[Mod] Taverns Redone
- Uncanny_Valley
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Re: [Mod] Taverns Redone
Updated mod to 0.11. With the latest Daggerfall Unity version, taverns should no longer have the same name. Also fixed a few floating object, added more quest markers, and redone 2 more taverns. Enjoy.
- Corsair
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Re: [Mod] Taverns Redone
Awesome news!Uncanny_Valley wrote: ↑Fri Nov 29, 2019 12:42 am Updated mod to 0.11. With the latest Daggerfall Unity version, taverns should no longer have the same name. Also fixed a few floating object, added more quest markers, and redone 2 more taverns. Enjoy.
- King of Worms
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Re: [Mod] Taverns Redone
Thanks for the update!
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- Hazelnut
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Re: [Mod] Taverns Redone
Brilliant, thanks Uncanny. Sorry again for messing that up. I'm happy it's sorted now.Uncanny_Valley wrote: ↑Fri Nov 29, 2019 12:42 am Updated mod to 0.11. With the latest Daggerfall Unity version, taverns should no longer have the same name. Also fixed a few floating object, added more quest markers, and redone 2 more taverns. Enjoy.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- King of Worms
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Re: [Mod] Taverns Redone
Btw will the tool be opened for others to jump in a decorate the world? And will it work in exteriors as well?
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- Hazelnut
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Re: [Mod] Taverns Redone
There's still a minor issue with some action doors not being serialised so their open/closed state is not preserved when exiting and re-entering due to duplicate load ids. UV, this is likely due to not setting unique values for the position element of the doors you added. This is used to create the load id's for them, so it is needed. Just FYI.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Uncanny_Valley
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Re: [Mod] Taverns Redone
Thanks you for bringing this to my attention, first time I heard about this. Going to look into it.Hazelnut wrote: ↑Sun Dec 01, 2019 12:59 pm There's still a minor issue with some action doors not being serialised so their open/closed state is not preserved when exiting and re-entering due to duplicate load ids. UV, this is likely due to not setting unique values for the position element of the doors you added. This is used to create the load id's for them, so it is needed. Just FYI.
King of Worms wrote: ↑Fri Nov 29, 2019 6:10 pm Btw will the tool be opened for others to jump in a decorate the world? And will it work in exteriors as well?
[/quote
I'm thinking of releasing something soon. There is no support to edit exterior locations.
- King of Worms
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Re: [Mod] Taverns Redone
I really like the new taverns, they now look the best from whole game
Only thing I miss are the naked ladies randomly placed at rooms or fireplaces. Is this on purpose or just a terrible accident?
Only thing I miss are the naked ladies randomly placed at rooms or fireplaces. Is this on purpose or just a terrible accident?
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- Hazelnut
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Re: [Mod] Taverns Redone
These remodelled establishments are for a higher class of clientele, get back to ya barrow and rule the worms!King of Worms wrote: ↑Sun Dec 08, 2019 4:15 pm Only thing I miss are the naked ladies randomly placed at rooms or fireplaces. Is this on purpose or just a terrible accident?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- King of Worms
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Re: [Mod] Taverns Redone
You want me to get banned or what?
On a serious note, I think the npcs should be there if they were in original. If this is made by decision, then ok, its not my mod.
But it would be really sad if true.
On a serious note, I think the npcs should be there if they were in original. If this is made by decision, then ok, its not my mod.
But it would be really sad if true.
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