[MOD] Handpainted model replacement project (Release v2.10b)
- King of Worms
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
These pillars still have bugged shadows.. and if possible, I would dial the fire intensity down a bit
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- BadLuckBurt
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
I have looked into an issue with loot piles created by players dropping items in the world: https://imgur.com/a/UipobXL
I think this may have to do with the origin on these models not being on the vertical base of the model but your Google Drive link is release 1.43 and does not contain these particular flat replacement models.
Would it be possible for you to release the source files for v1.83c as well?
I have found a 'fix' by changing the mesh replacement code somewhat but it's not backwards compatible with flats if someone decides (for reasons beyond me) to disable your replacement mod and I'd like to able to confirm wether this is a coding issue or if it needs to be addressed through the models themselves.
- edit
OK, I tested with a model of my own where I deliberately moved the origin to the middle of the model instead of at the base to rule out an incorrect origin on your replacements. Yours are fine, the model I made would always be placed incorrectly whereas yours are placed correctly. The problem lies in the code because AlignToBase is being called twice on player made loot piles.
That said, it would still be nice to have your source files updated but it's not necessary for tackling this issue.
I think this may have to do with the origin on these models not being on the vertical base of the model but your Google Drive link is release 1.43 and does not contain these particular flat replacement models.
Would it be possible for you to release the source files for v1.83c as well?
I have found a 'fix' by changing the mesh replacement code somewhat but it's not backwards compatible with flats if someone decides (for reasons beyond me) to disable your replacement mod and I'd like to able to confirm wether this is a coding issue or if it needs to be addressed through the models themselves.
- edit
OK, I tested with a model of my own where I deliberately moved the origin to the middle of the model instead of at the base to rule out an incorrect origin on your replacements. Yours are fine, the model I made would always be placed incorrectly whereas yours are placed correctly. The problem lies in the code because AlignToBase is being called twice on player made loot piles.
That said, it would still be nice to have your source files updated but it's not necessary for tackling this issue.
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- pango
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
You can't hit enemies trapped into those cages, even if know you should be able to as long as you can aim at enemies between bars:
I It works fine with classic models, so I suspect it's some issue with model's collider or something- Attachments
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- XJDHDR
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
I have noticed that there is one particular Fighter's Guild building (pictured below) that has been replaced in Handpainted Models - Buildings where using Info Mode on it doesn't identify it if you're pointing at the building itself. It only gets identified if you point specifically at the door.
I have seen this in a few other places but the place I remembered to make a note was the building in Gothway Garden, Daggerfall. You can go there to test this out.
I have seen this in a few other places but the place I remembered to make a note was the building in Gothway Garden, Daggerfall. You can go there to test this out.
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- pango
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
That was reported by jayhova a while back: viewtopic.php?f=27&t=583&start=510#p28867XJDHDR wrote: ↑Fri May 01, 2020 9:46 am I have noticed that there is one particular Fighter's Guild building (pictured below) that has been replaced in Handpainted Models - Buildings where using Info Mode on it doesn't identify it if you're pointing at the building itself. It only gets identified if you point specifically at the door.
There has been no new release of this mod since then though
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- mikeprichard
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
I just noticed this a while ago - I didn't realize until I saw this just now that it was an issue with this mod. A minor issue, but would be nice to see this mod get more updates!
- XJDHDR
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
Not sure if this has been reported but I've found another issue with this mod. If you're on top of a city's walls (only tried Daggerfall's cities so far), you can't climb down to the bottom. Instead, you can only go halfway before something stops you. In fact, you can jump to detach yourself from the wall and you'll land on something at that same point. It's like there is a small invisible platform sticking out of the wall halfway down.
My DF Unity mods:
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Skip Intro Video
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Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
- pango
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
Yup, I did a bit over a year ago: viewtopic.php?p=21286#p21286XJDHDR wrote: ↑Thu May 07, 2020 10:58 pm Not sure if this has been reported but I've found another issue with this mod. If you're on top of a city's walls (only tried Daggerfall's cities so far), you can't climb down to the bottom. Instead, you can only go halfway before something stops you. In fact, you can jump to detach yourself from the wall and you'll land on something at that same point. It's like there is a small invisible platform sticking out of the wall halfway down.
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
Is there a way to disable light sources replacements? It seems like this mod is conflicting with Improved Interior Lighting causing some of the light sources to not emit light at all
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Re: [MOD] Handpainted model replacement project (Release v1.83c)
Has anyone had any issues with the treasure piles being invisible? Not sure if it's a load order issue or not, but I did see that someone on the nexus had the same issue as well.