[MOD] Handpainted model replacement project (Release v2.10b)

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.
Post Reply
arkhiel
Posts: 6
Joined: Tue Jan 29, 2019 5:21 pm

Re: [MOD] Handpainted model replacement project (Release v1.42b)

Post by arkhiel »

Oh congrats too then! he's even younger than mines (almost 8 week old now) ^^
Yup about vegetation, the grass mod already adds so much. I'll need to figure a really optimized model though, trees can be somewhat bigger to load.

jedidia
Posts: 201
Joined: Sat Sep 15, 2018 9:49 am

Re: [MOD] Handpainted model replacement project (Release v1.42b)

Post by jedidia »

Haven't got much time for it (new daddy of twins :) )
Outch, welcome to the club. You're in for a few turbulent years with not much time left over for anything, I can tell you that...

User avatar
Jukic
Posts: 68
Joined: Sun May 13, 2018 5:51 pm

Re: [MOD] Handpainted model replacement project (Release v1.42b)

Post by Jukic »

@arkhiel: Congrats on the twins !!!! Welcome to life with grit ;)

User avatar
Midknightprince
Posts: 1324
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

Re: [MOD] Handpainted model replacement project (Release v1.42b)

Post by Midknightprince »

Eeee the diapers
Prepare for the magical Aroma my friend
Check out my YouTube Channel!

User avatar
Midknightprince
Posts: 1324
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

Re: [MOD] Handpainted model replacement project (Release v1.42b)

Post by Midknightprince »

Still working, no issues.


Only thing, those Stone altar things with the skulls on them, sometimes they're in the air, and stuff can spawn inside them if they're supposed to be on top, like for a quest or whatever ( yeah I've seen it).
That's pretty much it...
Check out my YouTube Channel!

User avatar
GoodKarma
Posts: 8
Joined: Mon Sep 28, 2015 11:23 pm

Re: [MOD] Handpainted model replacement project (Release v1.42b)

Post by GoodKarma »

i have missing geometry.. is this your mod??

https://drive.google.com/file/d/15sige9 ... sp=sharing

there should be things (like tables) here..

https://drive.google.com/file/d/185u76b ... sp=sharing

User avatar
AlexanderSig
Posts: 324
Joined: Wed Jul 19, 2017 10:35 pm

Re: [MOD] Handpainted model replacement project (Release v1.42b)

Post by AlexanderSig »

I wouldn't mind releasing source files, I'd love it if someone continued working on this. I would however like to have the option to veto some additions if I don't feel they are of high enough quality.

I would really like it if replacing models worked like replacing textures, it would be much easier for a community to work on a project like this.

A few questions
1) If I was going to re-build the mod what version of Unity do I use?
2) Could someone compile all the bugs present in the mod? If you can include model IDs that's a big help.

I've figured out the problem with clicking bookshelves, should be very easy to fix

Congrats on the twins :)

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

Re: [MOD] Handpainted model replacement project (Release v1.42b)

Post by pango »

Hi AlexanderSig,
AlexanderSig wrote: Mon Feb 04, 2019 6:52 pm 1) If I was going to re-build the mod what version of Unity do I use?
I think Interkarma decided around last October that the target Unity version for Daggerfall Unity 1.0 would be Unity 2018.2.11f1. (announcement)
And can you please compile your mod for the different platforms? (Windows/OSX/Linux)
That's most likely why I only ever got crashes with this mod. I was such a noob about Unity when I did that report :D
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

User avatar
AlexanderSig
Posts: 324
Joined: Wed Jul 19, 2017 10:35 pm

Re: [MOD] Handpainted model replacement project (Release v1.42b)

Post by AlexanderSig »

pango wrote: Mon Feb 04, 2019 8:57 pm Hi AlexanderSig,
AlexanderSig wrote: Mon Feb 04, 2019 6:52 pm 1) If I was going to re-build the mod what version of Unity do I use?
I think Interkarma decided around last October that the target Unity version for Daggerfall Unity 1.0 would be Unity 2018.2.11f1. (announcement)
And can you please compile your mod for the different platforms? (Windows/OSX/Linux)
That's most likely why I only ever got crashes with this mod. I was such a noob about Unity when I did that report :D
Thanks, will do. Hopefully that will be enough to solve the issue.

ACNAero
Posts: 113
Joined: Thu Sep 13, 2018 4:27 pm

Re: [MOD] Handpainted model replacement project (Release v1.42b)

Post by ACNAero »

AlexanderSig wrote: Mon Feb 04, 2019 6:52 pm 2) Could someone compile all the bugs present in the mod? If you can include model IDs that's a big help.
Sadly, I don't have any ID numbers, and I'm not a comprehensive list at all, but there are a few I've noticed.

1. I do have an old pic for the crypt similar to what Midknightprince mentioned, I'll put it at the bottom of the post, but I'm not 100% if that is due to this mod.
2. Store shelves are weirdly finicky to click and go into the store menus. It seems like you need to click on specific items or spots of the frame to bring up the menu or it won't happen.
3. Clicking the FIghters Guild while in info mode won't register at all unless you click on the door.
Attachments
DagUniMarch2018.jpg
DagUniMarch2018.jpg (85.92 KiB) Viewed 1391 times

Post Reply