Yes, check your DiscoveryData.txt in your save folder.
[Mod] Taverns Redone
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- Posts: 281
- Joined: Thu Jul 18, 2019 6:07 pm
Re: [Mod] Taverns Redone
I love it! It greatly increase immersivity
BTW, when looking inside Wayrest taverns, opening casually room doors ( ), I stumbled upon her I obviously click on her, and she told me she was in danger, and needed a protector ( ). Daggerfall still manage to surprise me sometimes
BTW, when looking inside Wayrest taverns, opening casually room doors ( ), I stumbled upon her I obviously click on her, and she told me she was in danger, and needed a protector ( ). Daggerfall still manage to surprise me sometimes
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: [Mod] Taverns Redone
Using this with the current version of DFU causes replaced taverns to use the wrong nameseed, and all replaced taverns in a location will use the same one and end up with the same name. This is caused by my reverting UVs change as it had knock on effects on guild halls with the Archaeologists mod. This doesn't prevent use of this mod, but just be aware that the names are cached in your savefiles so the effects will persist.
I am trying to find a solution that fixes both issues. Apologies to Uncanny Valley as I should have fixed this before now, but have been focussed elsewhere.
I am trying to find a solution that fixes both issues. Apologies to Uncanny Valley as I should have fixed this before now, but have been focussed elsewhere.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
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Re: [Mod] Taverns Redone
Okay so I've submitted a fix that should combine what is required for replacement existing named buildings as well as new named buildings. Basically the former need to have a factionId of 0 in the replacement data and the latter a non-zero value.
Uncanny Valley, you will need to go through your replacement files and set all the factionId values to 0. Most of them are already, but a handful are not. I've removed bit that sets this in the dump command.
Uncanny Valley, you will need to go through your replacement files and set all the factionId values to 0. Most of them are already, but a handful are not. I've removed bit that sets this in the dump command.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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- Posts: 1
- Joined: Mon Sep 09, 2019 11:01 am
Re: [Mod] Taverns Redone
Hi, so far the taverns i've visited look realy good, but i seem to be having a problem in so much as i can not move around once i enter. Looking around and interacting with npcs and doors works fine but my movement is restricted. Any ideas that could help? I'm using Unity 10.4 so maybe i just have to update versions. Thanks for your efforts, their much appreciated.
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
Re: [Mod] Taverns Redone
Looks amazing!
- King of Worms
- Posts: 4753
- Joined: Mon Oct 17, 2016 11:18 pm
- Location: Scourg Barrow (CZ)
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Re: [Mod] Taverns Redone
Nice to see you mate! I hope your studies are going great! (..so that you can return to 3d objects ASAP )
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- Corsair
- Posts: 26
- Joined: Thu Nov 21, 2019 3:00 pm
- Location: USA
Re: [Mod] Taverns Redone
Love this mod! Hopefully the naming bug gets fixed. From what I saw, it was wonderful - nice work!
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
Re: [Mod] Taverns Redone
Thank you! It's going well but really busy these days. Will return, hopefully soonKing of Worms wrote: ↑Fri Nov 22, 2019 8:28 pmNice to see you mate! I hope your studies are going great! (..so that you can return to 3d objects ASAP )
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] Taverns Redone
Sorry for the late reply RandyZakk. I have encountered this issue as well, it seems to happen if you re-visit a tavern after installing the mod. I haven't been able to find the cause yet, but I am looking into it.RandyZakk76 wrote: ↑Sat Nov 16, 2019 6:38 pm Hi, so far the taverns i've visited look realy good, but i seem to be having a problem in so much as i can not move around once i enter. Looking around and interacting with npcs and doors works fine but my movement is restricted. Any ideas that could help? I'm using Unity 10.4 so maybe i just have to update versions. Thanks for your efforts, their much appreciated.