Just found out that there is an HD version for this, amazing! Just wondering if enemies sill drop the armour added by this mod though? That would be great!
There is a lot of useful balancing for a new player but the adjusted cart and horse prices should have a toggle setting. Or even better a slider that allows players to choose how to scale these prices.
The intent was to have a cart be attainable fairly fast, but a nice horse you have to work towards for a bit. In vanilla you can get a nice horse easily 10 mins after leaving the intro dungeon. Unfortunately the only way to disable these balance changes is to disable the entire mod. This is why this mod is separate from it's sibling Roleplay & Realism.
It's my first time playing so 900-1600 gold for a cart was pretty intimidating, especially since the cart lets you make gold so much faster. I just used console commands for that but I will save up the full amount for the horse. It's too bad it can't be tweaked in settings, but I guess that's how modding is.
I think the amount of gold and loot is still too high, I am also using the unleveled loot mod made by Ralzar but I still end up with a bunch of loot piles with 200 golds in them, some enemies too
Then there's the price of books and other various items that sell for way too much, I basically stopped looting all of these and just pick up gold, but even then I end up with thousands of golds that I have no idea what to do with
I think the very maximum that you should get from a mob or a loot pile should be lower than 50 golds considering the amount of enemies and piles you interact with, and various items such as books shouldn't be worth more than 50 golds either
But I'd like to mention that I have recently installed the new mod 'tougher haggling', which makes trading much harder. So from what I can tell, the amount of gold I receive by default is now more in line with how much things cost in general
Can you make the potion recipes stackable by category in a future update? I don't know if it's possible since they all have the same "potion recipe" name but in the description it says what they are. Maye changing the names like for example "Recipe: Potion of Orc Strength" or similar?
Hey, love the mod! But is there a way to deactivate some of the new armours? For instance, I'm all for Fur Armour, but not for the Padded Cloth\ Coat of Plates.
Great mod one of my favorites. There seems to be a bugged starting spell. If you have Alteration as a primary skill, you get a spell called "Jump" with 0 cost, and no effects at all listed in the spellbook. Also grants no experience when cast. Anyone else have this?
This spell is made using one of the standard hardcoded Daggerfall spell effects. I re-tested it by creating a new character. It cost 13 points to cast, and had effect "Jumping" in the spell book. Not sure about the exp, I didn't take the time to test that.
Unless you have a mod that directly messes with the default daggerfall spells, I have no idea what the issue could be. Sorry.
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Technical limitation, sorry.
Then there's the price of books and other various items that sell for way too much, I basically stopped looting all of these and just pick up gold, but even then I end up with thousands of golds that I have no idea what to do with
I think the very maximum that you should get from a mob or a loot pile should be lower than 50 golds considering the amount of enemies and piles you interact with, and various items such as books shouldn't be worth more than 50 golds either
I have the mod settings as they are by default
But I'd like to mention that I have recently installed the new mod 'tougher haggling', which makes trading much harder. So from what I can tell, the amount of gold I receive by default is now more in line with how much things cost in general
Thanks!
would it be possible to make the alchemists buy potions and potion recipes?
Thank you for your mods, they are great.
I'm using another mod (Physical Combat Overhaul) which changes how much durability damage things take and I'm curious how the two interact.
Did some testing myself to determine some item durability values:
katana 350 (nerfed from 600)
Dai-Katana 450 (nerfed from 1200)
Longbow 120 (buffed from 100)
As for the new armor sets
(Base Game) Cuirass 4096
Mail Hauberk 2050
Brigandine Jerkin 1600
Use the indexes to find the item data in the DFU file: https://github.com/Interkarma/daggerfall-unity/blob/master/Assets/Resources/ItemTemplates.txt
Unless you have a mod that directly messes with the default daggerfall spells, I have no idea what the issue could be. Sorry.