[Mod] New Locations

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Kamer
Posts: 495
Joined: Mon Mar 05, 2018 9:26 pm

Re: [Mod] New Locations

Post by Kamer »

imsobadatnicknames wrote: Sat Oct 10, 2020 1:53 am Alright! Thank you.
The easiest ones to find should be south of Daggerfall city
Looks good to me, dude. My guess is that you accidentally messed with something in the code possibly? If not, this is a strange one.

itworks.png
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imsobadatnicknames
Posts: 259
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [Mod] New Locations

Post by imsobadatnicknames »

Kamer wrote: Sat Oct 10, 2020 2:17 am
imsobadatnicknames wrote: Sat Oct 10, 2020 1:53 am Alright! Thank you.
The easiest ones to find should be south of Daggerfall city
Looks good to me, dude. My guess is that you accidentally messed with something in the code possibly? If not, this is a strange one.


itworks.png
Hmmmm, I haven't touched the code. Also they still look fine for me in 10.24 and I'm using the same .dfmod file in both versions.

I'd think it's a load order issue, but they still get fucked up for me even when Location Loader is the only mod I have active. I'll try uninstalling and reinstalling 10.26 then.

Anyway, thanks! Took a big weight off my chest.
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: 70
Joined: Tue Aug 25, 2020 10:43 am

Re: [Mod] New Locations

Post by monobelisk »

Kamer wrote: Sat Oct 10, 2020 12:50 am I can't get this to work. I tried with the interesting terrain mod and locations are being buried still.
Sorry for the late response.

That's odd, it worked fine for me. Perhaps that version of Interesting Terrains didn't set the sampler properties properly. The version I've attached in this post should work with the modification I suggested.

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Kamer
Posts: 495
Joined: Mon Mar 05, 2018 9:26 pm

Re: [Mod] New Locations

Post by Kamer »

monobelisk wrote: Mon Oct 19, 2020 7:49 am
Kamer wrote: Sat Oct 10, 2020 12:50 am I can't get this to work. I tried with the interesting terrain mod and locations are being buried still.
Sorry for the late response.

That's odd, it worked fine for me. Perhaps that version of Interesting Terrains didn't set the sampler properties properly. The version I've attached in this post should work with the modification I suggested.
It did work actually but I was using distant terrain mod thinking it was interesting terrain. distant terrain still buried everything unfortunately.

beastdrew111
Posts: 5
Joined: Wed Nov 11, 2020 9:01 pm

Re: [Mod] New Locations

Post by beastdrew111 »

when I download the location loader source I extract it then a folder pops up and it's called custom locations. my question is do I take the things out of the folder? or not because they are a .cs file.

beastdrew111
Posts: 5
Joined: Wed Nov 11, 2020 9:01 pm

Re: [Mod] New Locations

Post by beastdrew111 »

where do i put the files? :|

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