[MOD] Decorator - Update 0.1.5 (26 April 2020)

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keenerb
Posts: 14
Joined: Thu Sep 24, 2020 5:10 pm

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Post by keenerb »

I added a new test chest when I was at a location where my normal deco was missing.

When my normal deco is visible, the test chest is not, when my test chest is visible, the normal deco is not.
Some normal deco positions:

"localPosition": {
"x": 408.923,
"y": 37.64294,
"z": 395.7727

"localPosition": {
"x": 408.923,
"y": 37.64294,
"z": 395.7727

"localPosition": {
"x": 404.2271,
"y": 36.85476,
"z": 392.3911

The test item I added:

"localPosition": {
"x": 413.7613,
"y": -6.57496,
"z": 388.7061

keenerb
Posts: 14
Joined: Thu Sep 24, 2020 5:10 pm

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Post by keenerb »

Sorry to chain reply, but it looks like the ship itself is being created at different coordinates depending on the "climate".


Daggerfall ship inside spawn location for player:
"x": 408.7889,
"y": 44.21795,
"z": 393.6721

Blackford ship inside spawn location for player:
"x": 419.675,
"y": -10.05008,
"z": 391.175

The mod is using absolute rather than relative item x/y/z so that's the problem.

Perhaps the ship interiors themselves are what's broken?

viewtopic.php?f=5&t=5128&p=57337#p57337

Posted a seperate thread in case it's a DFU issue rather than Decorator issue.

keenerb
Posts: 14
Joined: Thu Sep 24, 2020 5:10 pm

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Post by keenerb »

As reported by interkarma:

"Daggerfall Unity uses a floating origin system. There is no fixed local coordinate system, everything is relative to last floating origin change.

The mod will need to use current world adjustment when accounting for floating origin. There are lots of examples of this being done in core game when placing/deserializing loot piles, for example."

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