[MOD] Roleplay & Realism: Items (modular)

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Hazelnut
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by Hazelnut »

That doesn't give me enough information to work with. If you continue to have this issue, please provide more details about how this mod is involved.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Ralzar
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by Ralzar »

Tested out LevelUp Adjuster with RP&R and RP&R:Items. Both with LevelUp Adjuster loading first and last. Worked fine both times. This was in 0.12.1.

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Hazelnut
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by Hazelnut »

Just uploaded v1.2 to Nexus. Added used weapons and armor to shops based on store quality. High quality stores only stock brand new, low quality can have worn items. Suggestion came from Alderwood in this thread: viewtopic.php?p=63991 so thanks to them. :D

As always you can switch off this module if you want stores to continue to only ever sell brand new items.

Get it from https://www.nexusmods.com/daggerfallunity/mods/61
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Vondur
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by Vondur »

Just wanted to say that this mod is so awesome! The armor additions are great and fit into the game well and really fixes a major and weird flaw with vanilla, the lack of light/medium armor. Love it!
Adventure Art: https://www.youtube.com/channel/UCLFHRO ... VAelOQrl3Q

Let's Play Daggerfall Unity, DARK KNIGHT (No magicka): https://youtu.be/CO_WHL1cjNU

Let's Play Daggerfall Unity, MAD GENIUS: https://youtu.be/gPL9xKpvet0

L57
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by L57 »

This is an awesome mod. But I wonder if bandages are a little over-powered? They are extremely cheap, light, and can be used right in the middle of a fight. In my opinion, it would be better if they simply added a small bonus to sleep recovery (although I suspect the current realization is due to the impossibility for better alternative). At least some tweaks regarding weight and price would be appropriate, otherwise it feels a bit exploit-ish, at least in my experience.

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Hazelnut
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by Hazelnut »

Thanks for the feedback. The bandage healing is intended to allow a non-magic character to be viable. It wasn't balanced and is still just my best guess as the the amount to heal. I can remember basing it on the fact that buying lots takes a lot of shopping around.

I don't intend to change the implementation but I am open to tuning the amount healed if you make a convincing argument for a tweak.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

L57
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Re: [MOD] Roleplay & Realism: Items (modular)

Post by L57 »

Indeed you need to do some shopping around, but still I think it's not very satisfactory, because you can buy them systematically from time to time and accumulate hundreds of them, then use them in batches at once during battle, which simply looks ugly... Of course, the player is always free to exploit or to not exploit, but still the obvious potential advantage of bandages over finding ingredients and creating potions catches the eye too much.

My guess would be to bring back vanilla weight (0,5), and x10 vanilla base price (from 2 to 20) with the same healing rate as currently. Although it's not that drastic at first glance, it's adequate and challenging enough for early game and especially for those who also use survival elements (more restrictive carry weight options, Climates&Calories, etc). This still provides significant compensation to a non-magic character (which is a great idea I like).

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