Well it only selects buildings that are categorised as houses, so as long as you give them a suitable building type that is not residential it should be okay. Although there's always the possibility that a player owned house would be affected if that player installed the mod after getting their house.L57 wrote: ↑Fri Jan 31, 2020 8:19 amIt's rather risky to edit city buildings then? I'm obsessed with the idea of reworking some residences into workshops and manufactories (really hate the lack of a visible economical activity in the game)... or at least to rename these buildings and make them temporarily unaccessible until I can/learn to edit these interiors.
Now wondering how many problems will it cause given DFU implementation.
Daggerfall Unity 0.10.16
- Hazelnut
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Re: Daggerfall Unity 0.10.18
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- OMightyBuggy
- Posts: 25
- Joined: Fri Aug 16, 2019 12:08 am
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Re: Daggerfall Unity 0.10.16
It's already uploaded. Hope we'll know soon what's new thereOMightyBuggy wrote: ↑Sat Feb 08, 2020 4:54 pm Sorry for changing the subject again but any news for 0.10.19?
- OMightyBuggy
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Re: Daggerfall Unity 0.10.16
I know lol. That is why I asked.L57 wrote: ↑Sat Feb 08, 2020 5:48 pmIt's already uploaded. Hope we'll know soon what's new thereOMightyBuggy wrote: ↑Sat Feb 08, 2020 4:54 pm Sorry for changing the subject again but any news for 0.10.19?
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Re: Daggerfall Unity 0.10.16
Some people had not noticed updates earlier on the main site for some reason, so I pointed out there is no delay
- Interkarma
- Posts: 7249
- Joined: Sun Mar 22, 2015 1:51 am
Re: Daggerfall Unity 0.10.16
I'll drop patch notes for 0.10.19 today when I can. Thanks again Pango for fielding this last release.