is a permanent link: https://discord.gg/GuhyGaNP9xDaniel87 wrote: ↑Wed Jan 03, 2024 7:08 pmI would love to! Sadly I saw this too late and now the link has become invalid :Scarademono wrote: ↑Sun Dec 10, 2023 5:57 pm Hey Daniel, would you be willing to join us over on the Lysandus' Tomb Discord server? I'd love to pick your brain about terrain stuff.
https://discord.gg/VNTTg3Ph
Sorry! Could you provide me with another one please?