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Hazelnut

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ajrb

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182 comments

  1. warv1
    warv1
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    Hi, is there a way to check the material-to-hit modifiers for all the weapons in the game with the module activated? You listed Daedric being +18 as an example but is there a list for all of the other materials or at least a formula for how it’s calculated? Just wondering for curiosities sake.
    1. RedRoryOTheGlen
      RedRoryOTheGlen
      • member
      • 36 kudos
      GetWeaponMaterialModifier from the DFU source lists the base value of each tier.

      Unmodded, the To-Hit bonus applied to an attack is (Modifier x 10). With R&R, it is changed to (Modifier x 3).

  2. Knuckle87
    Knuckle87
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    The master quest for fighters is very broken and should be fixed or removed from pack. I realize I should take a step back but let me explain:

    1.) During the Renegade Assassin portion of the quest, some unknown check went off that I failed, despite finding the renegade alone. I also do not know what I failed at, and assume this check is compeltely random, as at this point in the game, my stats were capped with all the magical items I had created to put my base stats at 100. If it is a skill check that is strange, since this is a fighters guild quest and most of those skills were very high at this point. Anyway, for some reason, even though I only killed/hurt the renegade assassin, I get told I hurt/killed other members, which is flat out wrong, I did not attack any of his lackeys that showed up.

    2.) The bounty amount is insane and ridiculous. Some random renegade's lackeys(who are supporting a member providing illegal contracts), are somehow worth a 100K ransom??? This is completely out of proportion even if I intentionally murdered all his lackeys.

    3.) You softlock games for people who REFUSE to accept this bullshit from the dark brotherhood. I do not know why you would assume someone who is a MASTER of the fighters guild is just going to submit to the dark brotherhood but this was not thought out well. What do I mean? You have it literally spawn ENDLESS WAVES OF ASSASSINS after you refuse to pay the ridiculous bounty that is up to 300k now. I thought this was funny at first and figured it would stop after maybe 20 or 30 members. But no, you added a unrealistic immersion breaking spawn trigger to the game, where the assassins spawn 10-15 on top of you every 2 seconds, even if I levitate 100s of feet in the air, then travel across the world, this continues to happen. This is so poorly made it soft locked my game because of this ridiculous feature, I had to figure out how to acces quest debug and terminate the quest. The salt in the wound is despite rescuing the smith, he NEVER appeared at the designated town and region, even after i scouted every single house and merchant, and checked back for days/weeks at that location...... A huge waste of time with no payoff....

    Sorry for rant but this has been my worst quest experience since playing modded.
  3. impelcrato
    impelcrato
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    I want to thank you for making this mod but i do have a question. is this a bug but i have speed of 100 and strength of 75 and my two handed weapon is extremely slow. once i disable the weapon attack speed, the speed goes back up to extreme speed levels. if that is the intended speed debuff, what is the point of investing any points to speed if you are so slow at that level. and i do not have any illnesses or encumbrance.
    1. impelcrato
      impelcrato
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      i retract my statements i absolutely see why there is a need to nerf attack speed.
  4. Tilo1
    Tilo1
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    Hello, can you please make the loan modificator module an optional thing please ? Thank you very much. Otherwise fantastic mod.
    1. ajrb
      ajrb
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      What do you mean? It's optional because it defaults to the normal amount.. so it wont affect anything when set like this. Or am I missing some use case?
    2. Tilo1
      Tilo1
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      • 2 kudos
      because I have another mod (tougher haggling) that also modifies loans but is slightly more in depth. Roleplay and realisms overwrites it no matter where it is positioned on the load order. Also, for other people who might want to do bank mods in general I think it's best to future proof it by making it optional. Thanks :)
  5. demod6
    demod6
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    Could be possible to make the Variant Residents feature work with the new orc villagers from "Orsinium Belongs to the Orcs"/Vanilla Enhanced? Right now you only see bretons inside Orsinium houses, for example.
    1. ajrb
      ajrb
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      Yes, that would be worth doing. Have it suppressed in Orsinium, will speak with the mod author when I get a chance.
  6. thispurplebean
    thispurplebean
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    • 1 kudos
    I love your mod so much! I wanted to ask, how did you make the horse texture longer than the original square size? I am working on a custom horse mod, but the texture replacer forces whatever texture I use to fit within the square of the normal horse size, leaving about a third of the original horse texture visible at the bottom.
    1. ajrb
      ajrb
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      It duplicates the neck texture because I have no artistic skills, not ideal but most don't notice the glitches in the animation. Someone did
      discuss a custom horse mod, 20_h_thoreau on the DFU discord. I make some core code changes and provided some example code to
      them for this work but not heard back. Not sure if this is you or
      someone you know?

      Happy to assist you, please DM me on the discord (Hazelnut) and we'll talk.
    2. thispurplebean
      thispurplebean
      • member
      • 1 kudos
      I just sent you a request, is your username just "Hazelnut"? Mine is thispurplebean, same as here. When you say "the discord," are you implying there is a DFU server? cause I just sent you a normal friend request.
    3. ajrb
      ajrb
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      Hi, sorry not ignoring you but life has prevented me from having time for DFU related stuff since August. I would have seen a request on discord which I havn't so I think you messaged some other Hazelnut. It's just an alias, not my actual username.

      I meant the unofficial DFU discord. https://discord.com/channels/559842137374457876/611041638365659144/794735915414454292

      You will find me under my alias Hazelnut there and can PM me.
    4. thispurplebean
      thispurplebean
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      • 1 kudos
      I figured out a workaround for my mod and things seem to be working alright now lol.
    5. ajrb
      ajrb
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      Glad I didn't hold you up. What is your mod called? WOuld be interested to take a look if you have a github repository for the source files?
  7. Relddemwordsmith
    Relddemwordsmith
    • member
    • 0 kudos
    From what I can see, it seems like using bandages do not give exp for my medical skill which feels kind of weird considering they scale off of it. Alternatively, it would be nice if bandages took time to heal you, like giving you a slow regen effect or something.
    1. ajrb
      ajrb
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      It does tally a skill use for medical. You need many uses to actually get a + to the skill % when resting as is normal DF mechanics.
  8. Warbruin
    Warbruin
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    Amazing mod, I feel like it's essential for any DFU playthrough. I noticed I still teleport sometimes when using beds in Taverns. Even though I have beds enabled.
  9. HarukaNana13
    HarukaNana13
    • member
    • 0 kudos
    Thank you very much for adding new horse riding modules, I really like the sprinting horse, but used to disable it because it used to kill npcs (as im sure your well aware)

    Thank you for fixing it!!! :)
    10/10
  10. FrancoStrider
    FrancoStrider
    • supporter
    • 0 kudos
    Hey! I like a lot of the options. But might I make one suggestion for an additional module?

    Give trees and other Flat 2D objects a chance to obstruct projectiles and arrows if they are between you and the enemy. Like, it gets stuck in a branch or even a tree trunk.