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Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Tue Sep 28, 2021 1:07 am
by keenerb
I added a new test chest when I was at a location where my normal deco was missing.

When my normal deco is visible, the test chest is not, when my test chest is visible, the normal deco is not.
Some normal deco positions:

"localPosition": {
"x": 408.923,
"y": 37.64294,
"z": 395.7727

"localPosition": {
"x": 408.923,
"y": 37.64294,
"z": 395.7727

"localPosition": {
"x": 404.2271,
"y": 36.85476,
"z": 392.3911

The test item I added:

"localPosition": {
"x": 413.7613,
"y": -6.57496,
"z": 388.7061

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Tue Sep 28, 2021 1:24 am
by keenerb
Sorry to chain reply, but it looks like the ship itself is being created at different coordinates depending on the "climate".


Daggerfall ship inside spawn location for player:
"x": 408.7889,
"y": 44.21795,
"z": 393.6721

Blackford ship inside spawn location for player:
"x": 419.675,
"y": -10.05008,
"z": 391.175

The mod is using absolute rather than relative item x/y/z so that's the problem.

Perhaps the ship interiors themselves are what's broken?

viewtopic.php?f=5&t=5128&p=57337#p57337

Posted a seperate thread in case it's a DFU issue rather than Decorator issue.

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Tue Sep 28, 2021 12:21 pm
by keenerb
As reported by interkarma:

"Daggerfall Unity uses a floating origin system. There is no fixed local coordinate system, everything is relative to last floating origin change.

The mod will need to use current world adjustment when accounting for floating origin. There are lots of examples of this being done in core game when placing/deserializing loot piles, for example."

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Thu Dec 01, 2022 2:24 pm
by SharkClub
Hope this guy comes back to fix the bugs with his awesome mod some day, hasn't been an update in over 2 years, a shame that it's starting to fall apart at the seams from bugs without any maintenance being given to it. At this point maybe someone should even consider taking over such an idea (I'm talentless at coding so I'm not the man for the job), there is a lot of potential in being able to clean up and decorate your homes and ship interiors in Daggerfall that is mostly going ignored aside from with this mod.

Re: [MOD] Decorator - Update 0.1.5 (26 April 2020)

Posted: Wed Dec 21, 2022 5:02 am
by Kaedius
I've updated the mod to be compatible with 0.14.5.

Apologies for the lack of bug fixes, I have not been playing DF for some time and have other projects taking my time. I'm sort of amazed it managed to survive this long without support! But I will try to polish up this and airships as soon as I can!

I have some fixes for this mod to tackle any Y compensation problems, but I need to make sure there's a smooth transition from old versions and take into account those that have bugged item placement that then re-made their homes. For this I'd like to implement some debug options to help transfer everything properly to the newer system and see everything that is placed in some kind of menu.

I can't make any time commitments but it's definitely on my radar and not abandoned, please have some patience while I work it all out after some time away.

Re: [MOD] Decorator - Update 0.1.6 (20 Dec 2022)

Posted: Thu Dec 22, 2022 9:09 pm
by SharkClub
Godspeed! I've been missing using your mod because of the bugs with it, I hope you find the time to fix it, glad to see you haven't abandoned such a great mod.

Re: [MOD] Decorator - Update 0.1.6 (20 Dec 2022)

Posted: Fri Dec 23, 2022 1:28 am
by Jay_H
It's already fixed :D

Re: [MOD] Decorator - Update 0.1.6 (20 Dec 2022)

Posted: Fri Dec 23, 2022 6:03 am
by SharkClub
He said he didn't fix the problems with the furniture not being on the proper coordinates yet, just re-built the dfmod for the latest build.

Re: [MOD] Decorator - Update 0.1.6 (20 Dec 2022)

Posted: Fri Dec 23, 2022 6:31 pm
by Jay_H
My mistake for reading too fast :lol: Yep, you're right.

Re: [MOD] Decorator - Update 0.1.6 (20 Dec 2022)

Posted: Sun May 28, 2023 1:09 am
by Elara_Gaerwing
I would like to chime in and say that I really enjoy the Decorator mod. It allows tremendous creativity, and for me at least, it adds a whole new experience to Daggerfall Unity. A game within a game. It's quirky at the moment, but a few things have helped me to really get a lot out of it:

- Before placing any object, or attempting to adjust one you've already placed, position yourself at exactly the right spot you think might work best and save the game. If something gets messed up, quit and restart the game to the save point. This eliminates problems of accidentally grabbing the wrong object and clicking it out of frame. Just reload and try again. You may want to move slightly before the next attempt.

- Use the shift key! Like an idiot I didn't pay attention to the instructions provided and struggled quite a bit with LOW, MIDDLE (not sure what that does honestly) and HIGH positioning. That one's on me.

- Scale is hugely important. Can't get that book or candle to stop floating over the table or sit too far below the surface? A slight scale adjustment of either the book, candle, etc... or the table itself can quickly sort this out.

- As said by the mod's author, check things in crouch mode. Good advice.

It's mentioned here in the comments by the mod creator that Y positioning does seem to have an error over time. Yes, that does happen, but I found a funny thing. Sometimes Y position corrects itself. For example, I have a two story house that I absolutely filled with items using Decorator. Upon a later visit, about 50% of those items were now sunk partway into the floor. So I fixed those items the best I could. Upon a much later visit, everything was now back where it should be *except* the objects I had tried to fix, which were now floating in the air. If I had just left it alone, the house (and the mod) would have corrected itself eventually.

I do have one item on my wishlist for Decorator. Is it possible to display on-screen *which* object has been clicked on during edit mode? This would be a huge help.

Thanks for reading.