Page 4 of 6

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Mon Apr 27, 2020 11:22 pm
by Allerka
Kaedius wrote: Mon Apr 27, 2020 11:03 pm The custom hotkey option does have limitations, I don't know if the tooltip still mentions it in settings but only a-z will work. Otherwise, it defaults to the default key which might be what is happening here. I'll have to look into expanding that.
That is exactly what's happening. I've been trying \ and ' and ; mostly. The default key works fine for me, I just figured I'd mention trying a custom key wasn't working, but now I know why!

The scale of models is the same as in the game files, so I think those two both exist in the game as such. At least the sword does I believe. I changed the crossbow model to one with the strings and apparently it is massive, so maybe I'll put it back to the smaller one. I could give the sword a smaller base scale, since it's so massive it won't fit in any homes.
I kinda suspected it was the case that they were at their "natural" size. I could swear I remember seeing city wall-mounted ballistae/crossbows in classic Daggerfall, so that's probably what it is.
Allerka wrote: Mon Apr 27, 2020 10:25 pm Will it be possible to add toggles to make bed objects actually function like beds? Possibly NPCs (i.e. crew members on your ship)?
I believe Roleplay Realism has the option for beds being togglable. At the moment Decorator renames objects, so it breaks that functionality unfortunately. Next update I'll keep all models named properly so any models that mods mod will keep their functionality.
Yep, I've got that installed too, and it does let me use even dungeon beds as beds.
I could add NPC billboards to place. Having mobiles walking around might be possible as well. But that's dipping into something I'd like to flesh out more with another mod possibly.
Fair enough! I was just trying to think of ways to make it even better. It's an awesome mod already.

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Tue Apr 28, 2020 7:49 am
by SharkClub
Love the update. Almost all of my problems with it are fixed now, just the tilting and rolling camera when moving while trying to place things is still messing with me. Good job so far in any case!

Would love to see the addition of all the NPC billboards, so you can really have your pick of the litter with all of the people you can put in your house or boat, and even mark some as the potion making / etc facilities. Turning your gigantic empty ship into something akin to a living breathing means of travel across the Iliac Bay sounds awesome, there's so many rooms to fill that even if you're collecting everything in the game you're probably done with needing rooms of containers after the first 2 or 3 rooms, then there's like 5 left.

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Thu Apr 30, 2020 6:59 pm
by Reskal
Kaedius wrote: Sun Apr 26, 2020 7:44 pm
Reskal wrote: Thu Apr 23, 2020 1:37 am And ingame i hit "/" but nothing happens, it just does not run.
Please update to the latest version (0.1.5) and let me know if it's still not working in your home or ship. If you are using Airships, the hotkey will not work until I release the new Airships, which will be once 0.10.23 DFUnity is released.
Thanks for the info where the settings are, by default there was no hotkey set but "#" worked for me, it opened ingame the decorator. Maybe # is for european keyboards and / for us-keyboards.

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Fri Oct 09, 2020 11:45 pm
by fosley
So I thought you were using the Joystick calibration texture directly and upgraded it to higher resolution, then realized you've got a custom texture. So I modified my new texture to fit your UI. It's probably not the final incarnation of your UI at all, but I thought you might be interested in using it.

Is there a way I can over-ride the texture in your mod by naming my texture properly and placing it in my textures folder somewhere?
Decorator.png
Decorator.png (732.49 KiB) Viewed 3211 times

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Sat Oct 10, 2020 8:19 pm
by Kaedius
fosley wrote: Fri Oct 09, 2020 11:45 pm So I thought you were using the Joystick calibration texture directly and upgraded it to higher resolution, then realized you've got a custom texture. So I modified my new texture to fit your UI. It's probably not the final incarnation of your UI at all, but I thought you might be interested in using it.

Is there a way I can over-ride the texture in your mod by naming my texture properly and placing it in my textures folder somewhere?
Decorator uses the default CNFG04I0.IMG, it just cuts out two rects for the arrows and the low/med/high buttons. If you place your modified CNFG04I0.IMG with the same default size and same positioning of the arrows/buttons, with the filename "CNFG04I0.IMG" in the StreamingAssets/Textures/Img folder, your modified version will be used instead. Looks good!

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Sun Oct 11, 2020 2:28 am
by fosley
I see what I did. I appended the _0-0 from the original filename like with a .CIF file, and it doesn't need it.

So now I put the original in and it's blown way up, instead of scaling properly. Not sure how to solve that right off. I tried a CNFG04I0.IMG.xml file with the contents:

Code: Select all

<?xml version="1.0"?>
<info>
    <width>1080</width>
    <height>1300</height>
</info>
I tried both 1080 x 1300 (the actual file resolution) and 108 x 130 (the original texture resolution), and neither works. Also, once it works properly, it will probably have a nasty line in it where you spliced the two parts of the texture together. I'll have to try smoothing the join on the full image once I get it working.

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Sun Oct 11, 2020 11:09 am
by King of Worms
If the upscaled graphics is taking up your whole screen than this is something Ive dealt with 100s of times in DREAM remaster.

I always let The Lacus know about it and he solved it in next DFU release. Ask him how he did it and he will let u know, or maybe solve it 4 u.

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Mon Oct 12, 2020 9:24 pm
by fosley
So I updated all the textures associated with the joystick calibration screen.

First, I did a low-res version that, if you felt like it, could be packed with your mod. They're the original textures slightly modified so you can have multiple arrows highlighted at once. Additionally, I added an extra texture to allow highlighting the button in the center of the arrows (CNFG05I0.CIF_8-0, which doesn't exist in the original files).

Right now, the textures would serve no purpose, but you could add some textured areas, then set the textures appropriately as buttons are pressed. Then there would be visual feedback to buttons being pressed, especially if you implement keybinds in addition to mouse clicks.

This all assumes it's easy to create layers on a UI component, about which I could be entirely wrong. You'd need one area for each arrow (and the center button), and one area each for the low, med, and high buttons. The arrows are easy, since there's a separate texture for each one. You just overlay 9 textures right on top of each other and enable/disable them as needed. The low, med, and high buttons require cropping the single texture then positioning them appropriately.

Second, I did a high-res version like I posted earlier. I've re-worked it so the buttons fit more exactly on the original and finished the highlight textures. Then I blended the upper and lower zones so they should match up both as a standalone interface, and when spliced together on your interface.

I haven't tried solving the issue of bad texture scaling yet. Once that issue is fixed, the high res versions would over-write the low res versions packaged into your file if they were either loose files, or placed lower in the load order (provided I get around to making a .dfmod of it).

Low Res Texture Replacer
High Res Texture Replacer (also includes message box textures and might get updated with other miscellaneous stuff later)

Animation of the low res highlights in action:
Spoiler!
Animated Low Res.gif
Animated Low Res.gif (825.91 KiB) Viewed 3067 times
High res animation is here.

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Thu Aug 05, 2021 10:51 pm
by Regnier
the position data does seem to be a problem.

on my ship, all my placements were there, just on the bottom floor.

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Mon Sep 27, 2021 8:11 pm
by keenerb
Having a similar issue to what some are reporting; ship is sometimes empty, sometimes has my decorations. It seems to depend on where I am when I access the ship, it's 100% available in Daggerfall city, usually empty as I travel around.

DFU 0.12.3


airships.dfmod
autosave.dfmod
basicmagicregen.dfmod
basicroads.dfmod
bestiary - dream patch.dfmod
bestiary.dfmod
clairvoyance.dfmod
convenient clock.dfmod
convenient quest log.dfmod
decorator.dfmod
distant terrain.dfmod
draftysecretdoors.dfmod
dream - cinematics.dfmod
dream - commoners.dfmod
dream - handheld.dfmod
dream - hud & menu.dfmod
dream - mobs.dfmod
dream - music.dfmod
dream - npcs.dfmod
dream - paperdoll.dfmod
dream - portraits.dfmod
dream - sound.dfmod
dream - sprites.dfmod
dream - textures.dfmod
dungeon loot.dfmod
enhanced sky.dfmod
fixed dungeon exteriors.dfmod
harvestablecrops.dfmod
hotkey bar.dfmod
improved interior lighting.dfmod
levelup adjuster.dfmod
lootmenu.dfmod
mods.txt
no equip delay.dfmod
npchealthindicators.dfmod
persistent dungeons.dfmod
quest offer locations.dfmod
readme.txt
realgrass.dfmod
removespiders.dfmod
Textures
torch taker.dfmod
traveloptions.dfmod
vibrantterrainflats.dfmod
wildernessnpcs.dfmod