[MOD] Fixed Dungeon Exteriors

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
User avatar
Cliffworms
Posts: 208
Joined: Sun Dec 30, 2018 6:24 pm
Location: Québec

[MOD] Fixed Dungeon Exteriors

Post by Cliffworms »

Fixed Dungeon Exteriors
Image

Download on Daggerfall Unity Nexus



Changelog
Spoiler!

1.3
Fixed mismatched ground textures in several dungeon exteriors.
Added a crypt entrance to the GRVEAS10 block, used in around 20 wilderness graveyards.

1.2
Fixed 385 more dungeons. All of Daggerfall's dungeons have now been checked.
1.11
Fixed the exterior for The Fortress of Mastersmith.
1.1
Restored Castle Llugwych's unique exterior that was unused.
1.0
Initial release
Credits
Hazelnut for the World Data tutorial.
Podleron for the RMB Editor.
Interkarma and the wonderful community that gave us Daggerfall Unity
The DFU community for feedback.
Daggerfall's development team, how could I not credit them?


Fixed Dungeon Exteriors changes the exterior of 670 dungeons to fit the dungeon type and name. You will no longer see the common "cave mound" entrance for castles, citadels, prisons, crypts, etc.

In addition, I have fixed typos in dungeons called "Masoleums" and "THe Crypts of ..." and fixed several mismatched ground textures.

Specifically, those are the changes for the following location types :

Castles/Citadels/Holds/Guards/Towers/Forts : Uses castle exteriors.
Tombs/Crypts/Sepulchers : Uses graveyard exteriors.
Cairns : Uses the standing stone exterior.
Prisons/Asylums/Geols/Houses of Correction : Uses castle exteriors (except those with siege weapons)
Ruins of Castles/Citadels/Holds/Guards/Towers/Forts : Uses exclusively ruined castles exteriors.
Ruins of villages : Uses generic ruins exteriors.
Cloisters/Monasteries/Cathetrals/Temples/Abbeys/Academies : Uses generic ruins exteriors
Castle Llugwych in Ykalon : Uses its unique and previously unused exterior.
Aviaries/Aeries/Roosts/Coops/Nests (Harpies)-> Trees
Nests (not harpies)-> Mounds/Trees
Excavations/Mines/Lodes/Barrows/Caverns/Caves/Tunnels/Holes/Pits/Hollows/Grottos/Lairs-> Mounds
Webs-> Mounds/Trees
Haunts/Houses-> Castle Ruins
Assemblies/Councils/Communities/Convocations/Gatherings/Convergences-> Mounds/Ruins/Castle Ruins/Trees
Cultuses/Cabals/Covens/Cults/Circles/Conclaves/Traditions-> Mounds/Trees/Cairns/Ruins
Laboratories-> Ruins/Mounds
Vaults-> Graveyards
Dungeons-> Castles (except those with siege weapons)
Friaries/Hermitages/Manses/Minsters/Rectories/Convents/Shrines-> Ruins


One graveyard exterior that was used for graveyard dungeons didn't have an entrance door. This was fixed.

INSTALLATION

Either install using Vortex Mod Manager or install manually as described below.

Extract the content of the archive to the StreamingAssets of your Daggerfall Unity directory.

Example : [Your drive]\DagUnity\DaggerfallUnity_Data\StreamingAssets

The .dfmod file will be installed in "Mods".

In-game, activate Fixed Dungeon Exteriors.


SAVE GAMES
May cause issues with classic saves imported in Daggerfall Unity. I recommend enabling the mod only after correctly importing your classic file.
Compatible with both new and active save games.


CONFLICTS/KNOWN ERRORS

None known.

If you encounter any issue with the mod, please let me know.

Image
Last edited by Cliffworms on Sun Feb 12, 2023 4:17 pm, edited 4 times in total.

User avatar
King of Worms
Posts: 4752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: [MOD] Fixed Dungeon Exteriors

Post by King of Worms »

Damn you are on the run, great mod, I love the idea!
And great meme :)

User avatar
Cliffworms
Posts: 208
Joined: Sun Dec 30, 2018 6:24 pm
Location: Québec

Re: [MOD] Fixed Dungeon Exteriors

Post by Cliffworms »

Thanks!

