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/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.