Docks of DaggerFall (Long-term project)

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imsobadatnicknames
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Docks of DaggerFall (Long-term project)

Post by imsobadatnicknames »

Oct 9 2020 edit:
Daggerfall release is done. I'll be moving on to Wayrest and Sentinel next while communityus works on the Dragontail mountains. You'll find the mod download at the end of this post.

This mod still doesn't work with 10.26 (the Tower Hex model that I use for the lighthouses gets horribly distorted when placed through UV's Location Loader.) but communityus has expressed interest in patching location loader to make it compatible.


EDIT: IT SEEMS LIKE THE PROBLEMS WITH THE MODELS GETTING FUCKED UP WERE SOMETHING THAT'S ONLY HAPPENING IN MY INSTALL OF THE GAME.

THIS MEANS THIS MOD IS COMPATIBLE WITH 10.26 AND NOT PATCH IS NEEDED



I will update this list as progress is made.

Finished regions:
Shalgora (imsobadatnicknames)
Koegria (imsobadatnicknames)
Daggerfall (imsobadatnicknames)

WIP regions:
Dragontail mountains (communityus)
Wayrest (imsoabdatnicknames)

Old:
So... I've just started dipping my toes into actually using the Unity Editor and decided to mess around with UV's Location Loader for a bit.

I ended up doing (among other things) a couple ports in the small harbor south of Daggerfall city.

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It looks like a single location but it's actually two, I made a prefab for a bigger port and one for a smaller one, I just put them right next to each other so I wouldn't have to travel far to chek if they were working correctly.

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(The reason why I placed the docks and lighthouses outside of the area covered by the location in the editor is so I can place them directly on a sea map pixel and have the parts that are supposed to go on land overlap the map pixel directly to the north)

So... I kinda feel tempted to try and add ports to every port city in the game (or at least the most important ones :p) starting with Daggerfall region. Of course, it's probably gonna take a long time, but I think it's a cool long-term project.

So... if you want to check out Daggerfall Harbor in-game, here are the files. You need to have Uncanny's Location Loader installed. Unzip the file in the StreamingAssets folder. Just travel to Copperfield Manor (the settlement directly south of Daggerfall city) and start walking south, the big lighthouse should become visible pretty soon. The file also contains a couple other locations I was testing out.

There's still some kinks regarding mesh placement that I need to iron out but I think it looks pretty cool.

Note: I haven't tested this outside of the editor, so Idk if using any terrain samplers breaks it.

Anyway, I think the next step would be to make version of the dock prefabs with the docks facing north, east, and west, as there isn't any way to rotate them in the location instance editor. Tell me what you guys think!
Attachments
Docks of Daggerfall daggerfall region release.rar
(24.22 KiB) Downloaded 3 times
LocationsTest1.rar
(5.63 KiB) Downloaded 15 times
Last edited by imsobadatnicknames on Sat Oct 10, 2020 2:29 am, edited 6 times in total.
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: Docks of DaggerFall (Long-term project)

Post by Kamer »

Mountains and Hills should be fine. Everything else usually breaks it though.

imsobadatnicknames
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Location: Colombia

Re: Docks of DaggerFall (Long-term project)

Post by imsobadatnicknames »

Kamer wrote: Wed Sep 02, 2020 12:36 am Mountains and Hills should be fine. Everything else usually breaks it though.
That's a shame :p It's gonna be hard to go back from Interesting Terrains to Mountains and Hills
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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BadLuckBurt
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Re: Docks of DaggerFall (Long-term project)

Post by BadLuckBurt »

You would need to add a script that can adjust the placements for different samplers. Not easy but it should be possible
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

imsobadatnicknames
Posts: 227
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Docks of DaggerFall (Long-term project)

Post by imsobadatnicknames »

BadLuckBurt wrote: Wed Sep 02, 2020 5:50 am You would need to add a script that can adjust the placements for different samplers. Not easy but it should be possible
That definitely sounds really hard for a newbie like me to do, but thanks for the info!
So, that new script would need to be added to the source code of the Location Loader mod itself, right? Or could it be added separately as its own .dfmod file as sort of a compatibility patch?
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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BadLuckBurt
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Re: Docks of DaggerFall (Long-term project)

Post by BadLuckBurt »

We all start somewhere ;)

Just kidding, anyway, the easiest would be to add it to the Location Loader yes, it would need some extra logic so you could flag objects that need to be on the waters edge for example. Getting it to act perfect with any sampler would be where the horror begins.
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

imsobadatnicknames
Posts: 227
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Docks of DaggerFall (Long-term project)

Post by imsobadatnicknames »

I guess so. I'd honestly prefer to do it as a separate addon, as I don't really feel comfy with modifying someone else's code and redistributing it unless I have their permission.

