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Re: [MOD] Roleplay & Realism (modular)

Posted: Mon Jul 05, 2021 10:09 am
by Hazelnut
Yes, good point. Should the lantern be waterproof though do you think? I'd also be concerned that this would make water sections too dark with low ambient light. Realism should enhance the game, not make it impossible to play.. will do some testing.

Re: [MOD] Roleplay & Realism (modular)

Posted: Mon Jul 05, 2021 1:48 pm
by Ralzar
Include a new, heavy, bluish water-proof lantern in RP&R: Items? :D

Re: [MOD] Roleplay & Realism (modular)

Posted: Mon Jul 05, 2021 2:50 pm
by Hazelnut
I don't think I need to worry, seems water has it's own internal light source. The picture below shows what the dungeon looks like at settings 0.2 ambient with player item light enable and no player torch lit. It's dark apart from near static light sources! Then I move about 5 meters into some water and the inset image is what it looks like, nothing else changed. So, yeah I don't need to worry about visibility.
Water.png
Water.png (463.64 KiB) Viewed 3952 times
The only remaining concern is whether it's just adding an annoyance to the player experience for zero benefit. If lighting with finite resources was a think, then maybe. Well I guess as with everything it'll be optional, so players can disable if they find it annoying.

Re: [MOD] Roleplay & Realism (modular)

Posted: Mon Jul 05, 2021 4:41 pm
by King of Worms
That underwater fog is utterly ridiculous and something I hate dearly. Its so light it appears as a light source. Can this be dealt with as well? Realiatic water - make that water color much darker and muddy?

Re: [MOD] Roleplay & Realism (modular)

Posted: Mon Jul 05, 2021 5:03 pm
by Ralzar
I was honestly thinking that since DFU has a slider for night and dungeon light. Shouldn't either dungeon light include this? Or there should be a separate slider for it?
I agree with KoW here, this has always been weird.

Re: [MOD] Roleplay & Realism (modular)

Posted: Sat Jul 10, 2021 4:43 am
by Regnier
has the missing potion text issue been resolved? i think i picked another one up recently (before i updated)

Re: [MOD] Roleplay & Realism (modular)

Posted: Sat Jul 10, 2021 8:41 am
by Hazelnut
Yes, a while back. I am not aware of any current issues.

Re: [MOD] Roleplay & Realism (modular)

Posted: Sat Jul 10, 2021 9:57 am
by King of Worms
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 😊

Re: [MOD] Roleplay & Realism (modular)

Posted: Sat Jul 17, 2021 11:15 am
by Hazelnut
New version released adding a module that replaces 80% of the random flats in houses with the townsfolk you see walking around. Get v1.3 at Nexus mod page: https://www.nexusmods.com/daggerfallunity/mods/16

Re: [MOD] Roleplay & Realism (modular)

Posted: Fri Dec 03, 2021 5:55 pm
by John Doom
could you add options to have momentum after jumping with horse (to discourage bunnyhop) and a slider to adjust horse max speed?