Search found 368 matches

by Kamer
Thu Oct 17, 2019 6:42 am
Forum: Released Mods
Topic: Tedious Travel 0.4.2 (2019-10-16)
Replies: 229
Views: 46489

Re: Tedious Travel 0.4.2 (2019-10-16)

This news puts a smile on my face
by Kamer
Wed Oct 16, 2019 2:31 pm
Forum: Creator's Corner
Topic: Rocks of Daggerfall
Replies: 30
Views: 5512

Re: Rocks of Daggerfall

I don't use Distant Terrain myself. It seems it ignores any new location loaded by Uncanny's Location Loader and doesn't have its ground leveled out as it should be. You can still sue distant terrain but you can't use the heightmaps from it. Mountain and Hills + Distant Terrain seems to be the only ...
by Kamer
Wed Oct 16, 2019 6:10 am
Forum: Creator's Corner
Topic: Rocks of Daggerfall
Replies: 30
Views: 5512

Re: Rocks of Daggerfall

Rocks of Daggerfall Version 0.2 https://media.discordapp.net/attachments/599345625569689620/633872786477285407/unknown.png?width=838&height=474 Gavaudon is no longer supported from the first version. it has to be reworked since I'm using new models. This time I return to the Isle of Betony. Explore...
by Kamer
Tue Oct 15, 2019 5:30 pm
Forum: Creator's Corner
Topic: Rocks of Daggerfall
Replies: 30
Views: 5512

Re: Rocks of Daggerfall

Found a better solution for automating the process. Creating the rock placements is now faster, bugless and doesn't take very long at all to make. I'll also work on making Rocks of Daggerfall not require the Location loader itself anymore. Here are some of the test results from fully automated place...
by Kamer
Tue Oct 15, 2019 5:20 pm
Forum: Creator's Corner
Topic: Daggerfall Marriage System
Replies: 18
Views: 5536

Re: Daggerfall Marriage System

The system uses one global variable: spouse exists (on) or spouse doesn't exist (off). Unless Kamer says otherwise, this is monogamous. This will use multiple global variables for partying up and whatnot. Though the number isn't final, I'd like to refine it whenever I feel its good enough for relea...
by Kamer
Mon Oct 14, 2019 4:04 pm
Forum: Released Mods
Topic: Villager Immersion Overhaul
Replies: 59
Views: 28545

Re: Villager Immersion Overhaul

Villager Immersion overhaul Version 4 Version 4: -Started work on Billboard NPC's -Villagers will spawn together regardless of the region Hopes for the future: -City guards at night -Adding races instead of replacing Villagers Installation: 1. Open the folder that matches your operating system (Win...
by Kamer
Sun Oct 13, 2019 5:18 pm
Forum: Released Mods
Topic: Warm Ashes: Dangerous Dungeon Exteriors
Replies: 184
Views: 39698

Re: Warm Ashes: Dangerous Dungeon Exteriors

Is there a way to re-activate warm ashes if you previously answered "no" for a module when prompted? I can see in the quest console that I "declined" the startup quests. How do I undo that or change it to "Accept". Most mods you can enable and disable, but warm ashes is a manual install at the mome...
by Kamer
Sat Oct 12, 2019 11:45 pm
Forum: Released Mods
Topic: Warm Ashes: Dangerous Dungeon Exteriors
Replies: 184
Views: 39698

Re: Warm Ashes: Dangerous Dungeon Exteriors

Hello there, I'm finally in the process of making TediousTravel interact better with warm ashes. THe trouble is, I haven't played with it so far, so I'm not sure how it's suposed to behave, which makes testing a bit tough. So I'll just go on and ask some stupid questions. There was a wilderness enc...
by Kamer
Sat Oct 12, 2019 9:09 am
Forum: Creator's Corner
Topic: Rocks of Daggerfall
Replies: 30
Views: 5512

Re: Rocks of Daggerfall

Again gonna head out to Betony:
Spoiler!
Image
Image
by Kamer
Sat Oct 12, 2019 9:05 am
Forum: Creator's Corner
Topic: Windmills of Daggerfall
Replies: 8
Views: 261

Re: Windmills of Daggerfall

Works on Linux, and adds a nice touch to farms, thanks! There may be some unnecessary stuff in the RAR archive, namely StandaloneWindows/WindmillsofDaggerfall.rar and StandaloneWindows/Mods/... I only learned how to make dfmods recently and wasn't sure if I needed those files, I'll keep that in min...