[Mod] Taverns Redone

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Uncanny_Valley
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[Mod] Taverns Redone

Post by Uncanny_Valley » Wed Nov 06, 2019 10:00 pm

This mods aims to improve the otherwise dull taverns in Daggerfall, adding more variation, detail and immersion.

As of version 0.12, 32 of Daggerfalls 98 taverns have been redone.

All the redone taverns thus far can be found in the Daggerfall Region.

IMPORTANT: Requires Daggerfall Unity version 0.10.12 or newer.

Version 0.12
  • 6 new taverns redone
  • Fixed issue with doors that caused their state to not be saved properly
  • More consistency in what objects are marked "containers"
  • Fixed a few floating or misplaced objects
Version 0.11
  • 2 new taverns redone
  • Fixed issue with taverns generating the same name
  • Fixed a few floating objects
  • Added more Quest markers


Installation instructions
1) Download and open the folder that matches your operating system (Windows/OSX/Linux)
2) Copy the "taverns redone.dfmod" into your DaggerfallUnity_Data\StreamingAssets\Mods folder
3) Make sure the mod is enabled and "Mod system" is enabled in the starting menu under "Advanced -> Enhancements"

Contribution made by: Kamer

Download:
https://www.nexusmods.com/daggerfallunity/mods/43/



Screenshots:
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Last edited by Uncanny_Valley on Thu Dec 19, 2019 12:56 am, edited 4 times in total.

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Hazelnut
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Re: [Mod] Taverns Redone

Post by Hazelnut » Wed Nov 06, 2019 11:51 pm

Uncanny_Valley wrote:
Wed Nov 06, 2019 10:00 pm
This mods aims to breath some much needed life into the otherwise dull interiors of Daggerfall, specifically all the taverns in Daggerfall, adding both more visual variation, detail and immersion.

As of v 0.1 there are 24 taverns that have been redone, which is roughly 10% of all taverns in the game. More will added in later updates.

All the redone taverns thus far can be found in the Daggerfall Region.
This looks really sweet, love it. Really cool to see the world data system being used!

Why do you think this is 10% of all taverns? From my reckoning there are 98 taverns in the 61 blocks which contain them. (counted on UESP) so that would mean you've done over a quarter.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Uncanny_Valley
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Re: [Mod] Taverns Redone

Post by Uncanny_Valley » Thu Nov 07, 2019 6:56 am

10% was just a shoot in the dark, since I had no idea on how many taverns that actually exist. 10% felt about right.

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Hazelnut
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Re: [Mod] Taverns Redone

Post by Hazelnut » Thu Nov 07, 2019 9:05 am

Fair enough. Well you're further along than you thought, if I am right.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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King of Worms
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Re: [Mod] Taverns Redone

Post by King of Worms » Thu Nov 07, 2019 11:36 am

This is really beautiful UV, thank you :)

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Midknightprince
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Re: [Mod] Taverns Redone

Post by Midknightprince » Thu Nov 07, 2019 6:43 pm

This thing looks amazing, I'll try it this weekend (if RDR2 lets me)
Check out my YouTube Channel!

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pango
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Re: [Mod] Taverns Redone

Post by pango » Fri Nov 08, 2019 12:12 am

Visited a few, and it feel great :)

I wonder... Do taverns have some hidden "shop quality" attribute in game data?
It would make sense that some taverns are cheaper and other more luxurious than others...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

Helegad
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Re: [Mod] Taverns Redone

Post by Helegad » Fri Nov 08, 2019 12:47 am

Midknightprince wrote:
Thu Nov 07, 2019 6:43 pm
This thing looks amazing, I'll try it this weekend (if RDR2 lets me)
You can actually play RDR2? What a lucky guy. I went through hell and back just to get it to start, can't play more than 30 minutes without a crash. What a mess.

OT, love this mod so far, this is getting installed for sure when I get home. :D

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Ralzar
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Re: [Mod] Taverns Redone

Post by Ralzar » Fri Nov 08, 2019 7:39 am

pango wrote:
Fri Nov 08, 2019 12:12 am
Visited a few, and it feel great :)

I wonder... Do taverns have some hidden "shop quality" attribute in game data?
It would make sense that some taverns are cheaper and other more luxurious than others...
This would be pretty cool. If they weren't all pretty, but some had just som junk lying around, maybe some animals inside? :D

Hm, could you use dungeon textures inside an inn?

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Ralzar
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Re: [Mod] Taverns Redone

Post by Ralzar » Fri Nov 08, 2019 12:37 pm

Shops could really use the same kind of attention. It's kind of weird that when you enter a shop you get a very clear description of what the shop looks like, but then they're all identiclly bland on the inside.

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