[MOD] Mountains and Hills

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King of Worms
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Re: [MOD] Mountains and Hills

Post by King of Worms » Fri May 11, 2018 11:08 am

Last edited by King of Worms on Sat May 12, 2018 1:33 pm, edited 1 time in total.

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TheLacus
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Re: [MOD] Mountains and Hills

Post by TheLacus » Sat May 12, 2018 1:29 pm

This is great!
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Midknightprince
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Re: [MOD] Mountains and Hills

Post by Midknightprince » Sat May 12, 2018 10:01 pm

Wow, this Mod is cool, thank you Uncanny
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Jay_H
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Re: [MOD] Mountains and Hills

Post by Jay_H » Sat May 12, 2018 10:07 pm

I just installed it, and my character, parked outside a dungeon, dropped 100 meters to his death :lol: Gotta install this one indoors!
Come join the Unofficial Daggerfall Unity Discord.
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Interkarma
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Re: [MOD] Mountains and Hills

Post by Interkarma » Sat May 12, 2018 10:12 pm

That's interesting... I assume this mod just uses a custom terrain sampler, Uncanny_Valley? I haven't had a chance to play with it yet.

I set things up so that if terrain sampler changes between saves then player should be repositioned at world cell origin. Sounds like that safety feature didn't engage this time. I will have to look into this later.

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Uncanny_Valley
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Re: [MOD] Mountains and Hills

Post by Uncanny_Valley » Sun May 13, 2018 12:00 am

Glad to hear that people are enjoying the new terrain. :D

Yes
Jay_H wrote:
Sat May 12, 2018 10:07 pm
I just installed it, and my character, parked outside a dungeon, dropped 100 meters to his death :lol: Gotta install this one indoors!
Yes. Since the mod changes the terrain quite drastically your character can end up spawning high above or below the terrain. I usually open the travel map and simply travel to the location I'm currently at. Doesn't take any time to do so, but will cost you 5 gold if you stay at inns... :D

Loading a save from inside is probably the best way to get around it. But when loading a save from certain interiors, you might still will end up spawning in the air or below ground when exiting. I believe the game sometimes saves your exterior position when saving inside, not sure when or why.
Interkarma wrote:
Sat May 12, 2018 10:12 pm
That's interesting... I assume this mod just uses a custom terrain sampler, Uncanny_Valley? I haven't had a chance to play with it yet.

I set things up so that if terrain sampler changes between saves then player should be repositioned at world cell origin. Sounds like that safety feature didn't engage this time. I will have to look into this later.
I don't use a custom terrain sampler. I subscribe to OnPromoteTerrainData, then generate my own heightmap and merge it with the existing heightmap. But if I can make my own terrain sampler, then maybe I will take that approach instead, and if that would kick in a safety feature and position the player correctly that would be huge benefit. :D

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Interkarma
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Re: [MOD] Mountains and Hills

Post by Interkarma » Sun May 13, 2018 12:23 am

Yeah, terrain sampler is how this kind of stuff is supposed to be implemented. I built a whole system to integrate terrain mods this way with airbags and everything. :lol:

Let me know if any problems or help needed reworking into a terrain sampler! :)

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Midknightprince
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Re: [MOD] Mountains and Hills

Post by Midknightprince » Sun May 13, 2018 3:02 am

This Mod is insane man.
How are you guys doing this stuff lol..
I did spawn about 50ft up in the air in town..
It reminded me of the void :D
Fond memories that...
Check out my YouTube Channel!

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Uncanny_Valley
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Re: [MOD] Mountains and Hills

Post by Uncanny_Valley » Sun May 13, 2018 7:52 am

New version (1.01).

Made it as a custom terrain sampler, which should prevent people from spawning in the air :D Probably a bit faster and also made a few other minor improvements and fixes

See first post for the latest version!
6.jpg
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Interkarma
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Re: [MOD] Mountains and Hills

Post by Interkarma » Sun May 13, 2018 7:53 am

That was fast, right on! :)

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