[Mod] Taverns Redone
-
- Posts: 12
- Joined: Mon Aug 05, 2019 1:10 pm
Re: [Mod] Taverns Redone
I guess this is already discussed. Hope that somebody will redo all interiors of shops and guilds in towns. Just make more variety in the town's buildings
- Hellmasker
- Posts: 38
- Joined: Wed Jul 31, 2019 9:55 pm
Re: [Mod] Taverns Redone
I found a gap in a Tavern Wall - I don't really remember which one it was, but I "think" it's one close to the northern gate of Daggerfall City. Just thought I point it out
As a sidenote, this isn't the case when I have DREAM active.
As a sidenote, this isn't the case when I have DREAM active.
- Attachments
-
- 20200913225000_1.jpg (340.15 KiB) Viewed 2215 times
Asgar Hellmasker, Silencer of the Dark Brotherhood
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: [Mod] Taverns Redone
Closest match I've found is The Beaver and Castle, but that's not a perfect match (and I can't find the bug)
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] Taverns Redone
Good find! I'm currently working on an update so I will see if I can find and fix this.Hellmasker wrote: ↑Thu Sep 17, 2020 6:03 am I found a gap in a Tavern Wall - I don't really remember which one it was, but I "think" it's one close to the northern gate of Daggerfall City. Just thought I point it out
As a sidenote, this isn't the case when I have DREAM active.
- Hellmasker
- Posts: 38
- Joined: Wed Jul 31, 2019 9:55 pm
Re: [Mod] Taverns Redone
Phew! Found it. It was "The Dirty Goat" in Daggerfall
While looking around for the Tavern, I travelled a bit and found two other small nitpicks... this time I made saves in front of it, for your convenience
Save 5 has a small gap on that Stairwell half-wall thingy
Save 6 a smaller gap/black seam
and Save 7 is the Dirty Goat
While looking around for the Tavern, I travelled a bit and found two other small nitpicks... this time I made saves in front of it, for your convenience
Save 5 has a small gap on that Stairwell half-wall thingy
Save 6 a smaller gap/black seam
and Save 7 is the Dirty Goat
- Attachments
-
- SAVE7.zip
- (338.31 KiB) Downloaded 118 times
-
- SAVE6.zip
- (202.09 KiB) Downloaded 111 times
-
- SAVE5.zip
- (235.02 KiB) Downloaded 123 times
Asgar Hellmasker, Silencer of the Dark Brotherhood
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] Taverns Redone
Thanks!Hellmasker wrote: ↑Thu Sep 17, 2020 1:44 pm Phew! Found it. It was "The Dirty Goat" in Daggerfall
While looking around for the Tavern, I travelled a bit and found two other small nitpicks... this time I made saves in front of it, for your convenience
Save 5 has a small gap on that Stairwell half-wall thingy
Save 6 a smaller gap/black seam
and Save 7 is the Dirty Goat
I found the the gap in the wall that you first discovered and it has been fixed!
For the other 3, something that would help me even more than saves would be knowing the name of the buildings. If you open up the console while inside one of the taverns and type "dumpbuilding", you will get a message similar to "Building data written to C: ...AppData/LocalLow/DaggerfallWorksop/DaggerfallUnity/ALCHAL03.RMB-789-building14.json "
In this case the building name would be ALCHAL03.RMB-789-building14, knowing that makes it a lot easier for me.
- Hellmasker
- Posts: 38
- Joined: Wed Jul 31, 2019 9:55 pm
Re: [Mod] Taverns Redone
Alrighty, got the needed informations
ARMRAL.02.RMB-771-building10 for the stairwell half-wall seam
TVRNAL03.RMB-564-building14 for the other seam
ARMRAL.02.RMB-771-building10 for the stairwell half-wall seam
TVRNAL03.RMB-564-building14 for the other seam
- Attachments
-
- 20200918051107_1.jpg (210.29 KiB) Viewed 2074 times
-
- 20200918050944_1.jpg (249.65 KiB) Viewed 2074 times
Asgar Hellmasker, Silencer of the Dark Brotherhood
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [Mod] Taverns Redone
Does this mod in any way take building quality into account? Taverns don't have a descriptive text when entering like shops do, but it would still be nice if there was some indicator of the difference between a fancy high-class establishments and a dirty den of criminals and scum
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] Taverns Redone
Thanks again for all your help help Ralzor, it really helps.
I haven't really taken the quality into account when re-making the taverns. Maybe I should? There is a Quality variable for the taverns, but not sure if actually does anything. If someone knows, please inform me.
Now when I think about it, I designed almost all of them to be quite fancy, maybe daggerfall needs more "dirty den of criminals and scum"
I haven't really taken the quality into account when re-making the taverns. Maybe I should? There is a Quality variable for the taverns, but not sure if actually does anything. If someone knows, please inform me.
Now when I think about it, I designed almost all of them to be quite fancy, maybe daggerfall needs more "dirty den of criminals and scum"
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [Mod] Taverns Redone
See, the reason I started thinking about this is that my modding of tavern menus (and now shop stock) relies a lot on building quality. Shabby taverns have a small selection of plain food and basic drink. High quality has a much larger selection of drinks and more fancy food for much higher prices.
I was considering also modding the room price, because it's already way too cheap and gets really weird when compared to the new drink/food prices.
But I'm not sure how Quality works with buildings. If certain building models always have a specific quality? Or if all building models come in all qualities?
If it's the former, the solution would be to design tavern models to match their quality.
If it's the latter, maybe it would be possible to replace assets on entering a tavern? So, for example, replacing a bunch of the sprites in the building model with other "shabbier" sprites if the tavern is low quality?
I was considering also modding the room price, because it's already way too cheap and gets really weird when compared to the new drink/food prices.
But I'm not sure how Quality works with buildings. If certain building models always have a specific quality? Or if all building models come in all qualities?
If it's the former, the solution would be to design tavern models to match their quality.
If it's the latter, maybe it would be possible to replace assets on entering a tavern? So, for example, replacing a bunch of the sprites in the building model with other "shabbier" sprites if the tavern is low quality?