[Mod] New Locations
- Mosin Nagant
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Re: [Mod] New Locations
Wow! Great work. Can't wait to see play around with it!
Previously known as LordMordecai on DXL forums
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] New Locations
Update! See first page for download links.
After much work, it is finally done! My goal was for this version was to create a stable base, something that can be build upon, improved and expanded on later.
I decided to separate the the mod into 3 parts
In the meantime, I would love to see people trying out the editor tools and creating and sharing the own locations.
After much work, it is finally done! My goal was for this version was to create a stable base, something that can be build upon, improved and expanded on later.
I decided to separate the the mod into 3 parts
- The Location Loader, which is a mod file that enable new exterior locations to be added to Daggerfall.
- A collection of test locations that I created
- The source code and editor script. The editor scripts allows you to create your own locations and add them to the world.
- New exterior locations can be added to the world.
- New locations will use texture, mesh and billboard replacements if available
- Lamps, candles and campfires will emit light
- Animals such as cats and dogs will produce sound
- Editor scrips that makes creating new locations easier
- Loot containers
- Support for season(winter/summer) changes for billboards
In the meantime, I would love to see people trying out the editor tools and creating and sharing the own locations.
- Kamer
- Posts: 583
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Re: [Mod] New Locations
And here I thought my day off would only be used to work on my Villager/Races project. Bye Bye my life.
- King of Worms
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Re: [Mod] New Locations
Yes, this editor sounds very dangerous!! Im scared to try it...
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- Interkarma
- Posts: 7251
- Joined: Sun Mar 22, 2015 1:51 am
Re: [Mod] New Locations
UV, I'm moving this to the Released Mods forum. If you can, pop a screenshot into the first post for me.
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] New Locations
I tried to add a screenshot, but it won't let me. It seems to be a limit to 3 files per post? I will look into hosting the screenshot somewhere else and link to it instead.Interkarma wrote: ↑Sun Jun 03, 2018 9:43 pm UV, I'm moving this to the Released Mods forum. If you can, pop a screenshot into the first post for me.
- King of Worms
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Re: [Mod] New Locations
UV, can you please elaborate a bit on how to use this tool?
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- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] New Locations
Can do. I been on an extended vacation for the last 3 weeks and will be home in a couple of days, can write a small guide to it then.King of Worms wrote: ↑Thu Jul 19, 2018 9:50 pm UV, can you please elaborate a bit on how to use this tool?
- King of Worms
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Re: [Mod] New Locations
Great! I want to try that but I have no idea how to utilize the tools you provided, thank you
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- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: [Mod] New Locations
Hey Uncanny_Valley, i wanted to let you known that i "promoted" your editor in the modding system docs along with the features provided by core.