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Re: [MOD] Mountains and Hills
Posted: Fri May 11, 2018 11:08 am
by King of Worms
Re: [MOD] Mountains and Hills
Posted: Sat May 12, 2018 1:29 pm
by TheLacus
This is great!
Re: [MOD] Mountains and Hills
Posted: Sat May 12, 2018 10:01 pm
by Midknightprince
Wow, this Mod is cool, thank you Uncanny
Re: [MOD] Mountains and Hills
Posted: Sat May 12, 2018 10:07 pm
by Jay_H
I just installed it, and my character, parked outside a dungeon, dropped 100 meters to his death
Gotta install this one indoors!
Re: [MOD] Mountains and Hills
Posted: Sat May 12, 2018 10:12 pm
by Interkarma
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.
Re: [MOD] Mountains and Hills
Posted: Sun May 13, 2018 12:00 am
by Uncanny_Valley
Glad to hear that people are enjoying the new terrain.
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
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...
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.
Re: [MOD] Mountains and Hills
Posted: Sun May 13, 2018 12:23 am
by Interkarma
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.
Let me know if any problems or help needed reworking into a terrain sampler!
Re: [MOD] Mountains and Hills
Posted: Sun May 13, 2018 3:02 am
by Midknightprince
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
Fond memories that...
Re: [MOD] Mountains and Hills
Posted: Sun May 13, 2018 7:52 am
by Uncanny_Valley
New version (1.01).
Made it as a custom terrain sampler, which should prevent people from spawning in the air
Probably a bit faster and also made a few other minor improvements and fixes
See first post for the latest version!
- 6.jpg (284.92 KiB) Viewed 6464 times
Re: [MOD] Mountains and Hills
Posted: Sun May 13, 2018 7:53 am
by Interkarma
That was fast, right on!