Custom Flat & Model Activation

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Hazelnut
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Re: Custom Flat & Model Activation

Post by Hazelnut »

Ralzar wrote: Sun Aug 23, 2020 7:59 am Do you have your code on github or something? I'll take a look when I can. What is probably happening is that you're making a new object with a different name. My code does not deactivate that object and so it stays there to be clicked again.
Actually you may need to use the same way of checking the names as used in DFU for the registers activations. It's only the sting up to the first ] IIRC that's checked.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

l3lessed
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Re: Custom Flat & Model Activation

Post by l3lessed »

Always start with the DFU base ID's and values for reference, then move up the mod list from there when creating compatibility patches. The engine is smart enough allot of times to know to ignore any previous mod changes to said thing if you reference the original objects/ids/values.

As an example with the Formula Helper object used to change differing engine calculations on the fly, it doesn't matter what the original mod names their Formula Object when they are overriding the base DFU formula object to create a compatibility patch. Because, by telling the engine to replace the original formula by referencing the original engine formula object, it will already know the original was replaced by the newer mod. So, when my formula overrides physical Combat & overhaul, I still references the original formula override, so, when my mod loads, it doesn't matter what mod replaced the formula with what, as long as mine loads after theirs, because mine is telling the engine to replace the original formula with mine overriding any mod formula objects injected into the engine prior to mine. As a result, it replaces Physical Combat & Overhauls formula with mine, even though I am not referencing their replacement formula in any way.
Last edited by l3lessed on Mon Aug 24, 2020 11:02 pm, edited 1 time in total.
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Hazelnut
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Re: Custom Flat & Model Activation

Post by Hazelnut »

Not sure how that's relevant here, this is about ensuring the game object name is correct and will match the key for the custom activation that's registered. I am not sure when it comes to flats being replaced by models, I'd have to find that code path and I've been busy with roads mod.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

l3lessed
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Re: Custom Flat & Model Activation

Post by l3lessed »

My bad. Bored and misunderstanding the thread. Ignore me, just rambling as usual.
My Daggerfall Mod Github: l3lessed DFU Mod Github

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Daggerfall Unity mods: Combat Overhaul Mod

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BadLuckBurt
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Re: Custom Flat & Model Activation

Post by BadLuckBurt »

@AlexanderSig: Did you figure out the issue in the meantime or do you want me to have a look at whats going on. As long as the models replace the flats in the correct way it should work. I have a demo available on github that does that but I wont mind having a look.
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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AlexanderSig
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Re: Custom Flat & Model Activation

Post by AlexanderSig »

BadLuckBurt wrote: Wed Sep 02, 2020 11:54 am @AlexanderSig: Did you figure out the issue in the meantime or do you want me to have a look at whats going on. As long as the models replace the flats in the correct way it should work. I have a demo available on github that does that but I wont mind having a look.
Hey, I have not figured it out yet. Would be thankful for your assistance.

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BadLuckBurt
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Re: Custom Flat & Model Activation

Post by BadLuckBurt »

AlexanderSig wrote: Wed Sep 02, 2020 4:04 pm
BadLuckBurt wrote: Wed Sep 02, 2020 11:54 am @AlexanderSig: Did you figure out the issue in the meantime or do you want me to have a look at whats going on. As long as the models replace the flats in the correct way it should work. I have a demo available on github that does that but I wont mind having a look.
Hey, I have not figured it out yet. Would be thankful for your assistance.
Cool, if you could send the model / prefab you are having issues with I will have a look what happens when I chuck it in-game. So the issue is that when Torch Taker and HPM are both loaded, the torches dont get removed when you take them?
DFU on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
DFU Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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