Modding Tutorials

Discuss modding questions and implementation details.
Post Reply
User avatar
TheLacus
Posts: 1150
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Modding Tutorials

Post by TheLacus » Wed May 06, 2020 1:03 pm

I edited the post to include a link to updated documentation and information on required namespace. :)
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

User avatar
herman2000
Posts: 16
Joined: Sun May 10, 2020 2:08 pm
Location: Dresden, Saxony, Germany
Contact:

Re: Modding Tutorials

Post by herman2000 » Wed May 13, 2020 8:08 pm

Small addition I figured out. What to do if you are adding a new civilized location to the WorldData (see here) but have about 20 or more named locations, all requiring a NameSeed?

Easy, if you got VS Code.

What you'll need is this: https://marketplace.visualstudio.com/it ... ode-random

Once that is set up and running, you click one of the "NameSeed" entries, select "Change all Occurrences", press the right arrow key till you are past the colon and first empty space, press CTRL+Shift+Right Arrow key to select everything from your cursor position up to the comma (but not including it), and use the Random: Short function. That way, you should be getting every NameSeed filled out at once within a range that the game will recognize as valid.

Post Reply