[Mod] Taverns Redone

Show off your mod creations or just a work in progress.
Lywzc
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Re: [Mod] Taverns Redone

Post by Lywzc » Fri Nov 08, 2019 4:04 pm

pango wrote:
Fri Nov 08, 2019 12:12 am
Visited a few, and it feel great :)

I wonder... Do taverns have some hidden "shop quality" attribute in game data?
It would make sense that some taverns are cheaper and other more luxurious than others...
Yes, check your DiscoveryData.txt in your save folder.

Firebrand
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Joined: Thu Jul 18, 2019 6:07 pm

Re: [Mod] Taverns Redone

Post by Firebrand » Fri Nov 08, 2019 7:07 pm

I love it! It greatly increase immersivity :)

BTW, when looking inside Wayrest taverns, opening casually room doors ( :lol: ), I stumbled upon her
I need a protector.small.png
I need a protector.small.png (927.76 KiB) Viewed 504 times
I obviously click on her, and she told me she was in danger, and needed a protector ( :lol: :lol: :lol: ). Daggerfall still manage to surprise me sometimes :lol:

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Hazelnut
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Re: [Mod] Taverns Redone

Post by Hazelnut » Sun Nov 10, 2019 4:47 pm

Using this with the current version of DFU causes replaced taverns to use the wrong nameseed, and all replaced taverns in a location will use the same one and end up with the same name. This is caused by my reverting UVs change as it had knock on effects on guild halls with the Archaeologists mod. This doesn't prevent use of this mod, but just be aware that the names are cached in your savefiles so the effects will persist.

I am trying to find a solution that fixes both issues. Apologies to Uncanny Valley as I should have fixed this before now, but have been focussed elsewhere.

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Hazelnut
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Re: [Mod] Taverns Redone

Post by Hazelnut » Sun Nov 10, 2019 6:08 pm

Okay so I've submitted a fix that should combine what is required for replacement existing named buildings as well as new named buildings. Basically the former need to have a factionId of 0 in the replacement data and the latter a non-zero value.

Uncanny Valley, you will need to go through your replacement files and set all the factionId values to 0. Most of them are already, but a handful are not. I've removed bit that sets this in the dump command.

RandyZakk76
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Joined: Mon Sep 09, 2019 11:01 am

Re: [Mod] Taverns Redone

Post by RandyZakk76 » Sat Nov 16, 2019 6:38 pm

Hi, so far the taverns i've visited look realy good, but i seem to be having a problem in so much as i can not move around once i enter. Looking around and interacting with npcs and doors works fine but my movement is restricted. Any ideas that could help? I'm using Unity 10.4 so maybe i just have to update versions. Thanks for your efforts, their much appreciated.

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AlexanderSig
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Re: [Mod] Taverns Redone

Post by AlexanderSig » Fri Nov 22, 2019 1:50 pm

Looks amazing! :)

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King of Worms
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Re: [Mod] Taverns Redone

Post by King of Worms » Fri Nov 22, 2019 8:28 pm

AlexanderSig wrote:
Fri Nov 22, 2019 1:50 pm
Looks amazing! :)
Nice to see you mate! I hope your studies are going great! (..so that you can return to 3d objects ASAP :shock: :lol: :lol: )

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Corsair
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Re: [Mod] Taverns Redone

Post by Corsair » Fri Nov 22, 2019 11:09 pm

Love this mod! Hopefully the naming bug gets fixed. From what I saw, it was wonderful - nice work!

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AlexanderSig
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Re: [Mod] Taverns Redone

Post by AlexanderSig » Wed Nov 27, 2019 8:04 pm

King of Worms wrote:
Fri Nov 22, 2019 8:28 pm
AlexanderSig wrote:
Fri Nov 22, 2019 1:50 pm
Looks amazing! :)
Nice to see you mate! I hope your studies are going great! (..so that you can return to 3d objects ASAP :shock: :lol: :lol: )
Thank you! It's going well but really busy these days. Will return, hopefully soon :)

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Uncanny_Valley
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Re: [Mod] Taverns Redone

Post by Uncanny_Valley » Fri Nov 29, 2019 12:41 am

RandyZakk76 wrote:
Sat Nov 16, 2019 6:38 pm
Hi, so far the taverns i've visited look realy good, but i seem to be having a problem in so much as i can not move around once i enter. Looking around and interacting with npcs and doors works fine but my movement is restricted. Any ideas that could help? I'm using Unity 10.4 so maybe i just have to update versions. Thanks for your efforts, their much appreciated.
Sorry for the late reply RandyZakk. I have encountered this issue as well, it seems to happen if you re-visit a tavern after installing the mod. I haven't been able to find the cause yet, but I am looking into it.

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