[MOD] Handpainted model replacement project (Release v1.83c)

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pango
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by pango » Wed May 20, 2020 7:00 am

There's a (known?) issue of models sinking into the ground with each reloading, maybe what you're seeing is an extreme case of that?
From some discussions on Discord (with BadluckBurt if I'm not mistaken) it seems the root cause is that ObjectPositioner component assumes models have their coordinates origin at their base, which is not the case for all handpainted models.
When a measure becomes a target, it ceases to be a good measure.
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BadLuckBurt
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by BadLuckBurt » Wed May 20, 2020 10:51 am

pango wrote:
Wed May 20, 2020 7:00 am
There's a (known?) issue of models sinking into the ground with each reloading, maybe what you're seeing is an extreme case of that?
From some discussions on Discord (with BadluckBurt if I'm not mistaken) it seems the root cause is that ObjectPositioner component assumes models have their coordinates origin at their base, which is not the case for all handpainted models.
Not exactly, the problem has to do with the object position that is saved with the savedata and calls to AlignToBase when a flat replacement is loaded, I still need to write up a proper explanation for it.

The solution would seem to be to always save the position of the original flat but not 100% sure on that yet
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
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ZerioctheTank
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by ZerioctheTank » Thu May 21, 2020 12:40 am

Well I started a new game, and now it seems that everything is back to normal. Strange bug.

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Ralzar
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by Ralzar » Fri Jul 10, 2020 2:42 pm

I just watched a Daggerfall stream. He went in for a quest in Daggerfall region, Hold Of Moorhouse.

After finishing the quest, he could not find a way out. After a LOT of time, he finally gave up and used tele2exit.


I just checked up the dungeon in vanilla DFU, and the way back was a skull-teleporter that was not visible in his version of the game. I am suspecting this is caused by DREAM or this mod?
vanillaSkull.png
vanillaSkull.png (644.21 KiB) Viewed 547 times
dreamSkull.png
dreamSkull.png (373.79 KiB) Viewed 547 times

Clip of the stream:

https://www.twitch.tv/knightastroa/clip ... &sort=time
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King of Worms
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by King of Worms » Fri Jul 10, 2020 6:53 pm

Hopefuly not Dream, it just changes sprites to higher resolution..

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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by ZerioctheTank » Sun Jul 12, 2020 3:57 am

There have been issues with some of the new models either being invisible, or loading underground. You can see this happening with some of the treasure piles in privateer hold occasionally. As much as I like this mod the I don't like the idea of stuff like the skull teleporter being invisible. Unless it's a load order issue I'm uninstalling. Anyone have a solution to this issue?

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pango
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by pango » Sun Jul 12, 2020 7:51 am

I don't think skulls have 3d models, so I doubt it's this mod either
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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AlexanderSig
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by AlexanderSig » Wed Jul 22, 2020 4:40 pm

ZerioctheTank wrote:
Sun Jul 12, 2020 3:57 am
There have been issues with some of the new models either being invisible, or loading underground. You can see this happening with some of the treasure piles in privateer hold occasionally. As much as I like this mod the I don't like the idea of stuff like the skull teleporter being invisible. Unless it's a load order issue I'm uninstalling. Anyone have a solution to this issue?
Hmm sorry to hear that, not sure if I can do anything to fix that, I think there needs to be an engine update. You can disable treasure pile replacements in the mod loader though.
BadLuckBurt wrote:
Tue Apr 14, 2020 7:17 pm
Would it be possible for you to release the source files for v1.83c as well?
Here's the open source backup for the latest version:
https://drive.google.com/file/d/1NDrhR5 ... sp=sharing

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BadLuckBurt
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by BadLuckBurt » Wed Jul 22, 2020 7:09 pm

AlexanderSig wrote:
Wed Jul 22, 2020 4:40 pm
Here's the open source backup for the latest version:
https://drive.google.com/file/d/1NDrhR5 ... sp=sharing
Thank you very much, I will make sure to save a copy of these.
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
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Allerka
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Re: [MOD] Handpainted model replacement project (Release v1.83c)

Post by Allerka » Mon Aug 03, 2020 6:04 pm

pango wrote:
Sun Jul 12, 2020 7:51 am
I don't think skulls have 3d models, so I doubt it's this mod either
They do. I've definitely used a 3D skull teleporter before, plus 3D skull switches and insta-death traps. I haven't noticed any being invisible for me (although I guess I might not necessarily notice if I'm not expecting to see one :lol: ).

I've seen some treasure piles all over the place partially sunk into the ground or whatever objects they're sitting on in 10.24 (And 10.23 I think). Usually I can still interact with them with some finesse clicking, as they're only lowered like a foot and still kinda sticking out of the ground, but they can be much easier to miss that way.

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