[Modder's Resource] Diverse NPC Flats
- MrFlibble
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Re: [Modder's Resource] Diverse NPC Flats
I love the guy in the purple robe with a floating scroll ^_^
- MrFlibble
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Re: [Modder's Resource] Diverse NPC Flats
Have these found a way into any mod yet?
- Cliffworms
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Re: [Modder's Resource] Diverse NPC Flats
As soon as I'm done with the marketplace update for Lively Cities, I'll start working on the desert/Hammerfell update, which will feature those gorgeous Redguards.
- Hazelnut
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Re: [Modder's Resource] Diverse NPC Flats
Yep, added 7 of them to the Archeologists Guild halls today. Took me long enough, but I get around to these things eventually.
Was a pain to ensure they had a half way appropriate face for the talk window, and unfortunately the faces will only work for players starting a new game with the new version of the mod. That's because DFU saves the faction data with savedata.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- King of Worms
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Re: [Modder's Resource] Diverse NPC Flats
And what archive format you used? Aka the naming? I upscaled these for the Famous faces (or was it Lively cities? Its mod made by Cliffworms) and it had its own naming. Is the naming coordinated?Hazelnut wrote: ↑Sun Oct 15, 2023 6:33 pmYep, added 7 of them to the Archeologists Guild halls today. Took me long enough, but I get around to these things eventually.
Was a pain to ensure they had a half way appropriate face for the talk window, and unfortunately the faces will only work for players starting a new game with the new version of the mod. That's because DFU saves the faction data with savedata.
1200_5
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- King of Worms
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Re: [Modder's Resource] Diverse NPC Flats
Basically what we need is to have a standardized naming of these flats. The base release does not have em, so we need to agree upon some. Otherwise each mod using these flats will use its own naming and that will lead to utter mess.
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- Hazelnut
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Re: [Modder's Resource] Diverse NPC Flats
I used a virtual archive in the range I claimed and the standard format for image files. For vanilla textures, they're small enough for each mod to have it's own version I think. Probably different for hi-res stuff though, there it may make sense to try to share the files.
Anyway you can see all the files in my mods on github as usual.
Anyway you can see all the files in my mods on github as usual.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- King of Worms
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Re: [Modder's Resource] Diverse NPC Flats
Hmmm... so how should I make those sprites in your mod HD is the question.. I would like to just include the HD sprites in Dream and let it overwrite the low res sprites for ppl who you such a mod + dream.Hazelnut wrote: ↑Wed Oct 18, 2023 8:36 pm I used a virtual archive in the range I claimed and the standard format for image files. For vanilla textures, they're small enough for each mod to have it's own version I think. Probably different for hi-res stuff though, there it may make sense to try to share the files.
Anyway you can see all the files in my mods on github as usual.
This is the current naming used in a DREAM
If you could make your virtual archives in this manner, it should work. Would it be possible? I have no idea how the virtual archive works :X
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- Hazelnut
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Re: [Modder's Resource] Diverse NPC Flats
Done in 2.5.1 release. Please test and let me know if anything is wrong.
Curious why records 0 and 1 were skipped?
Curious why records 0 and 1 were skipped?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- King of Worms
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Re: [Modder's Resource] Diverse NPC Flats
Thanks a lot! Will test and let u know ofc.
0 and 1 is already used by two other NPC sprites in the Famous Faces by Cliffworms
(Spoilers not working :X )
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