Search found 128 matches

by Uncanny_Valley
Sat May 19, 2018 7:37 am
Forum: Released Mods
Topic: [Mod] New Locations
Replies: 49
Views: 13889

Re: [Mod] New Locations

Are the objects adjusted to the heightmap? If someone made Hills and Mountains 2.0 or something similar, will the objects track to ground level? This is very exciting. Perhaps this could be the start of miniature outdoor dungeons. I'm curious as to whether these places can sustain enemy spawn point...
by Uncanny_Valley
Sat May 19, 2018 7:01 am
Forum: Released Mods
Topic: [Mod] Convenient Clock
Replies: 53
Views: 17053

Re: [Mod] Convenient Clock

New version 1.02 is available on the first page.

Changes:
  • Fixed the incorrect date and suffixes.
by Uncanny_Valley
Sat May 19, 2018 6:04 am
Forum: Resolved
Topic: Exterior locations aren't cleared when traveling [RESOLVED]
Replies: 12
Views: 1276

Re: Exterior locations aren't cleared when traveling

I don't have any mods enabled, and I even downloaded a clean default build to test. More information The bug only appears if TerrainDistance is set to 4 It happens whenever you travel or load a locations that has fewer surrounding locations than the one you came from. When it happens, there is alway...
by Uncanny_Valley
Sat May 19, 2018 4:09 am
Forum: Resolved
Topic: Exterior locations aren't cleared when traveling [RESOLVED]
Replies: 12
Views: 1276

Exterior locations aren't cleared when traveling [RESOLVED]

Sometimes when traveling, you will find locations (cities and such) floating in the sky. How to reproduce: Travel to Gothway Garden. Then travel to Whitecroft. You will now find the location "Burning Soul of Kynareth" floating in the sky above the coast, soutwest of Whitecroft. or Save your game in ...
by Uncanny_Valley
Fri May 18, 2018 2:23 pm
Forum: Released Mods
Topic: [Mod] New Locations
Replies: 49
Views: 13889

Re: [Mod] New Locations

Hi UV, I'm curious as to how are you integrating these location prefabs into the streamed world based on DF data files? I had quite a lot of thoughts about how this could be done when I was creating the WorldData override system - which is only implemented for buildings up to now. Do you have a pub...
by Uncanny_Valley
Fri May 18, 2018 10:59 am
Forum: Released Mods
Topic: [Mod] New Locations
Replies: 49
Views: 13889

[Mod] New Locations

This mod enable the addition of new exterior location to the world of Daggerfall. Location Loader The mod file that enables the addition of new exterior locations LocationLoader 0.3.zip Test Location A collection of example locations TestLocations.zip Locations Loader Source Source code for the loca...
by Uncanny_Valley
Fri May 18, 2018 8:28 am
Forum: Community
Topic: I made a Doom map
Replies: 7
Views: 1531

Re: I made a Doom map

I love classic doom, one of my favorite games of all time. About your map Nice use of lighting, very claustrophobic map. Got stuck for a while after getting the key, missed that I was suppose to jump onto the ledge in the first room. The difficulty is hard as hell . :P Which is fine if that is what ...
by Uncanny_Valley
Wed May 16, 2018 10:29 am
Forum: Released Mods
Topic: [Mod] Convenient Clock
Replies: 53
Views: 17053

Re: [Mod] Convenient Clock

@BoneOfMalkav - I'm sorry, but I am unable to reproduce your result, the 12 hour setting always works for me as intended. I honestly don't know what it could be. What version of Daggefall Unity do you use? Is it for windows, Linux och Mac? 32 or 64 bit?

Does anybody else have this problem?
by Uncanny_Valley
Tue May 15, 2018 8:06 am
Forum: Released Mods
Topic: [Mod] Convenient Clock
Replies: 53
Views: 17053

Re: [Mod] Convenient Clock

I think I found a few bugs. Right now my i screen says "Fredas the 13th", but the mod says "Fredas the 12nd". So 12 is wrong, and putting "nd" after 12 is wrong. Thank you for the bug report. Will fix this in the next update. Great Mod, loving it so far. But I did notice that the text only options ...
by Uncanny_Valley
Mon May 14, 2018 9:41 am
Forum: Modder Discussion
Topic: Adding new inventor item (Weapons, armor and etc)
Replies: 1
Views: 623

Adding new inventor item (Weapons, armor and etc)

I don't believe this has been discussed, but I'm curios whether it is currently possible to add new inventor items to the game. Be it new weapons, armor pieces, random treasure and so on. And if not, how difficult would it be to implement?