World of Daggerfall

Show off your mod creations or just a work in progress.
imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: World of Daggerfall

Post by imsobadatnicknames »

Kamer wrote: Mon Sep 28, 2020 3:44 pm
imsobadatnicknames wrote: Mon Sep 28, 2020 4:32 am
Kamer wrote: Thu Oct 24, 2019 8:21 pm .
Sorry to revive an old post, but I have some questions about this :0
I assume this is what you were referring to a few weeks ago when I asked if your detailed city walls WIP used Location Loader and you said it was your own method but the same idea, right?

In case I'm right and this project is still alive and it's what you're using for Detailed City Walls, I have two questions :p

Are prefabs made with the original version off Location Loader compatible with this? And is there any chance you'll ever release an editor for this in the future? It looks REALLY cool and I'd love to mess around with it tbh
As for detailed city walls, nop. That is a C# method thats made by hand. As for environments outside of that new stuff, yeah I use a modified version of the location loader where I attached my own C# scripts to spawn monsters and loot in a Warm Ashes like fashion. This project was more of a showcase than anything. My plans are being integrated into Warm Washes now. As for releasing it as a tool? I don't plan on it. There are reasons for it, but just know my version I'd need to redo cause its kind of a mess to work with if you don't know what I did with it. Yes, its also compatible with the basic prefabs created by the original. Thats why I would like have worked with you on your ports, cause I could at the very least add people there to make it seem less baron. At the moment its not ready still even for WA but thats mostly because I'm too focused on VIO right now to do it.
Ooooh alright, that's cool.

If you're still interested in using my port prefabs, you can have all 12 of them, as I think I might end up abandoning Docks of Daggerfall as a project. I think the original Location Loader is broken for 10.25+. I gave 10.26 a try yesterday and as I approached my docks or any other location added with Location Loader I started experiencing things like graphical glitches, falling through the ground, or my game outright crashing, which means that, unless UV releases a 10.26 compatible version of Location Loader or I find a way to make it compatible by msyelf (both of which I doubt), any effort I put into that project is essentially gonna be useless now that everyone's switching over to 10.26. I guess that's also part of the reason I was hoping you'd eventually release your modified version as a tool, so I could have a way to make my docks mod compatible with 10.25+
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Kamer
Posts: 583
Joined: Mon Mar 05, 2018 9:26 pm

Re: World of Daggerfall

Post by Kamer »

imsobadatnicknames wrote: Mon Sep 28, 2020 4:43 pm If you're still interested in using my port prefabs, you can have all 12 of them, as I think I might end up abandoning Docks of Daggerfall as a project. I think the original Location Loader is broken for 10.25+. I gave 10.26 a try yesterday and as I approached my docks or any other location added with Location Loader I started experiencing things like graphical glitches, falling through the ground, or my game outright crashing, which means that, unless UV releases a 10.26 compatible version of Location Loader or I find a way to make it compatible by msyelf (both of which I doubt), any effort I put into that project is essentially gonna be useless now that everyone's switching over to 10.26. I guess that's also part of the reason I was hoping you'd eventually release your modified version as a tool, so I could have a way to make my docks mod compatible with 10.25+
I'll check this out and see whats up. I could at least maybe patch it.

EDIT: IT still works fine for me apparently. Not sure what the issue could be.

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: World of Daggerfall

Post by imsobadatnicknames »

Kamer wrote: Mon Sep 28, 2020 5:07 pm
imsobadatnicknames wrote: Mon Sep 28, 2020 4:43 pm If you're still interested in using my port prefabs, you can have all 12 of them, as I think I might end up abandoning Docks of Daggerfall as a project. I think the original Location Loader is broken for 10.25+. I gave 10.26 a try yesterday and as I approached my docks or any other location added with Location Loader I started experiencing things like graphical glitches, falling through the ground, or my game outright crashing, which means that, unless UV releases a 10.26 compatible version of Location Loader or I find a way to make it compatible by msyelf (both of which I doubt), any effort I put into that project is essentially gonna be useless now that everyone's switching over to 10.26. I guess that's also part of the reason I was hoping you'd eventually release your modified version as a tool, so I could have a way to make my docks mod compatible with 10.25+
I'll check this out and see whats up. I could at least maybe patch it.

EDIT: IT still works fine for me apparently. Not sure what the issue could be.
Hmmm that's super weird, maybe it's just conflicting with other mod.
Well, it's at least good to hear that it's working fine for other people so I don't have to abandon it. Thank you. I'll try to figure out what's causing it to break down like that in my game.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

Regnier
Posts: 374
Joined: Wed Oct 02, 2019 6:26 am

Re: World of Daggerfall

Post by Regnier »

so do i no longer need locationloader.dfmod? and the location .jsons?

cheers

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