[MOD] Real Grass 2

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Uncanny_Valley
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Re: [MOD] Real Grass 2

Post by Uncanny_Valley » Fri Apr 27, 2018 1:50 pm

This looks really nice! Great work! :D
Grass.png
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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Fri Apr 27, 2018 9:01 pm

Uncanny_Valley wrote:
Fri Apr 27, 2018 1:50 pm
This looks really nice! Great work! :D
Thank you! :)
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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Sat Apr 28, 2018 7:44 pm

Interkarma what do you think of allowing mods to inject json data inside save folders via events? I'd like to store the time a crop was harvested to make it unlootable for a few days.
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Interkarma
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Re: [MOD] Real Grass 2

Post by Interkarma » Sat Apr 28, 2018 9:51 pm

I'm ok with that! :) But I would prefer if mod save data was saved to its own file separate to any core save files. Ideally, each mod should get its own save file prefixed clearly so delete save can identify them. General process something like:
  • Create hooks to send save data back and forth between mods and core.
  • If mod returns null save data (e.g not implemented, no save needed) then don't create a save file.
  • If mod returns data, core should create a file like "mod_RealGrass.txt", so mod_ followed by mod name.
  • During load, core can send mod_ named files back to appropriate mod.
  • When deleting a save, also delete mod_ files so next save to reuse that slot doesn't inherit old mod save data. Delete save only deletes known owned files for safety so it doesn't naively delete data user might have placed in folder for some reason. Numbered save folders can be recycled after the previous save in that folder was deleted.
It should be possible to wire everything up so the mod only needs to return and receive a data package and the core takes care of all the nitty gritty of managing save files.

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Channel1
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Re: [MOD] Real Grass 2

Post by Channel1 » Mon Apr 30, 2018 4:48 am

This is looking amazing! Why don't you include Vibrant wind in the base package?

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Mon Apr 30, 2018 10:54 am

Interkermit wrote:
Mon Apr 30, 2018 4:48 am
This is looking amazing! Why don't you include Vibrant wind in the base package?
Thank you!

Vibrant wind changes global terrain and wind settings which affects grass, trees as well as particles (think about fire and chimney smoke). It's a separate mod because someone may want to use it with different vegetation mods that may be created in the future.
All features of Real Grass can be switched off except for grass itself. Maybe i can add a toggle for it and merge wind control as a separate feature in the same mod.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Channel1
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Re: [MOD] Real Grass 2

Post by Channel1 » Mon Apr 30, 2018 11:16 am

TheLacus wrote:
Mon Apr 30, 2018 10:54 am
Interkermit wrote:
Mon Apr 30, 2018 4:48 am
This is looking amazing! Why don't you include Vibrant wind in the base package?
Thank you!

Vibrant wind changes global terrain and wind settings which affects grass, trees as well as particles (think about fire and chimney smoke). It's a separate mod because someone may want to use it with different vegetation mods that may be created in the future.
All features of Real Grass can be switched off except for grass itself. Maybe i can add a toggle for it and merge wind control as a separate feature in the same mod.
I think that would be a good idea assuming it wouldn't take too much effort, I don't see anyone not wanting it, and if you could just turn it off to fix compatibility then I don't think there's much reason not to.

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Midknightprince
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Re: [MOD] Real Grass 2

Post by Midknightprince » Mon Apr 30, 2018 2:27 pm

The only reason I dont use vibrant wind is maybe a performance hit, but if its in no reason not to try it, whats it run like ?
Seems like it would be nice with all the grass...
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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Tue May 01, 2018 9:08 am

Interkermit wrote:
Mon Apr 30, 2018 11:16 am
TheLacus wrote:
Mon Apr 30, 2018 10:54 am
Interkermit wrote:
Mon Apr 30, 2018 4:48 am
This is looking amazing! Why don't you include Vibrant wind in the base package?
Thank you!

Vibrant wind changes global terrain and wind settings which affects grass, trees as well as particles (think about fire and chimney smoke). It's a separate mod because someone may want to use it with different vegetation mods that may be created in the future.
All features of Real Grass can be switched off except for grass itself. Maybe i can add a toggle for it and merge wind control as a separate feature in the same mod.
I think that would be a good idea assuming it wouldn't take too much effort, I don't see anyone not wanting it, and if you could just turn it off to fix compatibility then I don't think there's much reason not to.
Thank you for your feedback. I'll think about it for the next time, for the moment i'm just going to push a quick update to restore compatibility.
Midknightprince wrote:
Mon Apr 30, 2018 2:27 pm
The only reason I dont use vibrant wind is maybe a performance hit, but if its in no reason not to try it, whats it run like ?
Seems like it would be nice with all the grass...
It doesn't change wind quality, it sets options that affects visual strength on grass according to weather. This has no effects on performance. :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Wed May 02, 2018 9:53 pm

Some screenshots. PS: we need a no-hud command

Spoiler!
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If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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