Search found 254 matches

by Kamer
Thu Apr 25, 2019 8:01 pm
Forum: Modder Discussion
Topic: Asset not found
Replies: 8
Views: 132

Re: Asset not found

The mod file itself seemed to be corrupted or something? Created a new one fixed the error.
by Kamer
Thu Apr 25, 2019 7:39 pm
Forum: Modder Discussion
Topic: Asset not found
Replies: 8
Views: 132

Re: Asset not found

I put the files in Game>Addons>TextureTest and deleted what was in streaming assets but this fixed nothing and still giving me the error that I am missing nothing. That definitely wasn't the issue.
by Kamer
Mon Apr 22, 2019 11:53 pm
Forum: Modder Discussion
Topic: Asset not found
Replies: 8
Views: 132

Re: Asset not found

I've looked into it a bit and nothing is missing. Even in the error, when it's supposed to show something after "Asset not found" it lists nothing. There is an error because nothing is missing?
by Kamer
Mon Apr 22, 2019 11:24 pm
Forum: Modder Discussion
Topic: Asset not found
Replies: 8
Views: 132

Re: Asset not found

Where are the files you building from located? Also, did you download a new master and overwrite the old one with it? I once did that and got errors. I'm trying to replace some textures for VIO. They are located in the master in Assets>StreamingAssets>Textures. I always restart fresh with the maste...
by Kamer
Mon Apr 22, 2019 7:15 pm
Forum: Modder Discussion
Topic: Asset not found
Replies: 8
Views: 132

Asset not found

Whenever I try to use Mod Builder, I keep getting this error when attempting to build. Asset not found: UnityEngine.Debug:LogError(Object) I re-downloaded daggerfall-unity-master to try and fix it but have no luck. The full error is below. Asset not found: UnityEngine.Debug:LogError(Object) Daggerfa...
by Kamer
Mon Apr 22, 2019 6:26 pm
Forum: Modder Discussion
Topic: Mobile NPC Woes
Replies: 5
Views: 90

Re: Mobile NPC Woes

I've talked to TheLacus about it. Currently RegionPopulation and mobile billboards and all that aren't open for modding. I've been meaning to make a thread to request it be open up but currently it isn't unless you really know what you are doing.
by Kamer
Sun Apr 21, 2019 11:43 pm
Forum: Quest Hub
Topic: Pacify Foe rather than Restrain Foe
Replies: 8
Views: 342

Re: Pacify Foe rather than Restrain Foe

Any word on if quest commands like send/create foe can operate differently than Guard foes? I don't necessarily need "Allies" though having the flag would be an excellent addition. I'd just like the send/create foes to not be protected from other in-game unrelated enemies. As I said before, even Gua...
by Kamer
Sat Apr 20, 2019 6:01 am
Forum: Creator's Corner
Topic: Drafty Secret Doors Mod
Replies: 7
Views: 251

Re: Drafty Secret Doors Mod

I'll need to check this out. I really like the idea of this. Obvious secret doors are pointless. This will at least give players a hint.
by Kamer
Thu Apr 18, 2019 9:28 pm
Forum: General
Topic: Screenshot thread
Replies: 249
Views: 39929

Re: Screenshot thread

Spoiler!
Image
by Kamer
Wed Apr 17, 2019 3:19 am
Forum: Mods & Features General
Topic: Wanderers
Replies: 7
Views: 671

Re: Wanderers

I made a suggestion in general about this but a bit different. I'd like wondering mobs in dungeons or where ever. It would work well with my WA quest pack but having wondering mobs from vanilla DFU would be fantastic.