Modding Tutorials: World Data Overrides
- BadLuckBurt
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Re: Modding Tutorials: World Data Overrides
Deleted - Post quoted in this thread: viewtopic.php?p=39827
Last edited by BadLuckBurt on Tue Feb 11, 2020 9:36 pm, edited 1 time in total.
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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- Posts: 47
- Joined: Fri Apr 05, 2019 1:51 am
Re: Modding Tutorials: World Data Overrides
These may of been updated on @TheLacus doc side, but they only point to the top of the page at present. I assume you wanted to point to the exact location in the doc for easy peasy ref.Hazelnut wrote: ↑Mon Oct 14, 2019 2:38 pm Overriding Daggerfall World Data
...
...
- SetLocationVariant(int regionIndex, int locationIndex, string variant)
- SetNewLocationVariant(int regionIndex, string locationName, string variant) - Need a different method for new locations as the index is only allocated at runtime.
- SetBlockVariant(string blockName, string variant, int locationKey = -8)
- SetBuildingVariant(string blockName, int recordIndex, string variant, int locationKey = -8)
# About the first one:
SetLocationVariant regardless of how many different ways I try to copy the link always points to
SetNewLocationVariant - but problem is likely in the @TheLacus docs or doc codebase. I might file a bug report there or you can if want. Let me know.
- SetLocationVariant(int regionIndex, int locationIndex, string variant)
So for now I just point that one to #methods (closest that works all the time)
- SetLocationVariant(int regionIndex, int locationIndex, string variant)
- SetNewLocationVariant(int regionIndex, string locationName, string variant) - Need a different method for new locations as the index is only allocated at runtime.
- SetBlockVariant(string blockName, string variant, int locationKey = -8)
- SetBuildingVariant(string blockName, int recordIndex, string variant, int locationKey = -8)

https://github.com/TheLacus/daggerfall- ... -584394733
- Hazelnut
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Re: Modding Tutorials: World Data Overrides
What on earth are you on about? Links work fine for me, so I suspect you have a browser issue. What browser are you using? Either way please keep this thread for discussing world data overrides!communityus wrote: ↑Mon Feb 10, 2020 10:11 pm Isolated the bug for SetLocationVariant pointing to SetNewLocationVariant madness. Turn out it was size of the window related on that one. But rest of the 3 links were relevant fixes. Got lucky honestly sorting that out - made no sense and was driving me insane
https://github.com/TheLacus/daggerfall- ... -584394733
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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Re: Modding Tutorials: World Data Overrides
moved all the slightly off topic stuff, I know BadLuckBurt was hoping a mod would move it. anyway - I moved it manually as it was not my intent to derail anything.
I had thought it was sort of related as hinted at some of the motivation behind doing all the work.
I do plan to have real questions here, so don't want to start off on wrong foot lol. apologies.
As to the bug mentioned here are the details.
(only reason spent time tracking it down was as a thank you for doing all the doc work.)
I had thought it was sort of related as hinted at some of the motivation behind doing all the work.
I do plan to have real questions here, so don't want to start off on wrong foot lol. apologies.
As to the bug mentioned here are the details.
Spoiler!
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Re: Modding Tutorials: World Data Overrides
Spoiler!
This was also my first question I was coming to the forums with. But I think I solved it for us.BadLuckBurt wrote: ↑Wed Oct 16, 2019 9:02 pm...
I know the LocationId is only used when you specifically target a location in a quest but I was just wondering what would happen when two people pick the same location id for different locations?
...
So for quest actions...Hazelnut wrote: ↑Mon Oct 14, 2019 2:39 pm Locations
New locations should be named 'locationnew-LOCNAME-RR.json' where RR is the region index the new location will be in, and LOCNAME is your file name for this location. e.g. 'locationnew-archcrypt1-17.json' … A unique location index will be assigned internally when loaded in the game, and this could be different each time depending on other mods, so you cannot rely on it being a particular value and should set the corresponding data elements to zero as shown below.
...
It may be best practice then to only use LocationIndex (NOTE: not LocationId or unknown2) when dealing with DF default locations.
Code: Select all
worldupdate location at <locationIndex> in region <regionIndex> variant <variant>
Code: Select all
worldupdate locationnew named <locationName> in region <regionIndex> variant <variant>
So I assume any quest would use this name The Newarch Vaults also:

LocationIndex.txt tells us "17, 1260: The Gaerhart Vaults" so...
Code: Select all
worldupdate location at 1260 in region 17 variant <variant>
Code: Select all
worldupdate building ARCH001.RMB 1 at 1260 in region 17 variant <variant>
Then if it was a new location...
Code: Select all
worldupdate locationnew named The Newarch Vaults in region 17 variant <variant>

This is what I can sort out thus far.
I wonder if we can have two "ins:" (New Location names; "The Times We Live In" or "Where to begin")
Code: Select all
worldupdate locationnew named The Times We Live In in region 17 variant <variant>
Code: Select all
worldupdate locationnew named Where to begin in region 17 variant <variant>
- Hazelnut
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Re: Modding Tutorials: World Data Overrides
It should but I have not explicitly tested that. That was a rather long winded lead up to that question, not sure I followed whether there were any other questions there or if you were working though your understanding?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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- Posts: 47
- Joined: Fri Apr 05, 2019 1:51 am
Re: Modding Tutorials: World Data Overrides
was guessing at the answer for BadLuckBurt while giving context - if at your glance it seemed right then all is well
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Re: Modding Tutorials: World Data Overrides
The Climate part of a json file has two entries I am not sure how to use: GroundArchive and NatureArchive.
The API documentation says: "Texture archive index for ground plane" and "Texture archive index for ground scenery (rocks, trees, etc.)."
So I assume by changing these values I can select the ground textures and stuff around the buildings. Question: Is there a list of these indices? Which are valid values? Or is there a tool where one could preview them?
Edit: Hmm after playing around a bit, I don't think that these parameters are very important, if I base my overrides on the dump of existing locations. I successfully added an inn at a very beautiful location and it all works just fine without fiddling with these two. So disregard my question.
The API documentation says: "Texture archive index for ground plane" and "Texture archive index for ground scenery (rocks, trees, etc.)."
So I assume by changing these values I can select the ground textures and stuff around the buildings. Question: Is there a list of these indices? Which are valid values? Or is there a tool where one could preview them?
Edit: Hmm after playing around a bit, I don't think that these parameters are very important, if I base my overrides on the dump of existing locations. I successfully added an inn at a very beautiful location and it all works just fine without fiddling with these two. So disregard my question.
- joshcamas
- Posts: 83
- Joined: Mon Sep 21, 2020 7:01 am
Re: Modding Tutorials: World Data Overrides
Is there a way to name a town building? I'm trying to modify an existing one, and rename it.
- Hazelnut
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Re: Modding Tutorials: World Data Overrides
Need a lot more info than that because the answer depends on what you're trying to do.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods