[MOD] World of Daggerfall Project [version 0.2] [DFU 0.14.5+]
- Seferoth
- Posts: 665
- Joined: Fri Nov 22, 2019 5:45 pm
- Location: Finland
Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]
So found a bandit camp(i guess) which is a bit buggy...i think. There are levitating bushes, and statue which hovers above a fountain. It's somewhat easy to find if you use basic roads, take a western road from Upvale(Isle of Balfiera) towards Blackhead and it's on the right side of the road at some point. I am using interesting eroded terrain though so perhaps that is the issue. It's nothing gamebreaking or anything, but decided to report this anyway.
- carademono
- Posts: 210
- Joined: Sat Jul 11, 2020 3:20 pm
Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]
Thanks for the report! Could you please post a screenshot? It will help me identify the buggy prefab.Seferoth wrote: ↑Tue Dec 28, 2021 11:32 am So found a bandit camp(i guess) which is a bit buggy...i think. There are levitating bushes, and statue which hovers above a fountain. It's somewhat easy to find if you use basic roads, take a western road from Upvale(Isle of Balfiera) towards Blackhead and it's on the right side of the road at some point. I am using interesting eroded terrain though so perhaps that is the issue. It's nothing gamebreaking or anything, but decided to report this anyway.
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
- Seferoth
- Posts: 665
- Joined: Fri Nov 22, 2019 5:45 pm
- Location: Finland
Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]
Sure, here are 3 screenshots. If you need more just let me know.carademono wrote: ↑Tue Dec 28, 2021 3:49 pmThanks for the report! Could you please post a screenshot? It will help me identify the buggy prefab.Seferoth wrote: ↑Tue Dec 28, 2021 11:32 am So found a bandit camp(i guess) which is a bit buggy...i think. There are levitating bushes, and statue which hovers above a fountain. It's somewhat easy to find if you use basic roads, take a western road from Upvale(Isle of Balfiera) towards Blackhead and it's on the right side of the road at some point. I am using interesting eroded terrain though so perhaps that is the issue. It's nothing gamebreaking or anything, but decided to report this anyway.
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- Kab the Bird Ranger
- Posts: 123
- Joined: Tue Feb 23, 2021 12:30 am
Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]
World of Daggerfall is now available on Nexus
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- Posts: 374
- Joined: Wed Oct 02, 2019 6:26 am
Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]
Is there any ability to add, say, a dungeon-like environment to major cities, and some others, for underworld characters?
You go there and theres a tavern and pawn shop and a guild, something like that.
This could be a place for the thieves guild or dark brotherhood, or just a place the characters can make a home. There would be a discreet doorway on the outskirts of town and inside the city somewhere.
Basically adding a basement to cities.
You go there and theres a tavern and pawn shop and a guild, something like that.
This could be a place for the thieves guild or dark brotherhood, or just a place the characters can make a home. There would be a discreet doorway on the outskirts of town and inside the city somewhere.
Basically adding a basement to cities.
- Jay_H
- Posts: 4071
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]
Sort of. There's a limitation that you can only have one or zero dungeons per map pixel. If you tried to make a dungeon in Daggerfall City, it's already using Daggerfall Castle as a dungeon, so you can't put a different dungeon there.
If other mods wanted to create dungeons inside cities, they would conflict with this idea. So the mod authors would have to determine that level of risk for themselves.
If other mods wanted to create dungeons inside cities, they would conflict with this idea. So the mod authors would have to determine that level of risk for themselves.
- carademono
- Posts: 210
- Joined: Sat Jul 11, 2020 3:20 pm
Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]
Let me offer a quick correction to this, Jay. World of Daggerfall does not use Daggerfall world data, and WoD "instances," as we call them, are not Daggerfall locations. As such, there are no technical limitations to adding unlimited new dungeons in any map pixel. However, we don't have working doors yet or talking NPCs in our instances. Those are the next two features we're looking to add, and they should open the doors (literally) to building interiors, mini-dungeons, and so forth.Jay_H wrote: ↑Fri Dec 31, 2021 5:29 pm Sort of. There's a limitation that you can only have one or zero dungeons per map pixel. If you tried to make a dungeon in Daggerfall City, it's already using Daggerfall Castle as a dungeon, so you can't put a different dungeon there.
If other mods wanted to create dungeons inside cities, they would conflict with this idea. So the mod authors would have to determine that level of risk for themselves.
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
- BadLuckBurt
- Posts: 948
- Joined: Sun Nov 05, 2017 8:30 pm
Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]
There was one user on the forum, Yagisa if I remember correctly, who added a couple of dungeons to cities using the World Data system but you're right that anything added with this mod wouldn't interfere with that.carademono wrote: ↑Fri Dec 31, 2021 6:11 pm However, we don't have working doors yet or talking NPCs in our instances. Those are the next two features we're looking to add, and they should open the doors (literally) to building interiors, mini-dungeons, and so forth.
I'm curious, how do you and Kab plan to handle the doors and interiors? Since this mod works more directly with Unity than it does with Daggerfall's inner workings you could do some pretty crazy stuff.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
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DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt
.
- Kab the Bird Ranger
- Posts: 123
- Joined: Tue Feb 23, 2021 12:30 am
Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]
Still under investigation. I'm personally in favor of having both of them "outside", with no loading / teleportation between the two, but I haven't tried out any solution yet. Could be our "0.2" featureI'm curious, how do you and Kab plan to handle the doors and interiors?
- Kab the Bird Ranger
- Posts: 123
- Joined: Tue Feb 23, 2021 12:30 am
Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]
I have noticed that on fresh DFU setups, the recommended terrain mods (ie: Interesting Eroded Terrain with Distant Terrain) create seams between chunks of terrain.
I have added a troubleshooting section on Nexus for this issue. If this happens to you, let me share it here:
I have added a troubleshooting section on Nexus for this issue. If this happens to you, let me share it here:
Open your Daggerfall Unity "settings.ini". On Windows, it should be in the follow folder:
%userprofile%\AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity
Go to the key "TerrainHeightmapPixelError", under the [Experimental] section. Ensure the value is set to 1 (DFU sets it to 5 by default).