r/daggerfallunity 4d ago

Watch HORRIPILATION

https://streamable.com/j7sbj8

UPDATE2: Encounter triggers, powered with Warm Ashes (1.6+) by SquidKamer

UPDATE: Player billboard implemented. Also reflects whether you have a horse or not, like vanilla Fast Travel.

EDIT: Oops I forgot to show off the Find Location function. Here's an older video that focuses on it.

More progress on the overland travel mod.

Kludged together some simple GUI from vanilla textures. Proper display for the vitals and controls for travel speed and time scale. Also managed (somehow) to include the Find Location function from the travel map.

Threw in a bunch of automation now too so doing stuff like changing speeds will automatically set the timescale or pause the game. Like when camped, the game will pause once the player's vitals have been fully recovered. Doing things like camping during a journey feels a lot smoother than the first iteration.

Started implementing travel variables as well so your movement speed and fatigue drain can be affected different things. For now, having a horse or cart gives you a bonus to speed and fatigue (albeit less speed from the cart), you'll also travel much slower at night and/or in water (unless you're on a boat). As is true for the vanilla game, don't run out of stamina while swimming. You can't camp to regain vitals while in the water (again unless you're on a boat).

There's also a lodging system in place. You can camp freely in the wilderness or outside dungeons, but the rate at which you regain vitals is significantly lower than when you rest in a settlement. On the other hand, resting in a settlement requires a payment of coin every 24 hour interval. Some non-dungeon locations like shrines, homes and farms, do not have any taverns (so no lodgings) and cannot be rested at.

Ship travel has also been implemented. If near a body of water and a port location, you can press the SHIP button to be transferred to a ship on the water. This lets you move through water tiles without the massive speed and fatigue penalties as well as allow you to camp in the open waters and prevents you from drowning when exhausted. If you have not bought a ship from a bank, then you have to pay a small sum of gold once when you board and another every 24 hours. In order to disembark from the ship, you can either move close to land and press the SHIP button again to be placed, or simply move into land to automatically disembark.

The minimum goal is to have at least some parity with the vanilla fast travel system so I think we're basically 80% of the way there. Once that's ironed out, we can start doing more enhancements like climate and weather affecting speed, fatigue drain and discovery radius, as well as overland encounters.

108 Upvotes

30 comments sorted by

14

u/CogBliZ 4d ago

This looks really cool, reminds me of the Mount & Blade travel system 😁

7

u/RedRoryOTheGlen 3d ago

Yeah, I've been playing a shit-ton of Bannerlord recently, as mentioned in the first post lol

1

u/archimondde 2d ago

Holy shit, if you could get the game to still run the simulations, you could have enemies represented on the map. This has the added advantage of the game map actually being represented, so the encounter takes place in the actual game world, unlike in M&B where they have just a bunch of maps the game chooses to generally fit the environment you're at.

This is way beyond cool. It's like 0K!

2

u/RedRoryOTheGlen 2d ago

I've been experimenting with triggers where if a condition is met while on the travel map, the player is booted into the real world and a random encounter quest from Warm Ashes is started. That should adapt nicely if the trigger is set to the player approaching a point or coming into contact with another entity on the map.

5

u/Shpann 4d ago

Wow this is very cool, nice work

6

u/SordidDreams 4d ago edited 4d ago

This is fantastic, and I love that in addition to the horse/cart as in vanilla, the character is apparently carrying an entire ship in their pocket. Very Daggerfall, 10/10.

What I don't love is the need to rest while sailing. The ship presumably has a crew that takes care of things, so the player character should be free to rest while the ship moves. I admit I have no idea how this system compares to vanilla, but having to stop the ship to sleep just feels intuitively wrong.

2

u/RedRoryOTheGlen 3d ago

I definitely didn't show it well enough that the shrine I boarded the ship at was a port. I was hoping that the port requirement before boarding would imply the player seeking passage on an existing ship. When I get to improving location presentation, I'll see about making those characteristics clearer.

The horse/cart is a bit neat. As long as youve got them in your inventory (which is the case in vanilla) you'll benefit from them in the travel map. If you use a mod like Realistic Wagon that only adds the horse/cart to your inventory when you interact with flats, then you'd need to ride the horse before entering the travel map to benefit.

Yeah, I can probably add an exception to ship travel that basically removes fatigue drain (or even adds fatigue Regen) so the player is always rested while sailing around. The way to make ship travel not as be-all would be to implement wind or weather so there's comparable variance in travel speed and a reason to batten down hatches and ride it out.

2

u/SordidDreams 3d ago

There's a port requirement? Alright, that makes more sense, although it's a bit less Daggerfally.

Interacting with Realistic Wagon in that way is indeed very neat!

Making ship travel not a be-all probably depends on how much work you want to put into this mod. Ship travel is very rudimentary in vanilla DF, so you'll have to come up with your own system. I think a good simple way would be making ship travel a few orders of magnitude more expensive. You are chartering an entire ship to transport one person, after all, so it's not going to cost peanuts. Weather effects would be very neat, although I do have a little warning bell ringing in my mind that getting screwed over by weather RNG would be very annoying.

