Activating a 3D fountain

Discuss modding questions and implementation details.
User avatar
Hazelnut
Posts: 2531
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Activating a 3D fountain

Post by Hazelnut »

PR#1966 submitted. Once you have this code by either grabbing the PR or waiting for it to be merged you can set up what you're after like so:

1) Find the model id by running DFU in editor. Inspect the DaggerfallUnity game object and deselect the checkbox shown below circled in green. Load a game and click on the fountain. Note the model id from the console log. The fountain I found was 41220 - it's the one outside of the archaeologists guild hall.

2) Add this code to your mod:

Code: Select all

PlayerActivate.RegisterCustomActivation(mod, 41220, WaterSourceActivation); 
3) Seriously that's it. It should now work.

.
rmbcombine.PNG
rmbcombine.PNG (39.47 KiB) Viewed 161 times
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

User avatar
Ralzar
Posts: 1716
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: Activating a 3D fountain

Post by Ralzar »

Awsome! :)

I’ll probably spend the weekend cobbling together the next update for C&C.
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

User avatar
Ralzar
Posts: 1716
Joined: Mon Oct 07, 2019 4:11 pm
Location: Norway

Re: Activating a 3D fountain

Post by Ralzar »

Yup, this seems to work perfectly. So far I've found model 41220, 41221 and 41222. I'll gamble on those being all the fountains until I get a bug report to the contrary :D
My released mods

"I feel like Ralzar specifically wrote those mods for me and then said "Use them". Just so he could watch me die more."
-FuzzyBeanPlays

Post Reply