[Mod] New Locations

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
imsobadatnicknames
Posts: 238
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [Mod] New Locations

Post by imsobadatnicknames »

I'd be willing to make some location prefabs for you to place in the world :p I just need to get the hang of this (there's still some mesh placement issues in the location I just showed, I have a little trouble judging perpective in Unity 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

imsobadatnicknames
Posts: 238
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [Mod] New Locations

Post by imsobadatnicknames »

Kamer wrote: Tue Sep 01, 2020 11:26 pm 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.
Another question about this.
So, you say it's possible to add more models from the base game to the editor by modifying the C# code to include more model IDs. Would it also be possible to create a completely new Unity prefab, assign it an unused model ID, and then add it to the editor through the same process? I'm new to asset inejction tbh, so idk if that'd work, but I kinda wanna add custom lights to my lighthouses (and maybe a custom model for the docks, as construcing them from several wooden boards was really tedious and I left a lot of ugly gaps that I'd need to fix now)
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: [Mod] New Locations

Post by monobelisk »

This is an awesome mod - really opens up for some serious possibilities! Well done :)

I have a question about it, though. I've gone through the source code and discovered that you hardcode the TERRAIN_HEIGHT_MAX value. Is there a particular reason for that? The reason I'm asking is that it breaks compatibility with mods that use a custom terrain sampler with a different terrain max height than vanilla.

If you retrieved the max height like this instead:

Code: Select all

float unscaledTerrainHeightMax = DaggerfallUnity.Instance.TerrainSampler.MaxTerrainHeight;
float terrainScale = Game.GameManager.Instance.StreamingWorld.TerrainScale;
float terrainHeightMax = unscaledTerrainHeightMax *  terrainScale;
..it would work just the same when using the default terrain sampler, while allowing for terrain samplers with different max heights :)

imsobadatnicknames
Posts: 238
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [Mod] New Locations

Post by imsobadatnicknames »

Has anyone else been having problems with this in 10.26?
My 10.26 install completely broke down as soon as I came near some locations placed with this.

Image

There was this weird gray mass engulfing the entire east of my map.

Image
Image

These weird lines are one of the lighthouses from my Docks of Dagegrfall mod and one of the towers from my Titanic Towers mod, which now appear to stretch up towars infinity.

I tried to get closer to see exactly how fucked up they were, but it always ended up with either me falling through the ground or my game outright crashing as I approached.


However, I briefly talked about this with Kamer and he said that Location Loader is working alright for him, so I want to ask if this is a problem anyone else is having or if it's just me.
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

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

Re: [Mod] New Locations

Post by Kamer »

imsobadatnicknames wrote: Tue Sep 29, 2020 12:53 am However, I briefly talked about this with Kamer and he said that Location Loader is working alright for him, so I want to ask if this is a problem anyone else is having or if it's just me.
Looks like one specific object. I'd take out some things from the docks and see what exactly is being stretched so far. Its definitely a weird glitch.

imsobadatnicknames
Posts: 238
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [Mod] New Locations

Post by imsobadatnicknames »

Kamer wrote: Tue Sep 29, 2020 1:12 am
imsobadatnicknames wrote: Tue Sep 29, 2020 12:53 am However, I briefly talked about this with Kamer and he said that Location Loader is working alright for him, so I want to ask if this is a problem anyone else is having or if it's just me.
Looks like one specific object. I'd take out some things from the docks and see what exactly is being stretched so far. Its definitely a weird glitch.
Yeah, upon further inspection, I think it's the "Tower Hex" model, as the little lighthouse that UV included as part of his test locations seem to also be getting fucked up the exact same way, and all of the three locations that are getting this glitch use that specific model, while other that don't use it like the shrine of dibella and the construction site look normal. Tho that alone doesn't explain the grey mass covering the entire east of the map (tho that might just be another model getting stretched, idk) or my game crashing as I approach these locations.

Also I think it'd be good to check every model one by one (I'll try to do that when I have the time), as there's nothing guaranteeing that this isn't happening to other models we haven't used yet.

Maybe when you have the time you can try to put this in your game and check out the surroundings of Daggerfall city to see if you get the same errors.
Locations.rar
(26.01 KiB) Downloaded 4 times
Also... since you you're still gonna use part of this mod's code for some Warm Ashes features in the future, maybe you should check if this specific model is also getting stretched in your version or just in the original Location Loader, it looks like the sort of thing that might be better to catch right away.
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

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

Re: [Mod] New Locations

Post by Kamer »

imsobadatnicknames wrote: Tue Sep 29, 2020 1:43 am I think it's the "Tower Hex" model, as the little lighthouse that UV included as part of his test locations seem to also be getting fucked up the exact same way, and all of the three locations that are getting this glitch use that specific model, while other that don't use it like the shrine of dibella and the construction site look normal. Tho that alone doesn't explain the grey mass covering the entire east of the map (tho that might just be another model getting stretched, idk) or my game crashing as I approach these locations.
I'm not having the issues with the tower hex model. I am however having issues with trees growing over the new locations which didn't happen in the older version.

EDIT: The tree issue was a my bad. its fine.
monobelisk wrote: Sat Sep 05, 2020 2:09 pm If you retrieved the max height like this instead:

Code: Select all

float unscaledTerrainHeightMax = DaggerfallUnity.Instance.TerrainSampler.MaxTerrainHeight;
float terrainScale = Game.GameManager.Instance.StreamingWorld.TerrainScale;
float terrainHeightMax = unscaledTerrainHeightMax *  terrainScale;
..it would work just the same when using the default terrain sampler, while allowing for terrain samplers with different max heights :)
I can't get this to work. I tried with the interesting terrain mod and locations are being buried still.
Last edited by Kamer on Sat Oct 10, 2020 1:43 am, edited 1 time in total.

imsobadatnicknames
Posts: 238
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [Mod] New Locations

Post by imsobadatnicknames »

Kamer wrote: Sat Oct 10, 2020 12:50 am
I'm not having the issues with the tower hex model. I am however having issues with trees growing over the new locations which didn't happen in the older version.
Weird. Can you confirm if the docks from my Docks of Daggerfall mod look fine for you? It's kinda weird that I'm the only one getting this problem with them.
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

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

Re: [Mod] New Locations

Post by Kamer »

imsobadatnicknames wrote: Sat Oct 10, 2020 1:40 am
Kamer wrote: Sat Oct 10, 2020 12:50 am
I'm not having the issues with the tower hex model. I am however having issues with trees growing over the new locations which didn't happen in the older version.
Weird. Can you confirm if the docks from my Docks of Daggerfall mod look fine for you? It's kinda weird that I'm the only one getting this problem with them.
I'm working one exterior locations right now, I can take a look.

imsobadatnicknames
Posts: 238
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [Mod] New Locations

Post by imsobadatnicknames »

Alright! Thank you.
The easiest ones to find should be south of Daggerfall city
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

Post Reply