Handpainted model replacement project

Show off your mod creations or just a work in progress.
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TheLacus
Posts: 428
Joined: Wed Sep 14, 2016 6:22 pm
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Re: Handpainted model replacement project

Postby TheLacus » Fri Oct 13, 2017 7:41 pm

Ok, here is the script. Place the files in a separate bundle with shelf models, like you did with buildings.
Shelf_HMRP

If you want, you can edit the .json file (with notepad) to generate different loot according to type (weapon stands, wardrobes etc.)

Is not required for the script functionality but you can set up gameobjects in two ways for a visual aid.
a. Have id.prefab. Add two children full.prefab and empty.prefab.
b. Use a single prefab with an Animation component and a clip called open

As suggested by Nystul, chance is based on luck in dungeons and Lockpicking in buildings.

I'm not sure how to deal with different mods using this script and working together. For now i added _HMRP to all components to avoid incompatibilities, maybe in the future i'll include all base classes in a single "Harvesting&Loot" mod and let single assets packs use looting through messages/reflection.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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AlexanderSig
Posts: 150
Joined: Wed Jul 19, 2017 10:35 pm

Re: Handpainted model replacement project

Postby AlexanderSig » Sat Oct 14, 2017 9:33 am

TheLacus wrote:Ok, here is the script. Place the files in a separate bundle with shelf models, like you did with buildings.
Shelf_HMRP

If you want, you can edit the .json file (with notepad) to generate different loot according to type (weapon stands, wardrobes etc.)

Is not required for the script functionality but you can set up gameobjects in two ways for a visual aid.
a. Have id.prefab. Add two children full.prefab and empty.prefab.
b. Use a single prefab with an Animation component and a clip called open

As suggested by Nystul, chance is based on luck in dungeons and Lockpicking in buildings.

I'm not sure how to deal with different mods using this script and working together. For now i added _HMRP to all components to avoid incompatibilities, maybe in the future i'll include all base classes in a single "Harvesting&Loot" mod and let single assets packs use looting through messages/reflection.


Awesome! Thank you for this :)
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StarMadeKnight
Posts: 21
Joined: Tue Oct 03, 2017 6:09 am

Re: Handpainted model replacement project

Postby StarMadeKnight » Sun Oct 15, 2017 1:33 am

Hey, how would we go about modifying this for our own use/preferences? For example, I'd like to replace the 3D globe lights with the original flats without disabling the mod altogether. I tried extracting the text file and deleting the references to those assets, but they still show up in game. Any thoughts?
Best
Posts: 1
Joined: Wed Oct 25, 2017 6:51 pm

Re: Handpainted model replacement project

Postby Best » Tue Oct 31, 2017 6:47 am

NikitaTheTanner wrote:Alexander, we love you! :D At least I really do! These things look mind-blowingly awesome! The bed, the pillow and the tavern sign with Vladimir's texture! So sweet!


It's totally awesome. I like them, i.e the bed and the pillow as well. It so much resembles my king sized [deleted] that probably I can't do without.I just didn't know if you guys knew about it.
Cheers!
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AlexanderSig
Posts: 150
Joined: Wed Jul 19, 2017 10:35 pm

Re: Handpainted model replacement project

Postby AlexanderSig » Thu Nov 02, 2017 6:52 pm

Small update!
v1.39b
Download: https://drive.google.com/open?id=0B3579HbYkzzWbUViTUZjVWNScFE
Image

Best wrote:
NikitaTheTanner wrote:Alexander, we love you! :D At least I really do! These things look mind-blowingly awesome! The bed, the pillow and the tavern sign with Vladimir's texture! So sweet!


It's totally awesome. I like them, i.e the bed and the pillow as well. It so much resembles my king sized [deleted] that probably I can't do without.I just didn't know if you guys knew about it.
Cheers!


Thank you!
StarMadeKnight wrote:Hey, how would we go about modifying this for our own use/preferences? For example, I'd like to replace the 3D globe lights with the original flats without disabling the mod altogether. I tried extracting the text file and deleting the references to those assets, but they still show up in game. Any thoughts?

Don't know if that's possible. I've released a new version now that fixes the lighting issue for the interior lights.
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Midknightprince
Posts: 355
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
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Re: Handpainted model replacement project

Postby Midknightprince » Fri Nov 03, 2017 8:34 am

AlexanderSig wrote:Small update!
v1.39b



Thank you !
Check out my YouTube Channel!
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NikitaTheTanner
Posts: 253
Joined: Sun Oct 18, 2015 7:57 pm

Re: Handpainted model replacement project

Postby NikitaTheTanner » Fri Nov 03, 2017 8:38 am

Cool update, keep up the good work! The lighting really makes things closer to vanilla and that's a good thing, though now with cool new 3D models and awesome new textures!

It's totally awesome. I like them, i.e the bed and the pillow as well. It so much resembles my king sized [deleted] that probably I can't do without.I just didn't know if you guys knew about it.
Cheers!


Thank you!

Your work is really great, but I am afraid that is message is just spam, I personally loled when I first read it :lol: Maybe not and then I apologize to Best, but the message is so non-sensical in this context! Can't do without the bed that's just like that?! :roll:
DMKW
Posts: 1
Joined: Wed Apr 01, 2015 1:22 am

Re: Handpainted model replacement project

Postby DMKW » Sat Nov 04, 2017 1:40 pm

I think the only criticism I can give on this last image is that the hanging lantern is of much better quality than then hanging fire globe thing. Not sure if the globe is just a product of dated graphics but I believe if it was made today, it would look more like a yellow frosted glass globe with a candle inside, instead of a big orange/yellow ball. It would still look like a decorative yellow ball but less dated and more in line with the lantern pictured on the right. Just an opinion.

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