Mods suggestion thread

NOTICE: This forum is archived as read only.
Please use the Github Discussions at https://github.com/exult/exult/discussions
Forum rules
NOTICE: This forum is archived as read only.
Please use the Github Discussions at https://github.com/exult/exult/discussions
Locked
paulo

Mods suggestion thread

Post by paulo »

Yeah another one like this


I always thought that the idea of selling magic spells was dumbing down something that should take effort to achieve. If simulating study is too much (and i'm not sure it is, though it might be boring after knowing the solution), then alternatives (and a very nice ones) are obvious. Quests giving spells, exploration giving spells. Unobvious item interaction giving spells (say small puzzles in the quest for glory fashion of using spells to get new spells).

In fact, after black gate, serpent isle had a quite fun system for this, in the form of the transcribe spell and spell scrolls - if you had the willpower to restrain your use of the spell mongers (awful in morrowind too).
I can't help but think it would be a really cool mod to spread scrolls around the world of black gate (with higher circles being uncommon, just 3 examples or even two), and disabling spell sellers while the ether imbalance lasts. Think of the incentive to explore that that is.

(if you want to make some puzzles, like the many puzzle rooms in SI or something like quest for glory to get to some of the higher circles, even better).
paulo

Re: Mods suggestion thread

Post by paulo »

It would work really good with the keyring mod and the spellcasting npcs too.
Korneluk

Re: Mods suggestion thread

Post by Korneluk »

I like that idea....but it reminds me of a greater problem w/U7 and that is that it's so very easy to get crazy powerful rather quickly and since the monsters never scale with you they quickly become a bore. Maybe many will argue that Ultima was never really combat oriented, more about the detailed conversations(in the later games) and world exploration any way you wanted to wander....
paulo

Re: Mods suggestion thread

Post by paulo »

Thing is, the SI system encourages exploration, but is made pointless if you know where the loot is.
1crash007
Posts: 10
Joined: Thu May 14, 2020 1:34 pm

Re: Mods suggestion thread

Post by 1crash007 »

What would really be nice is to allow a random egg be placed that spawns the monsters and the loot so its not the same anywhere..

Also the level system has no real perks so i believe some kind of modifier attacking and defence mod would be great there.
alagner
Posts: 118
Joined: Thu May 14, 2020 1:34 pm

Re: Mods suggestion thread

Post by alagner »

I'm against random loot. There's already too much loot to gather and a lot of places to explore. Really, when playing with a full party you don't have enough place for all the magic stuff that can be found if you really visit every cave possible.
A.M.Miera
vel. Alagner Dragon
paulo

Re: Mods suggestion thread

Post by paulo »

I'm also against random loot :)

I'd want a "new" transcribe spell in BG, and hand placed loot, and the spell sellers disabled.


Speaking of which, i just thought of a great mod idea. A translate spell (like SI again) in bg, for the runes.

I don't know about you, but i never bothered to translate them (or learn the alphabet) so i never knew what most of them say.
paulo

Re: Mods suggestion thread

Post by paulo »

Also i think that a few instances of "quest flexibility" would be a good thing.

For instance, allow opening spinebreaker even if you didn't know where cantra went, or fix this:

"It's like that part in Serpent Isle where the only way to advance the plot at one point in Moonshade is to gossip with Lucia about Pothos the apothecary, but this option doesn't present itself until Pothos returns, and by then most players will have finished talking to Lucia and don't expect a new dialogue option to appear with her."
conner061
Posts: 1
Joined: Thu May 14, 2020 1:34 pm

Re: Mods suggestion thread

Post by conner061 »

quest flexibility..
[url=http://www.sbobetsbobet.com/]sbobet[/url]-[url=http://www.allonlinecasinonews.com/]¤ÒÊÔâ¹Í͹äŹì[/url]-[url=http://www.xn--r3ce0ab1b.com/]¼ÅºÍÅ[/url]-[url=http://www.topstarclub.com/gclub.php]gclub[/url]
Blu3vib3

Re: Mods suggestion thread

Post by Blu3vib3 »

The "Everything is Meat" mod.

I miss the olden days when spiders occasionally had legs of "chicken" on them. There are far too many potentially edible enemies in Ultima VII whose corpses turn up empty. While SI's wolf meat made me hopeful that I might once more be able to sample a more exotic range of fleshy comestibles, I felt cheated that it only appeared on my totem animal.
paulo

Re: Mods suggestion thread

Post by paulo »

:slowclap:

Go troll some other topic please.
paulo

Re: Mods suggestion thread

Post by paulo »

Hey you're actually serious.
Spider meat? REALLY?
andar_b

Re: Mods suggestion thread

Post by andar_b »

Rabbits spawn BEEF?! :) I always liked that BG drops all of the 'gear' that most enemies wear. Most of it is horrible compared to what the party already has, but nevertheless it is THERE. I really enjoyed my playthrough of Dragon Age Origins, but you can kill fully-armored enemies and they'll drop a dagger, or kill an unarmed mage and he'll drop an axe. :p

A little more variety wouldn't hurt tho, some ultra-rare hatchet of slaying would be fun to see on one of those insta-spawn dragons along with all the gems.

It also bothered me that you find (at least) an extra spellbook, but you can't copy one to the other and thus use all the combined spells.
modnewb
Posts: 6
Joined: Thu May 14, 2020 1:34 pm

Re: Mods suggestion thread

Post by modnewb »

That was one of the mods I was working towards. I wanted to give NPC cloths and other items that would make since for them to have. Just haven't gotten a response to my other post yet. Seem to keep having the same problem.

http://exult.info/forum/viewtopic.php?p=361311#p361311
Locked