[Mod] Taverns Redone

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Lywzc
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Joined: Mon Sep 23, 2019 6:15 pm

Re: [Mod] Taverns Redone

Post by Lywzc »

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...
Yes, check your DiscoveryData.txt in your save folder.

Firebrand
Posts: 281
Joined: Thu Jul 18, 2019 6:07 pm

Re: [Mod] Taverns Redone

Post by Firebrand »

I love it! It greatly increase immersivity :)

BTW, when looking inside Wayrest taverns, opening casually room doors ( :lol: ), I stumbled upon her
I need a protector.small.png
I need a protector.small.png (927.76 KiB) Viewed 2738 times
I obviously click on her, and she told me she was in danger, and needed a protector ( :lol: :lol: :lol: ). Daggerfall still manage to surprise me sometimes :lol:

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Hazelnut
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Re: [Mod] Taverns Redone

Post by Hazelnut »

Using this with the current version of DFU causes replaced taverns to use the wrong nameseed, and all replaced taverns in a location will use the same one and end up with the same name. This is caused by my reverting UVs change as it had knock on effects on guild halls with the Archaeologists mod. This doesn't prevent use of this mod, but just be aware that the names are cached in your savefiles so the effects will persist.

I am trying to find a solution that fixes both issues. Apologies to Uncanny Valley as I should have fixed this before now, but have been focussed elsewhere.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Hazelnut
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Re: [Mod] Taverns Redone

Post by Hazelnut »

Okay so I've submitted a fix that should combine what is required for replacement existing named buildings as well as new named buildings. Basically the former need to have a factionId of 0 in the replacement data and the latter a non-zero value.

Uncanny Valley, you will need to go through your replacement files and set all the factionId values to 0. Most of them are already, but a handful are not. I've removed bit that sets this in the dump command.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

RandyZakk76
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Joined: Mon Sep 09, 2019 11:01 am

Re: [Mod] Taverns Redone

Post by RandyZakk76 »

Hi, so far the taverns i've visited look realy good, but i seem to be having a problem in so much as i can not move around once i enter. Looking around and interacting with npcs and doors works fine but my movement is restricted. Any ideas that could help? I'm using Unity 10.4 so maybe i just have to update versions. Thanks for your efforts, their much appreciated.

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AlexanderSig
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Re: [Mod] Taverns Redone

Post by AlexanderSig »

Looks amazing! :)

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King of Worms
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Re: [Mod] Taverns Redone

Post by King of Worms »

AlexanderSig wrote: Fri Nov 22, 2019 1:50 pm Looks amazing! :)
Nice to see you mate! I hope your studies are going great! (..so that you can return to 3d objects ASAP :shock: :lol: :lol: )

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Corsair
Posts: 26
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Re: [Mod] Taverns Redone

Post by Corsair »

Love this mod! Hopefully the naming bug gets fixed. From what I saw, it was wonderful - nice work!

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AlexanderSig
Posts: 324
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Re: [Mod] Taverns Redone

Post by AlexanderSig »

King of Worms wrote: Fri Nov 22, 2019 8:28 pm
AlexanderSig wrote: Fri Nov 22, 2019 1:50 pm Looks amazing! :)
Nice to see you mate! I hope your studies are going great! (..so that you can return to 3d objects ASAP :shock: :lol: :lol: )
Thank you! It's going well but really busy these days. Will return, hopefully soon :)

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Uncanny_Valley
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Re: [Mod] Taverns Redone

Post by Uncanny_Valley »

RandyZakk76 wrote: Sat Nov 16, 2019 6:38 pm Hi, so far the taverns i've visited look realy good, but i seem to be having a problem in so much as i can not move around once i enter. Looking around and interacting with npcs and doors works fine but my movement is restricted. Any ideas that could help? I'm using Unity 10.4 so maybe i just have to update versions. Thanks for your efforts, their much appreciated.
Sorry for the late reply RandyZakk. I have encountered this issue as well, it seems to happen if you re-visit a tavern after installing the mod. I haven't been able to find the cause yet, but I am looking into it.

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