Daggerfall Unity
0 of 0

File information

Last updated

Original upload

Created by

numidium3rd

Uploaded by

numidium3rd

Virus scan

Safe to use

40 comments

  1. Sulucion
    Sulucion
    • member
    • 0 kudos
    Changed the keybind to 5 different open keys and none of them work,  had weapon equipped, unequipped, took gear off,  tried when levitating to keep gravity off my foot, hahaha.  Sadly this mod doesn't work with what i got going on.  oh well, dwarven mace will take care of those doors.
    1. dizzygreenman
      dizzygreenman
      • member
      • 0 kudos
      Have you set the binding to match one listed on the provided website? 
        https://docs.unity3d.com/ScriptReference/KeyCode.html
      For example, I set mine to "4" and had to type in "Alpha4" in the mod settings.
  2. luciusaries
    luciusaries
    • premium
    • 30 kudos
    Thank you for making a way to bash locked doors without wrecking my oh-so-delicate battle axe!
  3. potatochip
    potatochip
    • supporter
    • 7 kudos
    Damn, those daedric bastards are gonna pay for stabbing up my wagon.
  4. ASphincterSaysWhat
    ASphincterSaysWhat
    • member
    • 5 kudos
    definitely useful for busting down doors, and comboing off enemies as a monk
  5. TrueIdiotYT
    TrueIdiotYT
    • member
    • 3 kudos
    The mod is broken again
    1. numidium3rd
      numidium3rd
      • member
      • 10 kudos
      Could you elaborate? I tested it with DFU 14.5 just now and it's still working on my end. It might be conflicting with other mods.
    2. TrueIdiotYT
      TrueIdiotYT
      • member
      • 3 kudos
      So its working not working then working again
    3. Oblib
      Oblib
      • supporter
      • 6 kudos
      For me it doesn’t work if I have no weapon equipped. Don’t know if expected ? Or maybe just an issue on my end.
      But anyway, I just say that to answer to TIYT if it’s the same case, because for me that’s a non-issue.

      Spamtrooper, I inverted the textures to feel like it’s the left foot giving the punch, I find it nicer when being regular.
      Can I upload the variation here on Nexus ? And anyway, thanks much for the mod ! I use it all day long lol
    4. numidium3rd
      numidium3rd
      • member
      • 10 kudos
      The disabled while unarmed is intentional, yes. That's because I felt it would look strange if you were to do a normal kick and a mighty foot kick at the same time. Now that you mention it I might revisit this and make it use the foot opposite to the hand that's in use (left if right-handed, right if left-handed).
    5. Oblib
      Oblib
      • supporter
      • 6 kudos
      Excellent ! Can I add more requests ? ^^ (goes out of the scope of the mod thought !)

      What sound files are used by default ? Can’t remember how it was before that, but now that I have moded sounds files, it really sounds like sword swing and sword hit, so it feels weird ; Is it possible to change the sounds that are used ?

      Also, is it possible for the foot sprite to be slightly more to the left of the screen ? ( Or right, depending.) I tried but, being no modder, nothing I tested worked ^^ I suppose it’s a matter of meshes or something, but definitely not just textures.

      Anyway, thanks for your answer !
    6. numidium3rd
      numidium3rd
      • member
      • 10 kudos
      Unfortunately I'm limited to the behavior of the FPSWeapon class. Basically what Mighty Foot does is instantiate an FPSWeapon to memory and tell it to use Melee (unarmed) but beyond that I wouldn't really have control of the graphics and sounds it uses unless I were to do some reeeaally hacky stuff with the code that bypasses the safety features of the programming language.

      You probably could move the foot to the left more by using a custom texture but that would apply to the standard melee and not just Mighty Foot.
    7. Oblib
      Oblib
      • supporter
      • 6 kudos
      Yes I see, so even way more past the scope of the mod that I though ! ^^ 
      I tried to make custom enlarged textures with the foot moved further, but it’s shrank back to original size and position.
      Probably a matter of meshes, that has to be modified alongside the textures to adjust for it ? There was the dead end for my limited abilities ^^

      Thanks for your answers =)
  6. Kolagon
    Kolagon
    • member
    • 16 kudos
    Doomslayer and Duke Nuke'em would be proud.
  7. TalonTarp
    TalonTarp
    • member
    • 2 kudos
    Not what I was expecting. kick doesn't have any knockback. The kick in The Penwick Papers Is nice because it yeets enemies off of tall places but this one just does a little damage. Perhaps add some knockback on it? bonus points if we can kick the ground and jump for some extra height. 
  8. makemelogin
    makemelogin
    • premium
    • 23 kudos
    Thank you sooo much!   Now we just need a Nash Gore style mod that works on this game for bloody good measure!  lol
  9. VencentCross
    VencentCross
    • premium
    • 0 kudos
    now we just need some muskets, pistoles and blunderbusses to really start turning this into a Boomer Shooter RPG!
  10. JackaboyJackman
    JackaboyJackman
    • member
    • 0 kudos
    im downloading this purely because its a duke reference
    1. XiumX
      XiumX
      • member
      • 0 kudos
      +1 internets for you