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Re: [Mod] Random Starting Dungeon

Posted: Tue Dec 14, 2021 6:51 pm
by Magicono43
Uploaded a "mod showcase" for this mod. Gives details on how it works in-practice, and some future plans for it.


Re: [Mod] Random Starting Dungeon

Posted: Thu Jan 13, 2022 12:33 pm
by Regnier
What about random starting location?

You could start in a tavern or farm or something.

Re: [Mod] Random Starting Dungeon

Posted: Thu Jan 13, 2022 12:36 pm
by Magicono43
Regnier wrote: Thu Jan 13, 2022 12:33 pm What about random starting location?

You could start in a tavern or farm or something.
I started the basic framework of a mod like that maybe 2 months back, but I have gotten distracted by making some other mods, so have not touched it in a while. https://github.com/magicono43/DFU-Mod_Start-Options

Re: [Mod] Random Starting Dungeon

Posted: Sun May 15, 2022 10:49 pm
by Magicono43
Released version 1.01 for DFU v0.13.5, Made it so enemies within a moderately close proximity to where the player is spawned/placed in a dungeon will be deleted/removed from the scene. This was to make it feel a bit more fair when starting a new game, and give you some time to breath.

Re: [Mod] Random Starting Dungeon

Posted: Mon Jun 06, 2022 6:13 pm
by Magicono43
Released version 1.02 for DFU v0.13.5, Added new setting so that the new "Safe Zone" feature when spawning can have it's size customized. Also with this from some requests the default size setting has been reduced from 51 to 30, but you can set it to anything from 0-200 now if you wish.

Re: [Mod] Random Starting Dungeon

Posted: Sat Jul 02, 2022 4:08 am
by Magicono43
Released Mod Update, v1.10:

Added new feature:
- You can now start a new game with a random starting date/time. Has multiple settings that allow for customization of which season you do or don't want to potentially start in.

Tested and confirmed to not effect the main-quest at the start, and also works with C&C (Thought at first the fatigue and mana bar act a bit weird, but it's fixed by resting.)

Re: [Mod] Random Starting Dungeon

Posted: Sat Jul 02, 2022 9:21 am
by Arneb
The idea of a random starting time is really nice, this mod makes Daggerfall more and more a roguelike.

Re: [Mod] Random Starting Dungeon

Posted: Sat Jul 02, 2022 12:29 pm
by Magicono43
Arneb wrote: Sat Jul 02, 2022 9:21 am The idea of a random starting time is really nice, this mod makes Daggerfall more and more a roguelike.
Ha, that's funny now that I think of it, considering I have plans to released "cursed items" at some point, pretty similar to some rogue-likes actually :P

Re: [Mod] Random Starting Dungeon

Posted: Sat Jul 02, 2022 7:57 pm
by Arneb
Magicono43 wrote: Sat Jul 02, 2022 12:29 pm
Arneb wrote: Sat Jul 02, 2022 9:21 am The idea of a random starting time is really nice, this mod makes Daggerfall more and more a roguelike.
Ha, that's funny now that I think of it, considering I have plans to released "cursed items" at some point, pretty similar to some rogue-likes actually :P
I agree. Plus, as long as magic item frequency isn’t dramatically increased, I think Daggerfall would work well with a more various itemisation, maybe a bit “Diablo-like”. I’ll add it to my to-do list.

Re: [Mod] Random Starting Dungeon

Posted: Sat Jul 02, 2022 8:31 pm
by BoneofMalkav
Love the mod but I'm surprised choosing by province instead of just dungeon type wasn't an option yet.