World of Daggerfall

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Kamer
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Joined: Mon Mar 05, 2018 9:26 pm

World of Daggerfall

Post by Kamer »

Uncanny has given me permission to modify his old location loader so I've been modifying it to add in new stuff to the locations. I'd like to share a few screenshots showing progress with it. I'm hoping to get it working correctly. Right now I've figured out how to place foes in these new locations. Once I get a few kinks figured out I hope to release a test version soon.

Here area few screenshots of what to expect. I like to consider these small exterior dungeons with enemies and loot.


Spoiler!
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Last edited by Kamer on Fri Oct 25, 2019 8:34 pm, edited 2 times in total.

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BadLuckBurt
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Re: New Locations of Daggerfall

Post by BadLuckBurt »

This is awesome stuff. Travel is going to get a lot more interesting and you are an evil man. You give us these nice mountains to stare at and then one of your bandits sneaks up and backstabs you :lol:

Do you think it would be possible to extend it to use non-hostile NPCs too? In any case, I love the work you're doing so please keep going!
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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King of Worms
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Re: New Locations of Daggerfall

Post by King of Worms »

Lovely, I eagerly await what comes out of this collaboration :)

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Hazelnut
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Re: New Locations of Daggerfall

Post by Hazelnut »

Hi Kamer, this is really cool stuff.

I discussed with UV about changing the name of the loader to either 'new places' or 'world decorations' to avoid confusion with actual daggerfall locations that are loaded from the game data and are integrated with all the game systems etc. Locations appear on the travel map at a map pixel, and can be modified & added using the world data systems. As I explained in the intro to the documentation I think being able to add new places/decorations around the gameworld that are not DF locations is a very useful feature and each system complements each other nicely... I mean just look at what you're doing with it! :)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

Sitrus
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Re: New Locations of Daggerfall

Post by Sitrus »

this looks so damn good! :o

How much stuff have you added in this far?

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Kamer
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Re: New Locations of Daggerfall

Post by Kamer »

Sitrus wrote: Fri Oct 25, 2019 8:14 pm this looks so damn good! :o

How much stuff have you added in this far?
I haven't done much outside of enemies and loot but I need those working the way I want them to before I continue. I didn't mention it here but you'll also see billboard civilians in the wilderness as well at certain locations.

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Hazelnut
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Re: World of Daggerfall

Post by Hazelnut »

Are the places fixed, or is it dynamic? Certainly a good reason to step out of town and wander around... :)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

rapidlenny
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Re: World of Daggerfall

Post by rapidlenny »

Is this still being developed?

imsobadatnicknames
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Re: World of Daggerfall

Post by imsobadatnicknames »

Kamer wrote: Thu Oct 24, 2019 8:21 pm .
Sorry to revive an old post, but I have some questions about this :0
I assume this is what you were referring to a few weeks ago when I asked if your detailed city walls WIP used Location Loader and you said it was your own method but the same idea, right?

In case I'm right and this project is still alive and it's what you're using for Detailed City Walls, I have two questions :p

Are prefabs made with the original version off Location Loader compatible with this? And is there any chance you'll ever release an editor for this in the future? It looks REALLY cool and I'd love to mess around with it tbh
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Kamer
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Re: World of Daggerfall

Post by Kamer »

imsobadatnicknames wrote: Mon Sep 28, 2020 4:32 am
Kamer wrote: Thu Oct 24, 2019 8:21 pm .
Sorry to revive an old post, but I have some questions about this :0
I assume this is what you were referring to a few weeks ago when I asked if your detailed city walls WIP used Location Loader and you said it was your own method but the same idea, right?

In case I'm right and this project is still alive and it's what you're using for Detailed City Walls, I have two questions :p

Are prefabs made with the original version off Location Loader compatible with this? And is there any chance you'll ever release an editor for this in the future? It looks REALLY cool and I'd love to mess around with it tbh
As for detailed city walls, nop. That is a C# method thats made by hand. As for environments outside of that new stuff, yeah I use a modified version of the location loader where I attached my own C# scripts to spawn monsters and loot in a Warm Ashes like fashion. This project was more of a showcase than anything. My plans are being integrated into Warm Washes now. As for releasing it as a tool? I don't plan on it. There are reasons for it, but just know my version I'd need to redo cause its kind of a mess to work with if you don't know what I did with it. Yes, its also compatible with the basic prefabs created by the original. Thats why I would like have worked with you on your ports, cause I could at the very least add people there to make it seem less baron. At the moment its not ready still even for WA but thats mostly because I'm too focused on VIO right now to do it.

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