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  1. Magicono43
    Magicono43
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    Here is the main forum post for discussion: https://forums.dfworkshop.net/viewtopic.php?t=5613
  2. flup72
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    Hey, I'm playing as a Breton(racial +30 Magic Resistance) and with the Magic Resistance Advantage that when added should be over 100 Resistance and give me Immunity to Magic, and while using this mod, should grant me Immunity to Paralysis, Poison and Disease.

    However, while playing I managed to get the Plague from a rat(a small one that was added to a tavern by the Tempered Interiors) and get Poisoned while exploring a dungeon. 

    This mod already has the highest priority in my load order. Is this a bug?
    1. Magicono43
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      So the immunity in this case does not work like that, it specifically means the "Immunity to Magic" advantage, it does not take the addition of racial modifiers into account, as far as I'm aware.
    2. flup72
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      But the Altmer racial skill overwrites the Critical Weakness to Paralysis doesn't it?

      In any case, would it be possible to update the mod to account for the Breton racial skill + magic resistance in the formula?
    3. Magicono43
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      Probably, but I don't have a time-frame when this update might happen, busy with other stuff atm.
    4. flup72
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      That's okay. I hope you eventually update it, but for now it's nice to know why it wasn't working. Thanks for replying.
  3. BewbPage
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    Will you be adding back the chest exploits from the original that allowed you to get daedric weapons early?
    1. Magicono43
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      Probably not no, especially considering you can just use console commands in DFU to cheat all the daedric equipment you want.
    2. Drphobos1996
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      DEL
  4. tm10067
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    Were there even more exploits? I thought I used them all)
  5. CharleyCatman
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    Are there settings to choose which exploits to activate? I really like being immune to poison includes paralysing poisons, because it IS poison. But I feel that immunity to magic might be a bot overpowered if it essentially makes me immortal towards anything none physical. 
    1. Magicono43
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      There is no settings atm, unfortunately.
  6. jamesbuntplays
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    Thanks!  This makes high elves supreme again!

    I wonder if it is possible to bring some DF 1.0 exploits back,, like how spell absorption had a version in darkness, in light, and in general.  Also there was the ability to join all knight orders and temples.  The wagon also had 1000kg weight limit.  There were some other fun things too.
    1. Magicono43
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      Anything involving the character creator is basically a hard no atm, until it gets more support to be modded. The Knightly orders and temples, there could be a way, but I'm not sure atm how it would be done atleast. There are some other mods that exist to increase the carrying capacity of wagons, not sure if they still work though, likely very old mods at this point.
    2. jamesbuntplays
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      Oh okay, that's interesting.  There was a lot of things changed from 1.0 Daggerfall that could be added back as optional.  Another exploit was naming spells with ! and $ for super cheap casting, LOL!
  7. krustykpizza
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    that anti-gog version banner is beautiful. im saving it for later, not entirely sure what use i'll have for it but its too cool not to have on my harddrive. Thanks for the mod by the way, I was disappointed when some of my fave explo- I mean creative uses of intended game mechanics got 'fixed' :D
    1. Magicono43
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      Yeah it's a very nice animated banner. The person who made it was the artist "Ninelan" who also goes by "FireFlyness" on the Nexus here. She linked that on the Discord a month or so back and I decided to put it on all my mods to support the anti-cause, lol. And I'm glad you like this very simple mod, if it makes the game slightly more enjoyable for you, then mission accomplished!
  8. flup72
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    Hey, I have a question: Is it possible to contract Lycanthropy with a character who has Immunity to Magic with this mod on?

    I've been getting hit, resting and reloading for hours now to get infected and nothing. I know the odds are low but I wanted to be sure.
    1. Magicono43
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      I'm fairly sure that "special" diseases such as Lycanthropy and Vamprism completely ignore the normal resistances/immunity stuff. So even with this mod you should stll be able to get infected.

      Make sure you are atleast level 2 or higher btw, when you are level 1 you are completely immune to disease and poison effects, as sort of "newbie protection" mechanic that DFU has. If that does not work, might want to consider using the console command to infect yourself with Lycanthropy and see if that works.
    2. flup72
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      I'm aware of the Level 1 immunity. I was trying to contract the disease at level 7 so I could survive the hits, but after like 3 hours of trying and nothing I though I should ask just to be sure. I'm probably unlucky since the odds are 0.6% per hit.

