To answer your question, it is the former. The quality setting (a value between 1-20) is set by each model/instance of a tavern. I can change this setting when I edit the taverns, so I could adjust it and redesign a few taverns to better fit their appearance.Ralzar wrote: ↑Fri Sep 18, 2020 9:58 am 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?
[Mod] Taverns Redone
- Uncanny_Valley
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Re: [Mod] Taverns Redone
- XJDHDR
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Re: [Mod] Taverns Redone
A building is defined by the block data stored in Blocks.bsa (and a bit in Maps.bsa). This data defines the model that a building uses and the quality. The two are separate parameters and so, it is the latter. All of the models used by taverns can have any quality associated with them.Ralzar wrote: ↑Fri Sep 18, 2020 9:58 am 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?
My DF Unity mods:
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
- Uncanny_Valley
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Re: [Mod] Taverns Redone
Hello! Hello!
I'm releasing a preview of my latest version of Taverns redone. It's been a lot of work adding and fixing for this release, so I kindly ask for some assistance in testing it before a proper release. Simply download, play and enjoy; and if you find any issues then please let me know.
Things I want to know:
Does the single dfmod file I'm providing work for OSX and linux users?
Can you find any issues with objects clipping into each other or floating?
Taverns redone 0.14 preview.
Changes:
I'm releasing a preview of my latest version of Taverns redone. It's been a lot of work adding and fixing for this release, so I kindly ask for some assistance in testing it before a proper release. Simply download, play and enjoy; and if you find any issues then please let me know.
Things I want to know:
Does the single dfmod file I'm providing work for OSX and linux users?
Can you find any issues with objects clipping into each other or floating?
Taverns redone 0.14 preview.
Changes:
- 4 new taverns (For a total of 36)
- Fixed a lot of clipping and floating issues
- Improved performance on certain heavy taverns
- Added even more variation in decoration
- Re-worked taverns to better reflect their quality
- Releasing it as a single dfmod files for all platforms
- haloterm
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Re: [Mod] Taverns Redone
Great to see the new update!Uncanny_Valley wrote: ↑Sun Sep 27, 2020 3:36 pm Can you find any issues with objects clipping into each other or floating?
Did you change all existing taverns, or do you want us to look at specific places? (If so, which one? And can you state where the 4 new ones are situated?)
Edit: Here's already a quick one which I noticed in my current character's favorite tavern in Tulune:
- Uncanny_Valley
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Re: [Mod] Taverns Redone
There are changes to all taverns, and there might be issues that existed before this update, small things that I might have missed before.haloterm wrote: ↑Sun Sep 27, 2020 6:30 pmGreat to see the new update!Uncanny_Valley wrote: ↑Sun Sep 27, 2020 3:36 pm Can you find any issues with objects clipping into each other or floating?
Did you change all existing taverns, or do you want us to look at specific places? (If so, which one? And can you state where the 4 new ones are situated?)
Edit: Here's already a quick one which I noticed in my current character's favorite tavern in Tulune:
Thanks for the screenshot. The corner fireplace is a known issue introduced in the latest 3D model replacement by AlexanderSig. I already notified him about and should be fixed in his next release. I do however notice a fish on the floor in the background... that is not suppose to be there, but I like it.
- Baler
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Re: [Mod] Taverns Redone
It's a real joy walking into one of the Taverns Redone, Looking forward to a .14 stable release on nexus.
In the meantime I'll thoroughly enjoy the .14 preview Thank You
In the meantime I'll thoroughly enjoy the .14 preview Thank You
Hidden Gem Mods - Enhanced Sky - Forgotten Quest Pack
- Uncanny_Valley
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Re: [Mod] Taverns Redone
Mod updated to 0.14
- 4 new taverns (For a total of 36)
- Fixed a lot of clipping and floating issues
- Improved performance on certain heavy taverns
- Added even more variation in decoration
- Re-worked taverns to better reflect their quality
- Added compatibility patch for D.R.E.A.M.S
- 4 new taverns (For a total of 36)
- Fixed a lot of clipping and floating issues
- Improved performance on certain heavy taverns
- Added even more variation in decoration
- Re-worked taverns to better reflect their quality
- Added compatibility patch for D.R.E.A.M.S
- Ralzar
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Re: [Mod] Taverns Redone
Ooooh. I'm very interested in this. C&C has been doing a lot with tavern quality lately. And it haven't always been reflected in the taverns visual presentationUncanny_Valley wrote: ↑Sun Oct 04, 2020 10:09 pm - Re-worked taverns to better reflect their quality
- King of Worms
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Re: [Mod] Taverns Redone
Congrats on the release, its a really nice mod, exceptional quality. Also, if you managed to overcome the texture compatibility issue with my mod, Id be really gladUncanny_Valley wrote: ↑Sun Oct 04, 2020 10:09 pm Mod updated to 0.14
- 4 new taverns (For a total of 36)
- Fixed a lot of clipping and floating issues
- Improved performance on certain heavy taverns
- Added even more variation in decoration
- Re-worked taverns to better reflect their quality
- Added compatibility patch for D.R.E.A.M.S
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- haloterm
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Re: [Mod] Taverns Redone
What does this patch do? I have been using your mod together with DREAMS all the time, did not notice an issue?
Also, with your newest version, when I add BOTH (main mod and patch), only one of them is shown, naming itself Taverns Redone Compatibility Patch.
But when I remove the patch, only have the main mod, it also has the Compatibility Patch part in its name.