BLB Nature layout - V1.2 ISSUE RESOLVED

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BadLuckBurt
Posts: 948
Joined: Sun Nov 05, 2017 8:30 pm

Re: BLB Nature layout - V1.2 ISSUE RESOLVED

Post by BadLuckBurt »

Arneb wrote: Wed Sep 21, 2022 4:47 pm I'll have to check that. I'm afraid I can't go back there easily, since I'm playing with Ralzar's Ironman Options and I have only one save. For now, I can confirm I was able to access the building without issues. If I'll stumble upon anything similar, I'll check for sure.
Yeah, it won't ever interfere with building interaction. The billboards don't do collision.

One thing I noticed, I think you're using a texture replacer? If so, this problem will resolve itself with the next version of my mod if the texture replacer mod has scaling XMLs for the nature archives, that will bring nature objects back to normal proportions in locations. The wilderness sizes will still vary.
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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Arneb
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Joined: Sun Mar 08, 2020 9:38 pm

Re: BLB Nature layout - V1.2 ISSUE RESOLVED

Post by Arneb »

I'm using VA, but maybe it is less noticeable since I'm playing with retro mode on. But yep, I'm still experimenting with the right proportions for trees, rocks, and so on. I like my trees as big as they get, but should probably reduce rocks size.

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BadLuckBurt
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Joined: Sun Nov 05, 2017 8:30 pm

Re: BLB Nature layout - V1.2 ISSUE RESOLVED

Post by BadLuckBurt »

I'm in the process of reclassifying nature objects to refine the scaling a bit better as I've noticed that too. The smaller objects get offensive really fast :D
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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