[MOD] Roleplay & Realism (modular)

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

Re: [MOD] Roleplay & Realism (modular)

Post by Regnier »

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 😊
in walks the spell Light. finally a purpose lol(along with my idea of magical light not alerting enemies)

Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

Re: [MOD] Roleplay & Realism (modular)

Post by Regnier »

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.

User avatar
BadLuckBurt
Posts: 948
Joined: Sun Nov 05, 2017 8:30 pm

Re: [MOD] Roleplay & Realism (modular)

Post by BadLuckBurt »

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 😊
It's odd that it has that colour, it's defined in Assets\Scripts\Game\UnderwaterFog.cs on line 27:

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;
That Color32 should be more green than blue and the waterMapColor is only used for the automap.

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

.

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Roleplay & Realism (modular)

Post by Hazelnut »

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

User avatar
BadLuckBurt
Posts: 948
Joined: Sun Nov 05, 2017 8:30 pm

Re: [MOD] Roleplay & Realism (modular)

Post by BadLuckBurt »

Hazelnut wrote: Mon Jan 10, 2022 11:13 pm 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... :)
You are probably right, I'm gonna take break from this screen. I thought KoW's post was from this month, not July :lol:
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

.

User avatar
King of Worms
Posts: 4752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: [MOD] Roleplay & Realism (modular)

Post by King of Worms »

:D
Yup already done and looks proper now

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Roleplay & Realism (modular)

Post by Hazelnut »

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.
Probably ideas that would fit well with a NPC dialog mod to my mind. Thanks for suggestions though.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Hazelnut
Posts: 3015
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: [MOD] Roleplay & Realism (modular)

Post by Hazelnut »

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
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

nicksta1310
Posts: 126
Joined: Wed Nov 02, 2022 8:43 am
Location: Australia

Re: [MOD] Roleplay & Realism (modular)

Post by nicksta1310 »

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.
197_5-0_broken.png
197_5-0_broken.png (8.57 KiB) Viewed 4935 times
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.
197_5-0_present.png
197_5-0_present.png (10.97 KiB) Viewed 4935 times
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.

nicksta1310
Posts: 126
Joined: Wed Nov 02, 2022 8:43 am
Location: Australia

Re: [MOD] Roleplay & Realism (modular)

Post by nicksta1310 »

I just tested the image in the Textures directory. It seems to be working.

Post Reply