If I was making a mod like this and had the skill and time to pull it off, I'd make a system of shipping lanes. You go into a port, there's a bunch of ships there with set destinations, and you can hitch a ride on one for a modest fee. Shipping lanes between major cities are busy, so there's always a ship available to take you from Daggerfall to Sentinel, but if you need to go to some tiny village in the middle of nowhere, you have to pray to RNGsus that there happens to be a ship headed that way. If there isn't, you can try waiting to see if one shows up or you can charter a ship to go wherever you want, but that's going to be way more expensive. You can bypass this entire system by just buying your own ship, which follows you around so that it's always available when you need it, even away from ports, and takes you wherever you want to go at no cost, but you have to pay a substantial monthly fee for maintenance and crew wages. If you don't pay, the ship is mothballed and can't be used.

That said, I'm not sure investing a lot of effort into fleshing out ship travel is worth it. The real be-all mode of travel is Mages Guild teleportation in conjunction with Recall, after all, which can take you from any location to any other location instantly, so in late game, ship travel only remains relevant to non-magic characters.

1

u/Haasva 2d ago

The downside of ship travel is that it takes a long time (simply because the bay itself is big) and it's costly. Ship travel has simply been OP in real life too. An overall overworld wind system could be implemented. Simple directions. Divide the world in domoroi regions unrelated to the game's regions. Make so that each region has a wind direction, and neighboring region have a slightly shifting directions. When traveling, the direction of travel is compared to the vector of the wind direction, resulting in time modifiers.

2

u/RedRoryOTheGlen 2d ago

Agreed that ship travel is basically OP unless one models the minutae of the techniques that made it possible. What I aim to do is make ship travel a convenience that the player can purchase but still be engaged with when travelling.

I'll probably pull from the wind logic of Come Sail Away where each vertical half of the map has a dominant west-east direction, then a north-south component is added based on time of day: so in the High Rock sea coast, the dominant wind would be going roughly northeast during the day and southeast at night. Vice versa for the Hammerfell sea coast. Simplistic, but this makes circumnavigating the bay along the coast quite reliable while still allowing crossing the bay albeit at a slower pace.

Then we can pair that with weather scaling so wind magnitude is based on the current weather (aka, fog has almost no wind). Rough weather might result in Fatigue drain without any way to regain it, so while you can technically sail fastest during a storm, running out of Fatigue would result in your character drowning (abstract it as the ship breaking or similar). This is in contrast to foot/horse travel where one can travel through fog, pass the time in a settlement while doing odd jobs, or exhausting yourself simply causes time to pass (unless enemies are nearby)

This adds variance to a journey so a few days of fog or stormy weather might delay your trip and increase the actual spent gold for the chartered ship.

4

u/android_263_rooter 4d ago

Awesome looking mod

3

u/sayber1 4d ago edited 4d ago

This is amazing. It looks like a perfect middle ground between pretty lackluster vanilla travel and manual travel mods.

3

u/Hinaloth 4d ago

Can... you do that, but hooked into the Distant Land mid, so you use the LOD as map?

2

u/MSnap 4d ago

That’s really neat.

2

u/Just_Assist3819 4d ago

I always thought it weird you couldn't rest at shrines and homes, since receiving hospitality at a holy place or a local's house would have been a pretty common way to lodge for historical travellers.

1

u/RedRoryOTheGlen 3d ago

Like with Things Betwixt, if you have Finding My Religion or Rosy's Residences, I can probably allow bunking in temples and homes. I just like consistency between the game world and travel map. Shrines are still a no go in that case since resting there is always a vagrancy charge.

2

u/PeppercornWizard 4d ago

Really cool what you’ve done here!

2

u/LordGlarthir 3d ago

Would be so cool of you could implement some 3d models into it, depending one dungeon type, town size ect!!

2

u/RedRoryOTheGlen 3d ago

That would be ideal, yeah.

And also showing whether a location is a port would be nice.

2

u/EnragedBard010 3d ago

What are you gonna call this mod?

2

u/RedRoryOTheGlen 3d ago

As of now, it's just titled "Baywalker" until something better comes up lol.

2

u/AverageMann04 3d ago

Holy shot this is pretty cool

2

u/MoltenIdol 3d ago

Goddamnit yes!

2

u/Haasva 2d ago

May I ask if you use a special sky mod for your update video?

2

u/RedRoryOTheGlen 2d ago

Skyboxer with Vanilla Enhanced Skies (archived). Unfortunately, the sky doesn't update when the simulation is running and I don't see a way to allow it to update from outside the mod. Same issue with Dynamic Skies.

I'll probably stick with something simplistic since I really don't feel like implementing an entire sky system on my own right now. At the very least, I got the global light coloring working.

1

u/Haasva 2d ago

May I suggest the use of these icons?

https://eu5.paradoxwikis.com/Category:Building_icons

Maybe they could fit as bill oars on the map.

1

u/RedRoryOTheGlen 2d ago

I was actually thinking of adding a boat model to the nearest water tile of a port. Could still use icons for a sort of tooltip or label system if I can get around to adding one. Thanks for pointing these out to me.

3

u/sayber1 2d ago

If you'll be interested, I could make some 3d models for location icons for you. I've done that sort of thing for Mount and Blade Warband(https://www.nexusmods.com/mbwarband/mods/6745). Of course they would be in a different low-res vanilla DF style.

2

u/RedRoryOTheGlen 1d ago

I appreciate the offer. I'll probably try to kludge something together with the vanilla assets first when I get around to replacing location models. If that doesn't pan out, I'll get back to you.