Re: [MOD] Daggerfall Skyshards
Posted: Mon Jan 27, 2020 10:02 pm
I'll be disappointed though, you can't just leave shit broken and call it a day. DFU especially is supposed to be all about fixing and updating.
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A lot of things happen asynchronously, that could explain the randomness: sometimes the building is created first and the skyshard on top of it, sometimes the skyshard is created first and the building on top of it...Midknightprince wrote: ↑Tue Jan 28, 2020 2:20 am If the sky-shards don't show up, but you can hear em, see the shaft of light (they're under the ground), do a quick save, and load it (on the spot).
It seems like it's happening when I'm going to places manually (no fast traveling).
Not all the time, but when it does, this fixes it..
When I was testing Mountain Rumours for Hazelnut we ran into this kind of problem with a building:pango wrote: ↑Tue Jan 28, 2020 6:40 amA lot of things happen asynchronously, that could explain the randomness: sometimes the building is created first and the skyshard on top of it, sometimes the skyshard is created first and the building on top of it...Midknightprince wrote: ↑Tue Jan 28, 2020 2:20 am If the sky-shards don't show up, but you can hear em, see the shaft of light (they're under the ground), do a quick save, and load it (on the spot).
It seems like it's happening when I'm going to places manually (no fast traveling).
Not all the time, but when it does, this fixes it..
I wonder if there's provisions in loading framework to force an order and get the right behavior all the time...
Wouldn't just a having a Z coordinate prevent this from happening?pango wrote: ↑Tue Jan 28, 2020 6:40 amA lot of things happen asynchronously, that could explain the randomness: sometimes the building is created first and the skyshard on top of it, sometimes the skyshard is created first and the building on top of it...Midknightprince wrote: ↑Tue Jan 28, 2020 2:20 am If the sky-shards don't show up, but you can hear em, see the shaft of light (they're under the ground), do a quick save, and load it (on the spot).
It seems like it's happening when I'm going to places manually (no fast traveling).
Not all the time, but when it does, this fixes it..
I wonder if there's provisions in loading framework to force an order and get the right behavior all the time...
Kinda. That would be hardcoding its position, so if say, somebody creates a mod that replaces the model of the Direnni Tower, and the model is not exactly the same size, you're back to floating or embedded skyshards...
True but the model is kinda designed to fit snugly in that spot so it'd most likely end up looking strange anyway.