[MOD] Archaeologists

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Just released v0.5 of the mod, first post is updated with the link. This is mainly for use once DFU 0.7.3 is released, and it's not compatible with any earlier versions. You will need to upgrade from 0.4->0.5 when you update DFU from 0.7.2->0.7.3
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Zadroter
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Re: [MOD] Archaeologists

Post by Zadroter »

I heared you don't have models for archeologists building and it just general houses. I may try make vanilla daggerfall style building that still be different from others if you interested.

Like this thing I started. Modelling in daggerfall style not that hard. However I has no idea what I'am doing and how to port it into game, but I trying to follow way of original models did - where every plane with different texture is separate object.
Spoiler!
Image

I also figured out that it be cool to make guild it's own sign
Image

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Zadroter
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Re: [MOD] Archaeologists

Post by Zadroter »

Here how this new texture may look on standart sign model, I hope it looks enough vanilla style and such thing may help indicate archeological guild buildings for players.
Image

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King of Worms
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Re: [MOD] Archaeologists

Post by King of Worms »

Nice building! And the sign fits ok. I have some unused signs here, that might might fit, maybe with some tweaks I can do, so it feels more like Daggerfall art...
Spoiler!
1 (7).png
1 (7).png (535.31 KiB) Viewed 2526 times
1 (11).png
1 (11).png (495.59 KiB) Viewed 2526 times

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Zadroter
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Re: [MOD] Archaeologists

Post by Zadroter »

For my sign I just edited vanilla sprites to maximum fit style and way original game signs was crated, so people who play vanilla game will not feel any inconsistenty. Your sighns may be nice for people who use retextured HD version. Building is just very speedy example. If authors of mod agree and if I reciver help of people who can properly import things in game and make them work - I can try make and new buildings models for guild, and new interior models and new vanilla-like textures.

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Hazelnut
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Re: [MOD] Archaeologists

Post by Hazelnut »

Thanks for the efforts, I'll get to looking at this at some point. Unfortunately been struck low by a bug for the start of the year so waiting until I am better and caught up on rest of life. (this may or may not be as a result of NYE drinking..)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Midknightprince
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Re: [MOD] Archaeologists

Post by Midknightprince »

This is STILL working for me, same guy, about 12 to 15 different builds, over about a three or four month ( maybe five?) Period.
Still going up in rank, still getting those things, and the Guild houses still show up all over the place like they're supposed to.
Just a heads up...
Check out my YouTube Channel!

Narf the Mouse
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Re: [MOD] Archaeologists

Post by Narf the Mouse »

"This here is what's known as a Company Town. We don't *like* Mage's Guild around these parts..."
Archaeologists_Company_Town.jpg
Archaeologists_Company_Town.jpg (412.07 KiB) Viewed 2268 times
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.

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Vondur
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Re: [MOD] Archaeologists

Post by Vondur »

How's this project going? The concept is absolutely amazing!
I dislike playing as a magic user, so I always end up assassin/warrior style. I would love to try to play Daggerfall with like a scholar character.

Is it playable now?
Adventure Art: https://www.youtube.com/channel/UCLFHRO ... VAelOQrl3Q

Let's Play Daggerfall Unity, DARK KNIGHT (No magicka): https://youtu.be/CO_WHL1cjNU

Let's Play Daggerfall Unity, MAD GENIUS: https://youtu.be/gPL9xKpvet0

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Jay_H
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Re: [MOD] Archaeologists

Post by Jay_H »

It's been playable for awhile now! Jump in and give Hazelnut some encouragement! :D

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