I always work on several projects at the same time, which lead to releases pretty close to each other.
Now that those 3 are done, it'll take a while before I get other mods done. :D

risk
Posts: 72
Joined: Sun Jul 25, 2021 1:49 pm

Re: [MOD] Fixed Dungeon Exteriors

Post by risk »

one of the most important graphic mods! it was always a bit disappointing to find out that even the holiday houses of royalty were just mounds leading to underground bunkers =p

User avatar
Cliffworms
Posts: 208
Joined: Sun Dec 30, 2018 6:24 pm
Location: Québec

Re: [MOD] Fixed Dungeon Exteriors

Post by Cliffworms »

Greetings!

I've released a tiny update that restores Castle Llugwych's unused exterior. In the location's file, the exterior previously used is erroneously the one from Direnni Tower. Enjoy!

Image

User avatar
King of Worms
Posts: 4752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: [MOD] Fixed Dungeon Exteriors

Post by King of Worms »

I have it fixed in my game but its great u fixed it for others. Not even sure how I fixed it.. forgot that.

Would be cool if someone worked on the exteriors of these main quest areas. They are extremely barren. Direnni tower has some terrain features which hint at the bigger plans with the location which never happened.

User avatar
Cliffworms
Posts: 208
Joined: Sun Dec 30, 2018 6:24 pm
Location: Québec

Re: [MOD] Fixed Dungeon Exteriors

Post by Cliffworms »

I agree that several dungeon exteriors would need more decorations. More vegeration, at the least.
Unfortunately, it has to be done by editing the RMB's .json file and writing up coordinates by hand. I'll pass on that one. :)

User avatar
Cliffworms
Posts: 208
Joined: Sun Dec 30, 2018 6:24 pm
Location: Québec

Re: [MOD] Fixed Dungeon Exteriors

Post by Cliffworms »

There's a tiny update available.

It fixes the exterior for The Fortress of Mastersmith, in Daggerfall. Thanks ACNAero for finding it.

Cheers!

User avatar
pango
Posts: 3347
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: [MOD] Fixed Dungeon Exteriors

Post by pango »

This mod can prevent importing this classic save.
Source: https://www.gog.com/forum/elder_scrolls ... nal/post14
Attachments
SAVE0(1).zip
(43.76 KiB) Downloaded 61 times
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

User avatar
Cliffworms
Posts: 208
Joined: Sun Dec 30, 2018 6:24 pm
Location: Québec

Re: [MOD] Fixed Dungeon Exteriors

Post by Cliffworms »

Fixed Dungeon Exteriors 1.2 has been released. I checked every single dungeon and fixed exteriors when needed, bringing the number of modified dungeons from 670 to 1055. What's next? I'm thinking of creating new exteriors from scratch that could fit better those dungeons, such as ruined farmsteads or actual cave entrances. Enjoy!

Specifically, the locations below have been changed as follows in this update :

Aviaries/Aeries/Roosts/Coops/Nests (Harpies)-> Trees
Nests (not harpies)-> Mounds/Trees
Excavations/Mines/Lodes/Barrows/Caverns/Caves/Tunnels/Holes/Pits/Hollows/Grottos/Lairs-> Mounds
Webs-> Mounds/Trees
Haunts/Houses-> Castle Ruins
Assemblies/Councils/Communities/Convocations/Gatherings/Convergences-> Mounds/Ruins/Castle Ruins/Trees
Cultuses/Cabals/Covens/Cults/Circles/Conclaves/Traditions-> Mounds/Trees/Cairns/Ruins
Laboratories-> Ruins/Mounds
Vaults-> Graveyards
Dungeons-> Castles (except those with siege weapons)
Friaries/Hermitages/Manses/Minsters/Rectories/Convents/Shrines-> Ruins

pango wrote: Sun Jun 19, 2022 9:23 am This mod can prevent importing this classic save.
Source: https://www.gog.com/forum/elder_scrolls ... nal/post14
Thanks for the notice, Pango. I'll add a note about it.

Post Reply