Mod Authors - Resource Register
-
- Posts: 4
- Joined: Tue Sep 29, 2020 3:11 pm
Re: Mod Authors - Resource Register
I want to reserve 901 - 921 item template index numbers for my future mods.
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: Mod Authors - Resource Register
I don't want to add location coords to the OP but if people document it in the thread that would be okay. I would suggest using the standard map pixel coords rather than world coords though.haloterm wrote: ↑Thu Oct 01, 2020 8:07 am In my Black Horse Courier quest mod, I add a few new locations. I want to use the following location IDs:
50500 to 50599.
I think we should also register the latitude/longitude coordinates of added locations, to avoid creating overlaps. As of October 8th 2020 I use:
lat 47232, lon 9344
lat 47104, lon 9344
lat 45440, lon 7680
And here the IDs of custom books. I use the following:
155968041
2086854367
966925611
967497446
33756280
1025470710
965999096
Finally, I use one global variable to be able to check in all quests if the player is "reporter" or "not reporter":
50 (= Unused25)
I will keep this post updated if I use anything more.
Custom book id's are not restricted by any DF constraints, so collisions should be very unlikely, so not going to register those.
Lastly, regarding the global variable you want to use - since you're giving players a book that indicates that they are a reporter you could check the presence of that item maybe?
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- haloterm
- Posts: 391
- Joined: Sat Feb 16, 2019 5:21 am
Re: Mod Authors - Resource Register
No, unfortunately not, see my answer in my other thread for details.
I added latitude/longitude because that's what we have to calculate anyway and I was actually too lazy to calculate it back to X/Y from my .json files...
- XJDHDR
- Posts: 258
- Joined: Thu Jan 10, 2019 5:15 pm
- Location: New Zealand
- Contact:
Re: Mod Authors - Resource Register
May I please have two Model IDs. I'll take 80001 and 80002.
My DF Unity mods:
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
-
- Posts: 66
- Joined: Fri Aug 16, 2019 3:14 am
Re: Mod Authors - Resource Register
hi Hazelnut,
Could I please reserve three spots in custom items. I am finally getting around to updating the telescope mod.
830-832 please.
thank you
a
Could I please reserve three spots in custom items. I am finally getting around to updating the telescope mod.
830-832 please.
thank you
a
- DunnyOfPenwick
- Posts: 275
- Joined: Wed Apr 14, 2021 1:58 am
- Location: Southeast US
Re: Mod Authors - Resource Register
Currently using Item Template #1776 for Delver Compass.
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: Mod Authors - Resource Register
Hi
Please extend this:
ItemTemplate Index
530-549: Ralzar
to
530-559: Ralzar
And the same for Image Archive.
Please extend this:
ItemTemplate Index
530-549: Ralzar
to
530-559: Ralzar
And the same for Image Archive.
Last edited by Ralzar on Wed Oct 13, 2021 1:25 pm, edited 2 times in total.
-
- Posts: 1409
- Joined: Mon Aug 12, 2019 4:32 pm
- Contact:
Re: Mod Authors - Resource Register
Please add a category for render layer masks. My minimap mod is now officially using its own render layer mask, and if other mods in the future try to use the same render layer, they will pick up my mods objects in their view.
l3lessed's Enchanted Compass - A Minimap Mod is using Layer Mask "ReservedforMods31". This layer mask is using layer/int 31.
l3lessed's Enchanted Compass - A Minimap Mod is using Layer Mask "ReservedforMods31". This layer mask is using layer/int 31.
My Daggerfall Mod Github: l3lessed DFU Mod Github
My Beth Mods: l3lessed Nexus Page
Daggerfall Unity mods: Combat Overhaul Mod
Enjoy the free work I'm doing? Consider lending your support.
My Beth Mods: l3lessed Nexus Page
Daggerfall Unity mods: Combat Overhaul Mod
Enjoy the free work I'm doing? Consider lending your support.
- TheLacus
- Posts: 1305
- Joined: Wed Sep 14, 2016 6:22 pm
Re: Mod Authors - Resource Register
There is a limited number of layers so it's better to reserve them at runtime using ModReservedLayer class.l3lessed wrote: ↑Sun Sep 26, 2021 2:31 am Please add a category for render layer masks. My minimap mod is now officially using its own render layer mask, and if other mods in the future try to use the same render layer, they will pick up my mods objects in their view.
l3lessed's Enchanted Compass - A Minimap Mod is using Layer Mask "ReservedforMods31". This layer mask is using layer/int 31.
-
- Posts: 1409
- Joined: Mon Aug 12, 2019 4:32 pm
- Contact:
Re: Mod Authors - Resource Register
Always teaching me something new Lucas. Thanks for all the wisdom. Will do.
My Daggerfall Mod Github: l3lessed DFU Mod Github
My Beth Mods: l3lessed Nexus Page
Daggerfall Unity mods: Combat Overhaul Mod
Enjoy the free work I'm doing? Consider lending your support.
My Beth Mods: l3lessed Nexus Page
Daggerfall Unity mods: Combat Overhaul Mod
Enjoy the free work I'm doing? Consider lending your support.