World of Daggerfall (Betony Demo)

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Daniel87
Posts: 391
Joined: Thu Nov 28, 2019 6:25 pm

Re: World of Daggerfall (Betony Demo)

Post by Daniel87 »

Then it might actually work.
In Julianos we Trust.

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carademono
Posts: 210
Joined: Sat Jul 11, 2020 3:20 pm

Re: World of Daggerfall (Betony Demo)

Post by carademono »

Kamer, out of curiosity is it possible for the new locations to have doors that lead to interiors? I.e. a castle on a mountaintop with a door that leads to a mini-dungeon, or a room full of scripted NPCs?

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

Re: World of Daggerfall (Betony Demo)

Post by imsobadatnicknames »

carademono's post now got me curious, ngl. Of course it probably wouldn't be so simple and at this stage it'd probably be more trouble than it's worth, but... if you are able to use this mod to place stuff like enemies and treasure, would it be theoretically possible to modify it to place stuff like interactable "doors" that take you to a custom interior RDB block when interacted with?
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

hfc2x
Posts: 25
Joined: Mon May 03, 2021 3:57 am

Re: World of Daggerfall (Betony Demo)

Post by hfc2x »

Hey, I just wanted to say this looks really promising, but I haven't been able to get it to work.

I know the new locations are being loaded, since on my end, Privateer's Hold has ruins outside, and the crashed ship is nearby. However, There's absolutely no other new location added to the game. I've tried adding new locations with the Rocks of Daggerfall mod, but none of them appear in the game either.

Tried adding Docks of Daggerfall locations, and none of them appear either, even though this mod is supposed to be able to load locations made for UV's New Locations. Sometimes, when I travel to Whitefort Docks, the crashed ship from Privateer's Hold appears there for some reason.
Spoiler!
Outside Privateer's Hold
Image

Crashed ship near Privateer's Hold
Image

Whitefort Docks (should show one of the Docks of Daggerfall docks here)
Image

My mod configuration, in case I've missed an important detail
Image

EDIT:
Tried deleting everything, and just installing this mod (along with Rocks of Daggerfall) and the included locations to make sure there's no conflicts, and I just get Dyson Spheres everywhere now:
Image

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Kamer
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Re: World of Daggerfall (Betony Demo)

Post by Kamer »

Project is about to have a massive update. Big thanks to carademono for his new tool for placement and his help making big progress. Its grown to fully scale the entire map.

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

Re: World of Daggerfall (Betony Demo)

Post by Kamer »

Its been while but thanks to carademono and his new map tool, he's made this big update possible.

World of Daggerfall Version 2.0:



Spoiler!
Image



Locations:
-Temporarily remove Betony Docks cause of bugs

New Wilderness Area's:
-Added over 200,000 locations to the wilderness world wide

Dungeon Exterior Detail:
-Removed the crashed ship near Privateer's Hold

Download here:World of Daggerfall

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Jay_H
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Re: World of Daggerfall (Betony Demo)

Post by Jay_H »

Quite the heckin' legend :) Looking forward to stumbling around in the world and seeing what I find.

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Kamer
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Re: World of Daggerfall (Betony Demo)

Post by Kamer »

Updated to 2.1 for small issue loading Daggerfall prefabs.

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Kamer
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Re: World of Daggerfall (Betony Demo)

Post by Kamer »

Location files removed by request of carademono. Do not reupload them. Thanks.

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pango
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Re: World of Daggerfall (Betony Demo)

Post by pango »

Maybe I didn't install those mods right, but I get an exception under Linux;
  • Daggerfall Unity version: 0.11.7
  • World of Daggerfall (World of Daggerfall - Linux-181-2-1-1625601146.rar) unarchived under .../StreamingAssets/Mods/
  • Location Files (Location Files-181-1-0-1617237425.rar) unarchived under .../StreamingAssets/
Log:

Code: Select all

ModManager - started loading mod: World_of_Daggerfall 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

ModManager - init finished.  Mod Count: 1 
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)

DirectoryNotFoundException: Could not find a part of the path '/var/tmp/dfu/DaggerfallUnity_Data/StreamingAssets/Locations/17'.
  at System.IO.__Error.WinIOError (System.Int32 errorCode, System.String maybeFullPath) [0x000f7] in <fb001e01371b4adca20013e0ac763896>:0 
  at System.IO.FileSystemEnumerableIterator`1[TSource].HandleError (System.Int32 hr, System.String path) [0x00006] in <fb001e01371b4adca20013e0ac763896>:0 
  at System.IO.FileSystemEnumerableIterator`1[TSource].CommonInit () [0x00054] in <fb001e01371b4adca20013e0ac763896>:0 
  at System.IO.FileSystemEnumerableIterator`1[TSource]..ctor (System.String path, System.String originalUserPath, System.String searchPattern, System.IO.SearchOption searchOption, System.IO.SearchResultHandler`1[TSource] resultHandler, System.Boolean checkHost) [0x000d6] 
in <fb001e01371b4adca20013e0ac763896>:0 
  at System.IO.FileSystemEnumerableFactory.CreateFileNameIterator (System.String path, System.String originalUserPath, System.String searchPattern, System.Boolean includeFiles, System.Boolean includeDirs, System.IO.SearchOption searchOption, System.Boolean checkHost) [0x0
0009] in <fb001e01371b4adca20013e0ac763896>:0 
  at System.IO.Directory.InternalGetFileDirectoryNames (System.String path, System.String userPathOriginal, System.String searchPattern, System.Boolean includeFiles, System.Boolean includeDirs, System.IO.SearchOption searchOption, System.Boolean checkHost) [0x00000] in <f
b001e01371b4adca20013e0ac763896>:0 
  at System.IO.Directory.InternalGetFiles (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0 
  at System.IO.Directory.GetFiles (System.String path) [0x0000e] in <fb001e01371b4adca20013e0ac763896>:0 
  at DaggerfallWorkshop.Loc.LocationLoader.Awake () [0x00033] in <2573710392f541ef8c684a2f8055e389>:0 
UnityEngine.GameObject:Internal_AddComponentWithType(Type)
UnityEngine.GameObject:AddComponent(Type)
UnityEngine.GameObject:AddComponent()
LocationModLoader:Init(InitParams)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
DaggerfallWorkshop.Game.Utility.ModSupport.ModManager:InvokeModLoaders(StateTypes)
DaggerfallWorkshop.Game.Utility.ModSupport.ModManager:StateManager_OnStateChange(StateTypes)
DaggerfallWorkshop.Game.StateManager:TriggerStateChange(StateTypes)
DaggerfallWorkshop.Game.StateManager:ChangeState(StateTypes)
DaggerfallWorkshop.Game.StateManager:.ctor(StateTypes)
DaggerfallWorkshop.Game.GameManager:get_StateManager()
DaggerfallWorkshop.Game.Automap:Update()
(full log attached)

I have no idea where that "17" comes from...

Code: Select all

ᐅ ls -la /var/tmp/dfu/DaggerfallUnity_Data/StreamingAssets/Locations    
total 0
drwxrwxr-x 1 petchema petchema   72 avril  1 01:28 .
drwxrwxr-x 1 petchema petchema  200 août  10 18:46 ..
drwxrwxr-x 1 petchema petchema 1152 avril  1 01:28 LocationPrefab
drwxrwxr-x 1 petchema petchema  298 avril  1 01:28 WA_Betony
drwxrwxr-x 1 petchema petchema 1244 avril  1 01:57 WA_Daggerfall
Attachments
Player_log.zip
(10.21 KiB) Downloaded 64 times
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