Of course, it's not like I have the knowledge to code this yet, so it's a moot point.

In the meantime, I was wondering if anyone would be interested in collabing to help me make Docks of Daggerfall a reality :p
Since the location instances are contained in a text file, collabing and merging the work would be as easy as creating a text file for each region and then simply packing all text files inside a single .zip

Of course, I first have to tidy up the dock prefabs (clean up some mesh placement issues)and maybe add a couple more variatins of each prefab, idk; and then create a version of each prefab facing each cardinal direction.
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: Docks of DaggerFall (Long-term project)

Post by Kamer »

imsobadatnicknames wrote: Wed Sep 02, 2020 5:05 pm I guess so. I'd honestly prefer to do it as a separate addon, as I don't really feel comfy with modifying someone else's code and redistributing it unless I have their permission.

Of course, it's not like I have the knowledge to code this yet, so it's a moot point.

In the meantime, I was wondering if anyone would be interested in collabing to help me make Docks of Daggerfall a reality :p
Since the location instances are contained in a text file, collabing and merging the work would be as easy as creating a text file for each region and then simply packing all text files inside a single .zip

Of course, I first have to tidy up the dock prefabs (clean up some mesh placement issues)and maybe add a couple more variatins of each prefab, idk; and then create a version of each prefab facing each cardinal direction.
Uncanny has already given me permission to do what I want with his code. He's not longer working on the New Locations tool and says he doesn't care as long as its used.

imsobadatnicknames
Posts: 227
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Docks of DaggerFall (Long-term project)

Post by imsobadatnicknames »

UPDATE: Last night I finally placed this in the folder I actually use to play the game to test it along with Interesting Terrains. It broke it, but not as much as I expected. Every mesh got moved up but it wasn't by a huge ammount. Everything did look like it was floating tho.

Image

My first try to fix it was putting LocationLoader AFTER Interesting terrains to check if loading the locations AFTER the terrain sample change would fix it. But it just made both mods completely break down.

However, it seems like editing the prefab to move everything down a little bit fixes it.

Image

So... I'd have to test putting the docks in more locations to check if this is a consistent fix (it might be, since the height variance in beaches isn't as dramatic as it is inland even with Interesting Terrains activated)

If this it the case, it seems like making a "compatibility patch" for Interesting Terrains should be as easy as making an alternate version of every prefab correcting for the added height.
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

monobelisk
Posts: 57
Joined: Tue Aug 25, 2020 10:43 am

Re: Docks of DaggerFall (Long-term project)

Post by monobelisk »

imsobadatnicknames wrote: Thu Sep 03, 2020 8:55 pm UPDATE: Last night I finally placed this in the folder I actually use to play the game to test it along with Interesting Terrains. It broke it, but not as much as I expected. Every mesh got moved up but it wasn't by a huge ammount. Everything did look like it was floating tho.

Image

My first try to fix it was putting LocationLoader AFTER Interesting terrains to check if loading the locations AFTER the terrain sample change would fix it. But it just made both mods completely break down.

However, it seems like editing the prefab to move everything down a little bit fixes it.

Image

So... I'd have to test putting the docks in more locations to check if this is a consistent fix (it might be, since the height variance in beaches isn't as dramatic as it is inland even with Interesting Terrains activated)

If this it the case, it seems like making a "compatibility patch" for Interesting Terrains should be as easy as making an alternate version of every prefab correcting for the added height.
I've tested your mod (looks both promising and AMAZING, btw - great job!) with the upcoming version of Interesting Terrains. In the upcoming version, I'm making some significant changes: implementing a terrain sampler (instead of post-processing the default terrain) AND changing the ocean elevation from the default height to 100 meters (for the eventuality that someone, or myself, were to create a "proper" ocean shader in the future with support for underwater terrain).

Curiously enough, all the dock objects now appear about 100 meters BELOW the terrain.

I suggest that you don't work on the compatibility patch you suggested just yet - I would like to see if it's possible to handle proper height placement in Interesting Terrains first. That would save you from having to maintain two different versions of each location, and at the same time make Interesting Terrains more compatible with other location mods - a win/win :D

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