Just the mod I needed to give me another reason to visit the farms :)
But I was wondering, the description says the success of harvesting is based on luck and "harvest ability". Where can I find that skill? How can I see what level or percentage my harvest skill is at, and how its progressing, just like the other skills?
I don't think you can directly view it, but when you pick enough crops you will get a popup that tells you the skill leveled. That said, it does level extremely slowly; I had to gather like 100 crops just to get from 0% ---> 1%, and almost all of those were failures. Progression needs to be a lot faster, considering you can't even gather during the winter, plus regrowth timers, etc.
Very immersive mod! I love it! Now to hope to get the chance to buy a farm one day. :v
I was wondering, I'd give that mod an 11/10 if it had that silly little extra thing which, honestly, I'm not sure how tricky it would be but maybe could be doable? If the skill itself would appear as a skill to pick from? Or perhaps, for 'simpler' version, if the skill would end up in the list of 'Miscellaneous' skills to keep track of progress like other skills with the same format as other skills there (read: Harvesting[spacing]n%[spacing]LUK )
Hi, i'll increase the max value a bit. I'm not going to increase it too much because harvested crops are stored in save, so there are performance considerations. I don't know how many crops there are in Daggerfall, but i don't want to see someone having issues with the size of a save file because they looted everything they could find within one in-game year :)
First up, great mod! Been using it since 0.9 and it works great. Half my cart is filled with plants ready to be used the moment I get my hands on a potion maker :)
I did find a very minor issue I was able to reproduce. Specifically, a floating red berry bush I encountered in Yeomcroft Farmstead, Daggerfall. I was still able to access it just by jumping and got 3 berries for my troubles, so no biggie, and I've checked other random farmsteads to see if I could spot any more floating veggies but they where all firmly planted on the ground. I also tried loading a previous save, went back to check (I loaded one in Gothway Gardens to leave some distance) and it was still there. A very minor thing that had 0 impact in my gameplay, but as mod author I figured you might wanna know.
I should also add that I have pretty much every mod compatible with 0.10.8 installed, so I'm sure it's totally on my end. I use your wonderful grass 2 & wind, enhanced sky, birds of D, distant terrain and even montains and hills (letting montains override distant terrains heightmap to avoid the conflict), rocks of D, WA, the quest pack, tedious travels & archaeolgists. I should also mention I got there using tedious travels x10, mabye the terrain tried to load too fast, but that's just me guessing. I've pretty much thrown everything I could find on the nexus/forums to see what played nice with what and so far so good, to be honest. When I get back from work I'll try to replicate it while deactivating all the landscape mods one by one, me thinks the culprit might lie there, but mabye it's cooked in my save?. I also grabbed a couple of screenshots in case you wanna see what I mean.
It's such a little thing that I feel embarrased even bringing it up after the fantastic mods you're putting up left right and center, specially because I believe my carelessness caused it, but as a mod author I figured you might wanna know regardless.
Thanks again for all your work, Thelacus, I can't state enough how much fun I'm having again with one of my favorite games from my childhood. I'm even reading Jehuty's tutorials on questmaking to see if I can either help with some of the ongoing ideas or develop a questpack. So super duper thanks for the quest editor too!
I've been installing mods for a solid 20 years and this is the first time I feel this inspired to actually get my hands dirty and try to make something instead of just leeching.
Thank you for everything and keep up the fantastic work!
The floating bush is due to classic game data, is like that even without mods and i assume also in classic Daggerfall. Nothing wrong with your setup :)
16 comments
But I was wondering, the description says the success of harvesting is based on luck and "harvest ability". Where can I find that skill? How can I see what level or percentage my harvest skill is at, and how its progressing, just like the other skills?
Works well with Windmills of Daggerfall, Beautiful Cities, and the other 140+ mods I've got loaded on this slow laptop.
I was wondering, I'd give that mod an 11/10 if it had that silly little extra thing which, honestly, I'm not sure how tricky it would be but maybe could be doable? If the skill itself would appear as a skill to pick from? Or perhaps, for 'simpler' version, if the skill would end up in the list of 'Miscellaneous' skills to keep track of progress like other skills with the same format as other skills there (read: Harvesting[spacing]n%[spacing]LUK )
First up, great mod! Been using it since 0.9 and it works great. Half my cart is filled with plants ready to be used the moment I get my hands on a potion maker :)
I did find a very minor issue I was able to reproduce. Specifically, a floating red berry bush I encountered in Yeomcroft Farmstead, Daggerfall. I was still able to access it just by jumping and got 3 berries for my troubles, so no biggie, and I've checked other random farmsteads to see if I could spot any more floating veggies but they where all firmly planted on the ground. I also tried loading a previous save, went back to check (I loaded one in Gothway Gardens to leave some distance) and it was still there. A very minor thing that had 0 impact in my gameplay, but as mod author I figured you might wanna know.
I should also add that I have pretty much every mod compatible with 0.10.8 installed, so I'm sure it's totally on my end. I use your wonderful grass 2 & wind, enhanced sky, birds of D, distant terrain and even montains and hills (letting montains override distant terrains heightmap to avoid the conflict), rocks of D, WA, the quest pack, tedious travels & archaeolgists. I should also mention I got there using tedious travels x10, mabye the terrain tried to load too fast, but that's just me guessing. I've pretty much thrown everything I could find on the nexus/forums to see what played nice with what and so far so good, to be honest. When I get back from work I'll try to replicate it while deactivating all the landscape mods one by one, me thinks the culprit might lie there, but mabye it's cooked in my save?. I also grabbed a couple of screenshots in case you wanna see what I mean.
It's such a little thing that I feel embarrased even bringing it up after the fantastic mods you're putting up left right and center, specially because I believe my carelessness caused it, but as a mod author I figured you might wanna know regardless.
Thanks again for all your work, Thelacus, I can't state enough how much fun I'm having again with one of my favorite games from my childhood. I'm even reading Jehuty's tutorials on questmaking to see if I can either help with some of the ongoing ideas or develop a questpack. So super duper thanks for the quest editor too!
I've been installing mods for a solid 20 years and this is the first time I feel this inspired to actually get my hands dirty and try to make something instead of just leeching.
Thank you for everything and keep up the fantastic work!
The floating bush is due to classic game data, is like that even without mods and i assume also in classic Daggerfall. Nothing wrong with your setup :)