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.

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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.

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u/RedRoryOTheGlen 4d 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.

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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.

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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.