[Mod] New Locations

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Darkstorne
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Joined: Fri Sep 27, 2019 12:47 pm

Re: [Mod] New Locations

Post by Darkstorne »

This kind of project has so much potential. Not just for being able to create "exterior" mini dungeons, like Skyrim's bandit camps and Nordic towers, or lore-based exploration rewards like shrines and hidden treasure, but possibly even simpler immersive qualities to the map like roads.

With how beautiful Daggerfall Unity is now, when modded up with enhanced skies, mountains etc, it just feels really weird that there are no roads :lol:

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Seferoth
Posts: 567
Joined: Fri Nov 22, 2019 5:45 pm
Location: Finland

Re: [Mod] New Locations

Post by Seferoth »

Is there a quick way to see if the mod is actually working. I spend lots of traveling using Tedious Travel and i did not see a single new location. Any location near any town or city so i could check out if the mod actually works in my game?
You can't have a nightmare if you never dream.

Firebrand
Posts: 281
Joined: Thu Jul 18, 2019 6:07 pm

Re: [Mod] New Locations

Post by Firebrand »

Seferoth wrote: Sun Dec 08, 2019 8:46 pm Is there a quick way to see if the mod is actually working. I spend lots of traveling using Tedious Travel and i did not see a single new location. Any location near any town or city so i could check out if the mod actually works in my game?
Try this :)
https://forums.dfworkshop.net/viewtopi ... =14&t=2261

SirRoderic
Posts: 4
Joined: Sat Apr 11, 2020 7:30 am

Re: [Mod] New Locations

Post by SirRoderic »

what new locations does it add? like new dungeons or something else?

imsobadatnicknames
Posts: 239
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [Mod] New Locations

Post by imsobadatnicknames »

I know I'm kinda late to the party on this one but I've been having a bit of fun with this lately.

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Ships and rocks south of Daggerfall

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Monoliths east of Daggerfall.

A question though. Does anyone know if it's possible to put your own assets into the location prefabs, or are we limited to the list included in the editor?
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
Posts: 492
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Re: [Mod] New Locations

Post by Kamer »

imsobadatnicknames wrote: Tue Sep 01, 2020 1:40 pm A question though. Does anyone know if it's possible to put your own assets into the location prefabs, or are we limited to the list included in the editor?
I'm probably the most experienced person with this tool besides the author. You can add model id's in the C# script. Look into Daggerfall modeling to get model ID's to use. If you want more examples of what can be done, check out my Isles of Betony.

imsobadatnicknames
Posts: 239
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [Mod] New Locations

Post by imsobadatnicknames »

Thank you! Though honestly being limtied to the models in the list isn't as limiting as I thought.

I messed around with it for a couple hours today. I present to you: Daggerfall harbor.

Image
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
Posts: 492
Joined: Mon Mar 05, 2018 9:26 pm

Re: [Mod] New Locations

Post by Kamer »

imsobadatnicknames wrote: Tue Sep 01, 2020 11:43 pm Thank you! Though honestly being limtied to the models in the list isn't as limiting as I thought.

I messed around with it for a couple hours today. I present to you: Daggerfall harbor.

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Not too shaby. I plan on fora future VIO release to create small port towns. I'd be willing to take submissions for different port designs.

imsobadatnicknames
Posts: 239
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [Mod] New Locations

Post by imsobadatnicknames »

Kamer wrote: Tue Sep 01, 2020 11:50 pm
imsobadatnicknames wrote: Tue Sep 01, 2020 11:43 pm Thank you! Though honestly being limtied to the models in the list isn't as limiting as I thought.

I messed around with it for a couple hours today. I present to you: Daggerfall harbor.

Image
Not too shaby. I plan on fora future VIO release to create small port towns. I'd be willing to take submissions for different port designs.
Heheh, thank you! I'm kinda planning to add ports to every port city in the game (or at least the ones in Daggerfall region) but of course it's probably gonna take a long time.

Also I just realized you can't actually see the docks int he screenshot I showed lol

Image

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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
Posts: 492
Joined: Mon Mar 05, 2018 9:26 pm

Re: [Mod] New Locations

Post by Kamer »

I've had this idea for a long time as well. I can however add features to these locations but making them is time consuming. If I had someone to make them for me, then it would be different story.

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