in walks the spell Light. finally a purpose lol(along with my idea of magical light not alerting enemies)King of Worms wrote: ↑Sat Jul 10, 2021 9:57 am I forgot to reply on the waterproof lantern topic. I dont believe these lanterns we find at the game are waterproof. These are standard medieval-ish lanterns.. I think if player wants the light underwater, he should use basic magic or magic item.
Btw any idea where the watercolor is set up and if it can be opened for modding? That blue color is atrocious in the dungeons. It might fit the watercolor in the tropic islands during the day tho
[MOD] Roleplay & Realism (modular)
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Re: [MOD] Roleplay & Realism (modular)
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Re: [MOD] Roleplay & Realism (modular)
is there any interest in the small tweak of having low personality or rep make townsfolk not stop when you are near.
Arena does this with unsheathed weapons so this could be added (in daggerfall i think you get worse responses with weapon out but they still stop when you are near)
At like 40 or below personality you need to track people down to talk to them, people dont even want to meet eyes with you.
And maybe only at high personality or rep would you be able to walk around with your sword out and theyll stop for you.
Arena does this with unsheathed weapons so this could be added (in daggerfall i think you get worse responses with weapon out but they still stop when you are near)
At like 40 or below personality you need to track people down to talk to them, people dont even want to meet eyes with you.
And maybe only at high personality or rep would you be able to walk around with your sword out and theyll stop for you.
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Re: [MOD] Roleplay & Realism (modular)
It's odd that it has that colour, it's defined in Assets\Scripts\Game\UnderwaterFog.cs on line 27:King of Worms wrote: ↑Sat Jul 10, 2021 9:57 am Btw any idea where the watercolor is set up and if it can be opened for modding? That blue color is atrocious in the dungeons. It might fit the watercolor in the tropic islands during the day tho
Code: Select all
waterFogColor = new Color32(14, 25, 21, 255);
waterMapColor = new Color(0.1f, 0.3f, 0.25f, 0.4f);
fogDensityMin = 0f;
fogDensityMax = 0.25f;
It doesn't look like it's open for modding right now, I'll see what happens when I change these values later this week. Maybe the color needs to be more exaggerated to have a noticeable effect.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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- Hazelnut
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Re: [MOD] Roleplay & Realism (modular)
Didn't IK change the water colour since that post as part of the recent visuals overhaul? I've not been paying attention to be sure tho...
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- BadLuckBurt
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Re: [MOD] Roleplay & Realism (modular)
You are probably right, I'm gonna take break from this screen. I thought KoW's post was from this month, not July
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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- King of Worms
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Re: [MOD] Roleplay & Realism (modular)
Yup already done and looks proper now
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: [MOD] Roleplay & Realism (modular)
Probably ideas that would fit well with a NPC dialog mod to my mind. Thanks for suggestions though.Regnier wrote: ↑Mon Jan 10, 2022 10:40 pm is there any interest in the small tweak of having low personality or rep make townsfolk not stop when you are near.
Arena does this with unsheathed weapons so this could be added (in daggerfall i think you get worse responses with weapon out but they still stop when you are near)
At like 40 or below personality you need to track people down to talk to them, people dont even want to meet eyes with you.
And maybe only at high personality or rep would you be able to walk around with your sword out and theyll stop for you.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Hazelnut
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Re: [MOD] Roleplay & Realism (modular)
Released v1.4 for DFU 0.13.5 and uses ports data from Travel Options if it's installed. Please update when you move to the new DFU release as earlier releases are not compatible.
https://www.nexusmods.com/daggerfallunity/mods/16
https://www.nexusmods.com/daggerfallunity/mods/16
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: [MOD] Roleplay & Realism (modular)
I have two issues to report and a belated Christmas present.
First, the ship option is highlighted on the transportation menu when I'm in a port town, even though I don't own a ship. Selecting the option does nothing at first, but then the screen goes blank when leaving the transportation menu.
Secondly, I think there's something wrong with tavernkeeper variant 197_5-0.
He certainly doesn't match the portrait, to say the least.
I created an alternative by combining his lower body with the upper body from 197_4-0, adding some blue to fix the hole in the cleaning cloth and removing some magenta pixels.
I have no experience with exporting PNG files for use in DFU, so I'm not certain that it will display properly. I'm willing to try again with some guidance on the proper settings, if necessary.
First, the ship option is highlighted on the transportation menu when I'm in a port town, even though I don't own a ship. Selecting the option does nothing at first, but then the screen goes blank when leaving the transportation menu.
Secondly, I think there's something wrong with tavernkeeper variant 197_5-0.
He certainly doesn't match the portrait, to say the least.
I created an alternative by combining his lower body with the upper body from 197_4-0, adding some blue to fix the hole in the cleaning cloth and removing some magenta pixels.
I have no experience with exporting PNG files for use in DFU, so I'm not certain that it will display properly. I'm willing to try again with some guidance on the proper settings, if necessary.
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Re: [MOD] Roleplay & Realism (modular)
I just tested the image in the Textures directory. It seems to be working.