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.
If by teleport you mean: you wake up in a different bed that the one you choose to sleep in, I've been getting that too (slightly disturbing from my character's POV, but funny for me). Are you using Taverns Redone? I'm using it, and I just assumed the overwritte it does to taverns might have something to do with it.
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.
1) And as far as I know, there are multiple skillchecks at the assassin part, you have to fail all of them to not do the stealth kill required. For me it sounded like streetwise was used, but well my character is very chatty oriented high INT fella, so I presume some other checks for beefier character are out there too. I did some testing, the spawned henchmen do use area effect spells and are quite effective in harming/killing themselves, which then counts as your fault. Maybe using non casters like archers or assasins would be better than nightblade and such.
2) The money amounts are very subjective thing, but maybe some scaling would do the trick? Maybe level based - as the income is generally tied to materials of the armor and weapons the character loots and sells. But TBH a Master of Fighters guild should be quite swimming in cash anyways. And as you say it's ransom, it is not meant to reflect true value of their existence.
3) As for the debt collection and soft locking ... i think it is intended to be rather clever hardlocking, being way funnier than simple text window saying Brotherhood killed you, The end... , but to be honest you are warned multiple times and given like 2-3 opportunities to buy yourself out before the final endless fun. That being said, making it more realisticly achievable, like the brute forcing part of main part of the quest, where you can simply kill around 60 or so warriors to skip most of the quest (great choice to add that way btw, along with the million buyout), would be less immersion breaking and player punishing imho.
As for the saltin the wound (the armorer not appearing at destination), it is most likely mod incompatibility issue, one that is rather sad, for me the problem was Beautiful Villages of Daggerfall, which somehow overwrite the interior of the house (with crappier decor even), regardless of mod priority, maybe some patch for compatibility would be nice. The "West" option to relocate with aforementioned quest even targets no longer used house or block, so it does not even appear on map.
I also discovered that havingSkulduggerymod crashes DFU when entering the fortress (something with empty array etc...).
But had I fun playing it, even though I cannot really reap the rewards? Hell yea!!! One of best quests out there. Love the multiple choices aspect of it. I would even add some additional complications (more than 7k gold) for the initial scouts shortcut as the wildernes discovery part was very refreshing, not really used elsewhere in DF quests.
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.
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.
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?
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 :)
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.
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.
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.
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.
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.
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.
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)
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.
185 comments
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.
1) And as far as I know, there are multiple skillchecks at the assassin part, you have to fail all of them to not do the stealth kill required. For me it sounded like streetwise was used, but well my character is very chatty oriented high INT fella, so I presume some other checks for beefier character are out there too. I did some testing, the spawned henchmen do use area effect spells and are quite effective in harming/killing themselves, which then counts as your fault. Maybe using non casters like archers or assasins would be better than nightblade and such.
2) The money amounts are very subjective thing, but maybe some scaling would do the trick? Maybe level based - as the income is generally tied to materials of the armor and weapons the character loots and sells. But TBH a Master of Fighters guild should be quite swimming in cash anyways. And as you say it's ransom, it is not meant to reflect true value of their existence.
3) As for the debt collection and soft locking ... i think it is intended to be rather clever hardlocking, being way funnier than simple text window saying Brotherhood killed you, The end... , but to be honest you are warned multiple times and given like 2-3 opportunities to buy yourself out before the final endless fun. That being said, making it more realisticly achievable, like the brute forcing part of main part of the quest, where you can simply kill around 60 or so warriors to skip most of the quest (great choice to add that way btw, along with the million buyout), would be less immersion breaking and player punishing imho.
As for the saltin the wound (the armorer not appearing at destination), it is most likely mod incompatibility issue, one that is rather sad, for me the problem was Beautiful Villages of Daggerfall, which somehow overwrite the interior of the house (with crappier decor even), regardless of mod priority, maybe some patch for compatibility would be nice. The "West" option to relocate with aforementioned quest even targets no longer used house or block, so it does not even appear on map.
I also discovered that having Skulduggery mod crashes DFU when entering the fortress (something with empty array etc...).
But had I fun playing it, even though I cannot really reap the rewards? Hell yea!!! One of best quests out there. Love the multiple choices aspect of it. I would even add some additional complications (more than 7k gold) for the initial scouts shortcut as the wildernes discovery part was very refreshing, not really used elsewhere in DF quests.
Unmodded, the To-Hit bonus applied to an attack is (Modifier x 10). With R&R, it is changed to (Modifier x 3).
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.
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.
Thank you for fixing it!!! :)
10/10
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.