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A Sphincter Says What

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ASphincterSaysWhat

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13 comments

  1. nerdfarmer42069
    nerdfarmer42069
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    is there a way to turn of the "press button to fire spell" message?
    1. ASphincterSaysWhat
      ASphincterSaysWhat
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      That's the default Daggerfall behavior when readying a spell to fire.  If you load up the Internal_Strings localization file, you can blank out the pressButtonToFireSpell value and it should effectively remove it from displaying.
    2. nerdfarmer42069
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      the goat.
    3. nerdfarmer42069
      nerdfarmer42069
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      so idk how to do that, i found the file and removed it, but it still happens?
    4. ASphincterSaysWhat
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      you'll need to copy the file and paste it into the parent directory, so paste it into StreamingAssets/Text.  That will allow the override.
    5. nerdfarmer42069
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      if this works, you are the KING
    6. nerdfarmer42069
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      so it already is in that parent directory and nothing is changing, i have no idea what i'm doing wrong :/
    7. ASphincterSaysWhat
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      did you change it from this:
      pressButtonToFireSpell,Press button to fire spell.

      to this?
      pressButtonToFireSpell,

      That should tell it to blank out the line.
    8. nerdfarmer42069
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      yes i did, i even removed the entire line and nothing
  2. jornari
    jornari
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    Hey! I love the idea of this mod but currently it's a bit overwhelming when a lot of stuff is happening. Screen gets filled with 8 messages really fast filling up the space breaking immersion. I talked about this with some guys on discord and one of the guys pointed out that using MidMessage function could be a great solution to this.

    The event message would be overwritten by the new event and the screen wouldn't get filled with messages. It would be enough to give that old school feedback feeling that at least something is happening rather than wondering if my attacks are swinging the air and so on. Having an option to turn on Midmessage function would be great!
  3. aristidetorchia717
    aristidetorchia717
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    I really like this - those second person dungeon master barks are comfort food.

    I wander if a variant with shorter barks would not be prudent - it may be tricky to read these every second swing during combat.

    How about something like “You parried” , “Harpy dodges” , “Harpy gets cut, bleeds lightly”
    Just to limit the number of words to scan through.
    Criticals could get extra verbose.

    On an unrelated note: what are your settings? Your game looks quite a bit different than mine. I like it.
    1. ASphincterSaysWhat
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      That's the goal in the next update - I'm coding this so it can be localized, which makes it easy to change the text however wanted.

      My settings are just the regular graphics using retro mode in-game.  It's 320x240 using palettization.  It's fairly close to how it looks in DOS.

      I also use my graphics mods that corrects a lot of the errors in the original graphics.
    2. aristidetorchia717
      aristidetorchia717
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       It's 320x240 using palettization

      Ah. I did try these settings initially - I liked it in the dungeons but felt it was too much of an eye-scramble in the open world, with modern skies and render distance. Settled on 640 with no palettization in the end, but may change my mind yet. Thanks.