      EDIT: I was able to become a wereboar with the mod.
  9. DevonKnight
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    Is it just me or the character creation exploits aren't working now? I made a high elf with immunity to magic and critical
    weakness to paralysis, but I still get paralyzed instantly
    I missed a line from the description kek
    This was far too high on the load order
    1. Magicono43
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      I'm glad you actually read the description atleast, surprisingly few do that, lol.
  10. flup72
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    Hey, aparently DFU no longer allows you repeat some quests multiple times for their unique rewards, for example: "The Artifact" quest for your Knightly Order like you could in the Classic.

    Info taken from here:
    https://forums.dfworkshop.net/viewtopic.php?t=3715

    Also unlike Classic, DFU puts a cap on how much magicka you can absorb from your spells so you can no longer recover more than you spent, which is very useful for sorcerers who can't regenerate magicka by resting.

    Info taken from here:
    https://forums.dfworkshop.net/viewtopic.php?t=5596

    Could this mod undo these changes to add these exploits back?
    1. Magicono43
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      Anything is possible in theory. But I doubt I'm going to be touching anything involving the quest system, as I think that would work for other quests mods that change the vanilla quests in some way, and if done through modifying the quest "machine" itself would be much more messy. The magicka thing could likely be done, but currently alot of the base-code stuff involving the magicka system is difficult to mod without being really hacky about it, so something like that would be likely post DFU v1.0, when changing the core systems is more likely to happen for modding support, etc.
    2. flup72
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      I understand, thank you for your quick reply.

      From a post below, seems you are unfortunately not interested in adding back the daedric weapons in The Rusty Ogre Lodge exploit back into the game and that's a shame, since the new container permanency system would already nerf the exploit by quite a lot.

      Unlike console commands, I don't particularly consider exploits cheating, since it's not the players fault if the game bugs out and gives them an advantage, even if the player is actively trying to trigger said bug.

      Hopefully someone else eventually adds it back for that full exploity vanilla experience. Keep up the good work, your Viewable Skill Progress mod and this one are a godsend.
    3. Magicono43
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      Glad you enjoy the mods so far, this one I mostly made this mod (if the mod description is not pretty obvious about that.) because people kept complaining that DFU fixed the character creation exploits. I knew "recreating" this behavior would be relatively easy for the magic immunity stuff, so I decided to just do it. Now unless it's just coincidence, I almost never hear anyone complain about those particular "fixed exploits", so I think mission accomplished there to some extent, lol.

      But overall, recreating exploits, bugs, quirks from a game made in an entirely different engine/environment is not a simple task, so alot of the weirder ones I don't personally have plans on tackling, as I think the effort would be more than it's worth honestly. Maybe currently this mod title is misleading, but eventually maybe myself or somebody else will try to add back some of those DOS exploits like you mentioned, but it's certainly not even within viewing distance on my priority list atleast.
    4. flup72
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      That's fair. I agree it's better to spend time creating new content than breaking what's been fixed.

      DFU it's such an improvement over the original. Much easier to run and so many options to toggle to keep the experience as vanilla as possible that only purists would play the original over DFU just because of exploits. Well, for better or worse I (kinda) consider myself one of those people.

      I never use mods that rebalance gameplay, only bugfixes(exploits not included if possible), some cut content mods and maybe some UI stuff.

      I have no plans to play Daggerfall DOS over DFU just because of exploits, hence why I'm hoping mods would add the most famous exploits back. And when I get tired of exploiting, it's just a matter of disabling these mods and facing the challenge.
  11. thevm
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    Is it possible to return the previous effect of the "Drain Attribute" spell which would instakill targets by lowering their attribute to 0? It used to work that way in the older unity version, but it has been since fixed.
    1. Magicono43
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      Well that was technically a bug exclusive to DFU, it did not work that way in DOS Daggerfall, I tried since I was the one that reported that inconsistently a few years back. I'd say it's not something this mod would try to add back since it was not even a thing in DOS to begin with, as well as the method required would be outside the scope this mod really would want to touch to recreate that.
    2. thevm
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      That's unfortunate, though it makes sense. It's a good idea for a separate mod I guess, something along the lines of "Baldur's Gate style attribute drain".