Search found 489 matches

by TheLacus
Sun May 20, 2018 5:58 pm
Forum: Creator's Corner
Topic: [Mod] New Locations
Replies: 29
Views: 748

Re: [Mod] New Locations

Awesome!
Hazelnut wrote:
Sun May 20, 2018 5:37 pm
Uncanny_Valley wrote:
Fri May 18, 2018 2:23 pm
I don't have a public repo with the code, but that is a good idea.
Any progress? I'm dying to know how you're doing this magic. lol :lol:
You can extract text files (including code) from the in-game window, if you really want ;)
by TheLacus
Sat May 19, 2018 7:39 pm
Forum: Creator's Corner
Topic: [MOD] Loading Screen
Replies: 80
Views: 11042

Re: [MOD] Loading Screen

Version 2.1 on first post.
by TheLacus
Thu May 17, 2018 6:56 pm
Forum: Translations
Topic: [Discussion] Translation of Daggerfall (DFUnity)
Replies: 5
Views: 402

Re: [Discussion] Translation of Daggerfall (DFUnity)

I'd lke to inform you that i exposed strings for the menu and its window. Specifically there are three new files inside StreamingAssets/Text: MainMenu.txt, GameSettings.txt and ModSystem.txt. Be advised that they may be subjected to changes, especially GameSettings which will likely welcome new opti...
by TheLacus
Mon May 14, 2018 10:09 am
Forum: Creator's Corner
Topic: [MOD] Loading Screen
Replies: 80
Views: 11042

Re: [MOD] Loading Screen

They look awesome Kamer. These images should fit pretty well as background for centered tips, I'll try them asap.

EDIT
Spoiler!
Image
Image
Image
Image
by TheLacus
Mon May 14, 2018 10:04 am
Forum: Creator's Corner
Topic: [MOD] Real Grass 2
Replies: 42
Views: 2053

Re: [MOD] Real Grass 2

Can I ignore the "TextureOverride" folder when installing the mod, and simply copy "realgrass.dfmod" to the DFU "StreamingAssets/Mods" folder? Cheers! Yes, the dfmod includes all required materials. But if you drop textures inside StreamingAssets/Textures/Grass they will be imported and override or...
by TheLacus
Sun May 13, 2018 8:02 pm
Forum: Creator's Corner
Topic: [MOD] Real Grass 2
Replies: 42
Views: 2053

Re: [MOD] Real Grass 2

Harvestable Crops v0.2 is on first page. It makes all crops harvestable, with a chance based on live luck (including effect mods). Loot is not random but i'm using existings plant ingredients, so don't expect complete realism. Note that the original billboards are used but through asset-injection, a...
by TheLacus
Sat May 12, 2018 1:34 pm
Forum: Creator's Corner
Topic: [MOD] Post Processing Effects
Replies: 63
Views: 9107

Re: [MOD] Post Processing Effects

Cristalnoir wrote:
Fri May 11, 2018 4:34 pm
Despite the alerts of the file "outlog", I still installed the mods "realgrass" and "postprocess" ..... and it works.
I'm glad it's working now. :)
by TheLacus
Sat May 12, 2018 1:29 pm
Forum: Creator's Corner
Topic: [MOD] Mountains and Hills
Replies: 23
Views: 790

Re: [MOD] Mountains and Hills

This is great!
by TheLacus
Sat May 12, 2018 1:23 pm
Forum: Creator's Corner
Topic: Just some new 2D/3D ideas and proposals
Replies: 571
Views: 57442

Re: Just some new 2D/3D ideas and proposals

So the difference is only for specific door data (size/center/normal etc) which is not meaningful for custom doors, but the building data (buildingKey/doorType etc) is the same for all doors on a given building? I remember reading in one of your posts that triggers are created and destroyed when req...
by TheLacus
Fri May 11, 2018 7:54 pm
Forum: Creator's Corner
Topic: Just some new 2D/3D ideas and proposals
Replies: 571
Views: 57442

Re: Just some new 2D/3D ideas and proposals

Better late than never, but i played a bit with this and i have a few questions. * buildingKey is not set during individual model loading but after they have all been loaded for a rmb block. I need to have access to MakeBuildingKey arguments or find another way to link the new position on model with...