[MOD] Tempered Interiors

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DunnyOfPenwick
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[MOD] Tempered Interiors

Post by DunnyOfPenwick »

I've released a new mod on Nexus aimed at correcting building interiors to more closely match the building quality.
The source code is available on Github.

This mod is intended to work in conjunction with other mods that modify building interiors.
It modifies textures, replaces lighting, possibly removes certain items, and potentially adds some filth to low quality buildings.
Last edited by DunnyOfPenwick on Mon Jan 29, 2024 4:34 pm, edited 1 time in total.

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BadLuckBurt
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Re: [MOD] Tempered Interiors

Post by BadLuckBurt »

This looks great, I'll need to try this mod if I ever get to play again.

I skimmed over your code because I was curious to see how you accomplished this without interfering with other mods and I must say, it was a joy to read, really clean code. Just wanted to pass that along since hardly anyone ever comments on that 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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DunnyOfPenwick
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Re: [MOD] Tempered Interiors

Post by DunnyOfPenwick »

After decades of looking at questionable code, I try not to inflict the same pain on others :) .

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PRAEst76
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Re: [MOD] Tempered Interiors

Post by PRAEst76 »

I've noticed when this is enabled along with transparent windows the world outside is a black void. Was kinda creepy. Haven't tinkered with load order yet to see if that's the problem.

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DunnyOfPenwick
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Re: [MOD] Tempered Interiors

Post by DunnyOfPenwick »

I'm not sure why that would happen, the mod doesn't alter wall or window textures.
I'll try to debug with the transparent windows mod installed and see if I can spot anything.

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BadLuckBurt
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Re: [MOD] Tempered Interiors

Post by BadLuckBurt »

I think the issue is that your mod disabled the combined RMB mesh functionality and Transparent Windows specifically searches for that mesh in it's SetupInterior method and doesn't check wether it was actually found: https://github.com/Macadaynu/dfunity-mo ... od.cs#L314
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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DunnyOfPenwick
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Re: [MOD] Tempered Interiors

Post by DunnyOfPenwick »

Yep, that appears to be the case.
I'll poke around a bit more.

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Arneb
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Re: [MOD] Tempered Interiors

Post by Arneb »

I noticed that, with TI enabled, Better Quality Descriptions and Arena Style Flavor Text don't work. Moreover, this should be loaded before Limited Gold Shops, or shops will have 0 gold.

I just thought to point it out.

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Magicono43
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Re: [MOD] Tempered Interiors

Post by Magicono43 »

Instead of retyping it, I'll just post a screenshot of what I said in reply to this:
Capture.PNG
Capture.PNG (60.46 KiB) Viewed 1609 times
But yeah, I'm not sure how you did the entire process, just guessing there really. But depending on how you did it, maybe the models you alter in this case, you could instead give them "blank/empty" registered activations, that way the specific models will be ignored by the "CombineModels" process so you can individually do stuff with said models as separate things, which I am guessing is what you are doing.

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DunnyOfPenwick
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Re: [MOD] Tempered Interiors

Post by DunnyOfPenwick »

... give them "blank/empty" registered activations, that way the specific models will be ignored by the "CombineModels" process
Yes, I might have to do that.

I'm not sure why this mod would interfere with 'Better Quality Descriptions', 'Arena Style Flavor Text' or 'Limited Gold Shops'.
It saves transition args during the OnTransitionInterior event, the real work is done during the next Update().

I'm currently debugging with other mods to find the problem...

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