[MOD] Archaeologists
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: [MOD] Archaeologists
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
- Zadroter
- Posts: 67
- Joined: Sat Dec 29, 2018 1:49 am
Re: [MOD] Archaeologists
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.
I also figured out that it be cool to make guild it's own sign
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!
I also figured out that it be cool to make guild it's own sign
- Zadroter
- Posts: 67
- Joined: Sat Dec 29, 2018 1:49 am
Re: [MOD] Archaeologists
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.
- King of Worms
- Posts: 4753
- Joined: Mon Oct 17, 2016 11:18 pm
- Location: Scourg Barrow (CZ)
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Re: [MOD] Archaeologists
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!
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- Zadroter
- Posts: 67
- Joined: Sat Dec 29, 2018 1:49 am
Re: [MOD] Archaeologists
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.
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
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Re: [MOD] Archaeologists
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
- Midknightprince
- Posts: 1324
- Joined: Fri Aug 11, 2017 6:51 am
- Location: San Antonio TX
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Re: [MOD] Archaeologists
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...
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!
-
- Posts: 833
- Joined: Mon Nov 30, 2015 6:32 pm
Re: [MOD] Archaeologists
"This here is what's known as a Company Town. We don't *like* Mage's Guild around these parts..."
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.
- Vondur
- Posts: 56
- Joined: Wed Jun 05, 2019 10:31 pm
Re: [MOD] Archaeologists
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?
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
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
- Jay_H
- Posts: 4070
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: [MOD] Archaeologists
It's been playable for awhile now! Jump in and give Hazelnut some encouragement!