[MOD] Real Grass 2

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Interkarma
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Re: [MOD] Real Grass 2

Post by Interkarma » Mon Jun 04, 2018 10:26 pm

And if you get stung, you die and your whole save game is deleted. I like where this is going.

Mike
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Re: [MOD] Real Grass 2

Post by Mike » Mon Jun 04, 2018 10:33 pm

Ha, Beesting Mode = Ironman Mode x 1000000. Modded games from 1996 are the most hardcore-est.

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Uncanny_Valley
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Re: [MOD] Real Grass 2

Post by Uncanny_Valley » Tue Jun 05, 2018 1:27 pm

This is really nice. Great work! Definitely adds more life to the world. :) Makes me think if there are any good ways to add moths around lighthouses at night, or maybe flies around corpses? Probably not something related to the "grass" mod though. Hmm... inspiration

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Wed Jun 06, 2018 8:00 pm

Uncanny_Valley wrote:
Tue Jun 05, 2018 1:27 pm
This is really nice. Great work! Definitely adds more life to the world. :) Makes me think if there are any good ways to add moths around lighthouses at night, or maybe flies around corpses? Probably not something related to the "grass" mod though. Hmm... inspiration
I can see a mod that replaces 2d dead enemies with 3d model + flies + blood decal on terrain, that would be great.

I think the easiest way to add a particle system to existing billboard is to actually replace it via automated asset-injection with a gameobject with assigned default billboard as well as custom components. There is an event in ModManager called when an asset is first imported. It can be used to edit (non-cloned reference to) prefab in real-time, useful since imported scripts can't be serialized directly.

The limitation is that this would be seen as a model replacement, and wouldn't make use of models from other mods. But a mod that replaces prefab for dead enemies should probably include other details like particle systems without the need of another mod.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Biboran
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Re: [MOD] Real Grass 2

Post by Biboran » Wed Jun 06, 2018 11:01 pm

I can see a mod that replaces 2d dead enemies with 3d model + flies + blood decal on terrain, that would be great.
I still hope for diferent 8 sprites for every directions that changes when you rotate corpse :D

Good work on this mod! It cool to see how from basic it become big and compkex addition to daggerfall experience. Looking forward what you add next time

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Midknightprince
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Re: [MOD] Real Grass 2

Post by Midknightprince » Mon Jul 02, 2018 7:29 pm

Crops stopped working as of 2/7/18
Check out my YouTube Channel!

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TheLacus
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Re: [MOD] Real Grass 2

Post by TheLacus » Mon Jul 02, 2018 8:29 pm

Midknightprince wrote:
Mon Jul 02, 2018 7:29 pm
Crops stopped working as of 2/7/18
Works fine here with 2018. Can you provide more details? legacy or 2018?
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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Midknightprince
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Re: [MOD] Real Grass 2

Post by Midknightprince » Mon Jul 02, 2018 8:45 pm

In the jungle region (Tonambu), its summer (10th of Midyear), crops version 0.2, Unity version 0.5.369.
Went to Wayrest to, nothing..
I see a new LB, let me go try it ;)
Check out my YouTube Channel!

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Midknightprince
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Re: [MOD] Real Grass 2

Post by Midknightprince » Mon Jul 02, 2018 9:05 pm

Yep, same thing, and enhanced sky too it looks like.....
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Check out my YouTube Channel!

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Interkarma
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Re: [MOD] Real Grass 2

Post by Interkarma » Mon Jul 02, 2018 9:19 pm

Hey mate, please take a minute to check the release notes, as this is a known issue. Enhanced Sky is also an unrelated mod to Real Grass, and is made by a different person who no longer frequents the forums. :)
Enhanced Sky is probably the main mod known not to work with this new version. You will just see a pink background instead of the sky.
Nystul is working on a replacement update for Enhanced Sky, which you'll find in the appropriate topic. Nystul has posted an in-progress test version you can download from here (bottom post on that page).

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