Search found 112 matches

by Uncanny_Valley
Fri Jun 15, 2018 3:31 pm
Forum: Released Mods
Topic: [MOD] Distant Terrain
Replies: 320
Views: 57370

Re: [MOD] Distant Terrain

I understand, and I'd be happy for the ITerrainSampler interface and base class to expose this property so others can use it. I'm happy for you to add this so it suits your needs precisely, but just let me know if any assistance required. Ok, I will work on it ;) Will try to coordinate with Uncanny...
by Uncanny_Valley
Fri Jun 15, 2018 3:25 pm
Forum: General
Topic: Upgrading Project to Unity 2018.1.2f1
Replies: 33
Views: 2689

Re: Upgrading Project to Unity 2017.2.2f1

Good work as alway interkarma!

Can I begin upgrading my mod projects to 2018.1.4f1 now or should I wait?
by Uncanny_Valley
Tue Jun 12, 2018 3:09 pm
Forum: General
Topic: Push To Exit Pre-Alpha
Replies: 7
Views: 758

Re: Push To Exit Pre-Alpha

Just do what you need to do. The community will understand and support you all the way. :)
by Uncanny_Valley
Wed Jun 06, 2018 8:01 pm
Forum: Work Requests
Topic: Overriding additional Daggerfall formulas
Replies: 11
Views: 541

Re: Overriding additional Daggerfall formulas

The whole joke about "I want it now!", was more about my very blunt and direct way of asking in the first post. Where my intention was to keep it short and to the point, but I later feared it might have come across as a bit to demanding. :) The concept of what I wish to achieve is this. When speakin...
by Uncanny_Valley
Wed Jun 06, 2018 10:58 am
Forum: Work Requests
Topic: Overriding additional Daggerfall formulas
Replies: 11
Views: 541

Re: Overriding additional Daggerfall formulas

But I want it now! ... kidding :lol:

Of course I understand. Focusing on reaching a feature complete state is definitely the right call. And take all the time that you need, no worries. ;)
by Uncanny_Valley
Wed Jun 06, 2018 9:34 am
Forum: Work Requests
Topic: Overriding additional Daggerfall formulas
Replies: 11
Views: 541

Overriding additional Daggerfall formulas

I would like to be able to override some additional formulas in FormulaHelper. Specifically CalculateSuccessfullHit and CalculateAttackDamage. It's for a mod that would increase the chances to hit a target in combat, with skills having a larger effect on damage instead.
by Uncanny_Valley
Tue Jun 05, 2018 1:42 pm
Forum: Released Mods
Topic: [Mod] New Locations
Replies: 36
Views: 2598

Re: [Mod] New Locations

Interkarma wrote:
Sun Jun 03, 2018 9:43 pm
UV, I'm moving this to the Released Mods forum. If you can, pop a screenshot into the first post for me. :)
I tried to add a screenshot, but it won't let me. :( It seems to be a limit to 3 files per post? I will look into hosting the screenshot somewhere else and link to it instead.
by Uncanny_Valley
Tue Jun 05, 2018 1:27 pm
Forum: Released Mods
Topic: [MOD] Real Grass 2
Replies: 74
Views: 5391

Re: [MOD] Real Grass 2

This is really nice. Great work! Definitely adds more life to the world. :) Makes me think if there are any good ways to add moths around lighthouses at night, or maybe flies around corpses? Probably not something related to the "grass" mod though. Hmm... inspiration
by Uncanny_Valley
Mon Jun 04, 2018 12:05 pm
Forum: Bug Reports
Topic: Existing a dungeon can kill you by fall damage [RESOLVED]
Replies: 5
Views: 267

Re: Existing a dungeon can kill you by fall damage

Yes, the player is placed correctly at ground height. When exiting the crypt of Buckingsmith, the entrance is slightly elevated with a few steps of stairs, and when the player exits the crypt, they are correctly placed on top of those stairs. However, if the player exits the crypt with enough veloci...