Daggerfall Unity
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Ralzar

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Ralzar

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36 comments

  1. Mythraen
    Mythraen
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    So, just so we're clear, you're implementing the same rules as Bethesda did for the races?
    So... Bethesda decided it was a good idea to put -10 or -20 int on the black people?
    I looked further into it... yeah, not a good look, fantasy or not.
    1. Ralzar
      Ralzar
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      Problem is, it's a balance thing where they're supposed to be skewed more towards being good warriors and the obvious place to lower them then is INT/WIL. It would have been a good idea for the game to have more than one non-white human race. Or rather races being fantasy races and then you could choose "human" and the face you chose defined your skintone.

      If you want to want to see the absolute worst, in vanilla Daggerfall redguard women were by far the worst option in the game. Which is just... wow :D I decided to just ditch the man/woman split in rules and try to balance out the negative and positive attributes. And it should be noted that Nords have the same -20 INT -10 WIL, so redguards are not alone in it.
    2. BabyAnon
      BabyAnon
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      I feel like Nord penalty to INT/WIL could be attributed to their extreme love of alcohol.. :D
  2. 0Regnier0
    0Regnier0
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    Is this compatible with the unity update?
    1. Ralzar
      Ralzar
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      Yup. Just tested it now. Works fine in 0.10.26.
  3. TimeofTheChimps
    TimeofTheChimps
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    Hi. When I attack anything, the notification on top of the screen keeps telling me "Races redone" with each strike. Any ideas?
    1. Ralzar
      Ralzar
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      Just a silly screw-up from my side. Updated mod now.
  4. EkulTheNord
    EkulTheNord
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    Is this compatible with the Physical Combat and Armor Overhaul?
    1. Ralzar
      Ralzar
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      I am honestly not completely sure. I will have to do some code exploring and testing to figure that out and I haven't gotten around to that yet.
    2. EkulTheNord
      EkulTheNord
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      Ok, thanks!
    3. Ralzar
      Ralzar
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      Turned out yes, as long as this mod is placed below Physical Combat in the mod list.
      I'm planning to release an update today that adds code to check for this.
    4. EkulTheNord
      EkulTheNord
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      Sorry for not responding, I took a break from modding for a while. Thanks for the quick response, as well as the new update!
  5. dbfuru
    dbfuru
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    I think on my argonian character, the water breathing bar just stays constantly visible on the right side of the screen, is there anyway to disable this?
    1. Ralzar
      Ralzar
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      I tested this the last time it was reported and could not reproduce it. Did you do something to make this happen the first time? Is it after being under water?
    2. Ralzar
      Ralzar
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      Did a code change that should fix this.
  6. Link6746
    Link6746
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    Is there a way to get the mod's effects on a character race to be retroactively added after character creation and exiting privateers hold, say if you start a game BEFORE installing this mod?

    Wanting to use this but don't want to make a brand new character just for the benefits of the modern mode.
    1. Ralzar
      Ralzar
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      Unfortunately not. I might look into solutions for this in the future though.

      For the moment, the only solution is to open up the savegame and edit your stats. The other effects will work, but the attribute changes will have to be done manually.
  7. DespairFlower
    DespairFlower
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    Hello!
    This Mod is pretty great but my Argonian can still drown, for some reason.
    The Mod was already installed when I made the character. What happened? :C
    1. Ralzar
      Ralzar
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      Hm. That's strange. Make sure the mod is running. The argonian waterbreathing is a constant effect running in the background. Not a permanent effect put on your character at creation. So if you uninstall the mod, the water breathing stops.
    2. DespairFlower
      DespairFlower
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      The mod is most certainly installed and activated. It's strange. At times it works, other times it doesn't. Seems if I quickload too often the effect somehow disappears, perhaps? I can't quite seem to find a pattern to it.
  8. DaedrosV
    DaedrosV
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    Does this stack with bonuses from being a Vampire or Lycanthrope? For example, if i have an Argonian Vampire, will he get the bonuses from both?
    1. Ralzar
      Ralzar
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      Yes.
  9. OtaconIII
    OtaconIII
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    So this runs on top of the major, minor and misc skills from your class, right? Like, they're supposed to be additional bonuses separate from your class's capabilities?
    1. Ralzar
      Ralzar
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      Yes. All effects are applied after Character Creation is over and you appear in Privateers Hold.
    2. Kraggy
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      This seems a good place to ask this :) ...

      Does your mod need to be enabled permaently after this stage or can it be disabled once your character has spawned and you've been able to take a save?

      The reason I ask is that I have a few characters and I'd not want to use this for all of them and since enabling/disabling mods is easy to forget it'd be nice to be able to disable it once creation is complete.
    3. Ralzar
      Ralzar
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      The attribute effects are applied at character creation.

      However, the wespon bonuses and argonian water breathing needs the mod to be active
    4. Kraggy
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      Ah, okay, thanks for clarifying that for me, I wasn't sure if you were able to adjust all the settings at the start.

      +1 from me. :)

      BTW, it seems that after I raised this issue on the DFU forums the UESP page to which you provide a link in the Description page here has been edited to remove all of the attribute changes which used to be listed there, there's now a paragpraph at the top of the page saying that the source information which was used as a reference for the attribute changes was wrong!

      Here's a link to the version of that UESP page which existed prior to yesterday's edit as archived on the Wayback Machine:

      https://web.archive.org/web/20190813050705/https://en.uesp.net/wiki/Daggerfall:Races
  10. jmaurer31
    jmaurer31
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    do the weapon +/level abilities stack with expertise?
    1. Ralzar
      Ralzar
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      Yes, the weapon bonuses are applied directly to the games combat formula. So you can stack this bonus with a weapon expertise.