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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 :lol: 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. :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

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. :lol:

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 :D
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 :D Probably a bit faster and also made a few other minor improvements and fixes

See first post for the latest version!
6.jpg
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! :)