[MOD] Archaeologists
- Zadroter
- Posts: 67
- Joined: Sat Dec 29, 2018 1:49 am
Re: [MOD] Archaeologists
Sorry for too much questions since I know of confused
Your method, as already presented can add stuff to individual block, or it rewrite actual block data? For example, I added something to block GENERAS02, and now ALL cities which have this block in them will have it?
Your method, as already presented can add stuff to individual block, or it rewrite actual block data? For example, I added something to block GENERAS02, and now ALL cities which have this block in them will have it?
- Hazelnut
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- Joined: Sat Aug 26, 2017 2:46 pm
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Re: [MOD] Archaeologists
Yes it can add and change the block data, basically it overrides a portion of the classic data for a building. Dump the data to json file and edit it, place in right folder and the block is changed. Every place the block is used will have the changes.Zadroter wrote: ↑Fri Jul 26, 2019 1:23 pm Sorry for too much questions since I know of confused
Your method, as already presented can add stuff to individual block, or it rewrite actual block data? For example, I added something to block GENERAS02, and now ALL cities which have this block in them will have it?
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
Thanks for answers. I answered in discord how to.. baisicly do everything, since I only barely understand what you talking about
I can make unique 3d model for guildhouse in original daggerfall style if you want, if you show how you want it to look like
I can make unique 3d model for guildhouse in original daggerfall style if you want, if you show how you want it to look like
- Hazelnut
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Re: [MOD] Archaeologists
No idea what discord you mean, but I hope you got enough info. As for replacing the building, a whole new interior would be required as well as an exterior which is a lot of work. I'm actually very pleased with how the guild building has worked out and don't really feel the need to re-do it, especially given how much time I spent on it. Thanks for the offer though. Hopefully there'll be another guild mod at some point (probably once UVs editor is availiable) which may need a more guildhall looking building.
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 meant Unofficial daggerfall Unity Discord server - https://discord.gg/QddGSA
Okay, if you need some models in vanilla style or textures and sprites - just ask.
Okay, if you need some models in vanilla style or textures and sprites - just ask.
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
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Re: [MOD] Archaeologists
Now that the first DFU alpha build is out, I have released a new version of the Archaeologists guild mod. This release, v0.6, will only work with alpha builds. All of the functionality is complete, with remaining work being fixing issues and refining the quests. I want to make them less like other guilds and a bit different if I can. They're perfectly fine as is though... thanks to Jay!
New features:
New features:
- A new quest JHAR013
- Added teleport potions, can be purchased or mixed. You will need at least 2; 1st to set anchor and 2nd to teleport back there. I think the recipe can drop... but would be good to have comfirmation from someone.
- New members are now given a mark of recall when joining. This can be repaired/recharged for up to 1200 gp or replaced for 10k gp.
- Guild halls now have custom signs outside. (thanks Zadroter!)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- King of Worms
- Posts: 4753
- Joined: Mon Oct 17, 2016 11:18 pm
- Location: Scourg Barrow (CZ)
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Re: [MOD] Archaeologists
Thanks for the update Hazelnut!
I hate to be that one but... the link in opening post doesnt work It says "not found"
I hate to be that one but... the link in opening post doesnt work It says "not found"
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
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
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Re: [MOD] Archaeologists
Thanks, fixed it now. Had changed my release tag format because I have more than one released mod in my repo now.King of Worms wrote: ↑Tue Jul 30, 2019 12:58 pm Thanks for the update Hazelnut!
I hate to be that one but... the link in opening post doesnt work It says "not found"
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- King of Worms
- Posts: 4753
- Joined: Mon Oct 17, 2016 11:18 pm
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Re: [MOD] Archaeologists
Downloading, thank you
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
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- Jay_H
- Posts: 4072
- Joined: Tue Aug 25, 2015 1:54 am
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Re: [MOD] Archaeologists
theJF has been doing some videos focusing on the Archaeologists. As a guild they've turned out quite well! I feel better about the quests seeing them in action.