Search found 128 matches

by Uncanny_Valley
Thu Sep 12, 2019 11:03 am
Forum: Released Mods
Topic: [MOD] Real Grass 2
Replies: 177
Views: 38305

Re: [MOD] Real Grass 2

Lacus, have you considered moving your mods to Nexus as well? Its actually quite good place for this matter Yes, i will publish them there eventually. Real Grass was started by Uncanny Valley and some textures are made by VMblast so i need to check how to credit them, maybe get in touch with them b...
by Uncanny_Valley
Thu Aug 22, 2019 10:24 am
Forum: Released Mods
Topic: [MOD] Mountains and Hills
Replies: 63
Views: 24842

Re: [MOD] Mountains and Hills

I'd like to bring here a problem I reported a while back in the bug tracker ; It involves this mod, and the fully description of the problem can be checked there, but in short this mod can create sharp slopes so close to towns that startmarkers can be so above ground that fast traveling to some tow...
by Uncanny_Valley
Sat Jul 27, 2019 3:04 pm
Forum: Modder Discussion
Topic: Adding new models using mod system
Replies: 11
Views: 492

Re: Adding new models using mod system

It would have been so much better if the original models where stored with sensible names instead. :) Is is something I have tried to "fix" when working on my editor, linking all models numbers with proper names, so that you can actually search and find what you are looking for... a task that has be...
by Uncanny_Valley
Wed Jul 24, 2019 12:53 pm
Forum: Creator's Corner
Topic: [WIP]Airships Mod
Replies: 28
Views: 3210

Re: Airship Video

That is just stupid cool. :lol: It is time to take to the sky!


by Uncanny_Valley
Tue Jul 23, 2019 9:28 pm
Forum: Modder Discussion
Topic: Adding new models using mod system
Replies: 11
Views: 492

Re: Adding new models using mod system

True, there is a risk that mods might accidentally be incompatible with each other. But the risk is pretty low. There are a total of 10,251 models in Daggerfall, the one with the highest ID is 99,902. So between 0 and that, there are 89,651 unused IDs for modders to use to represent their new model....
by Uncanny_Valley
Tue Jul 23, 2019 5:33 pm
Forum: Modder Discussion
Topic: Adding new models using mod system
Replies: 11
Views: 492

Re: Adding new models using mod system

I have actually been thinking about this very issue for the last few days. And my suggestion is to allow user to replace non-existing vanilla models. :) For example, all signs in the game have a ID ranging from 43700 to 43755. And there is no model that has the ID of 43756. So if you set up your cus...
by Uncanny_Valley
Tue Jul 23, 2019 6:26 am
Forum: Modder Discussion
Topic: Looking for level designers/testers
Replies: 2
Views: 181

Looking for level designers/testers

Hi, I am currently working on a mod that aims to update all the taverns in the game, with added detail and other improvements. And I'm simultaneously working on a editor to make the process of editing locations easier. I'm now looking for someone who could help me with the level editing, and at the ...
by Uncanny_Valley
Fri Jul 19, 2019 11:26 pm
Forum: General
Topic: Screenshot thread
Replies: 324
Views: 51916

Re: Screenshot thread

Yes, I'm talking about a vanilla graphic mod, something that would complement the level editor that I'm working on, a modders resource. Because there is a lot of cases that I found where you hit limitations with the models. For example, I wanted to have a chair in the attic that had been thrown up t...
by Uncanny_Valley
Fri Jul 19, 2019 6:47 pm
Forum: General
Topic: Screenshot thread
Replies: 324
Views: 51916

Re: Screenshot thread

I still think it would be a great candidate for more of AlexanderSig's magic, though again I realize if it's lower priority. Maybe he could chip in sometime? I do personally always play with his mod enabled, but my thinking is that a lot of people like to play the game with vanilla graphics and I l...
by Uncanny_Valley
Fri Jul 19, 2019 5:27 am
Forum: General
Topic: Screenshot thread
Replies: 324
Views: 51916

Re: Screenshot thread

I'm suprised to learn that the model is actually in the game, I thougjt that I had discovererd some forgotten cut content. :D I have been thinking of temoving the armor, since it feel uncomplete and sticks out to much. That or mayve fix it up a bit, just enougj that it fits in with the vanilla asset...