Potentially broken Building interior

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herman2000
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Potentially broken Building interior

Post by herman2000 »

While experimenting with World Data modification, one of the buildings I encountered appeared slightly bugged. There's no floor underneath the merchandise racks. I created a dump of the building using the internal tools.
Spoiler!
Image
https://cdn.discordapp.com/attachments/ ... ding1.json

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Interkarma
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Re: Potentially broken Building interior

Post by Interkarma »

This looks like something missing in game data, and would also be present in classic. Can you let us know the Region, Town, and Shop names this was found in?

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herman2000
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Re: Potentially broken Building interior

Post by herman2000 »

Welllllllll, it's a custom town from my addition to World data, so it doesn't exactly appear in vanilla in the spot I encountered this in ^^;

(The town is Dunlain Falls from my New Canon Locations World Data set, in the Wrothgarian Mountains, for what it's worth. I haven't specifically hunted this block down in other places, tho'. It's the smaller of two weapons shops.)

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Interkarma
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Re: Potentially broken Building interior

Post by Interkarma »

This forum is for DFU support, like setting up and gameplay problems. This sounds more like a modding question now. I'll move into one of those forums.

It's likely a data issue inherited from classic in any case. We've found buildings missing ceilings and with extra sets of stairs, missing some floor is about on par for Daggerfall. :)

At least with the mod system, you can likely inject back the missing piece to complete layout.

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XJDHDR
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Re: Potentially broken Building interior

Post by XJDHDR »

According to the DumpLocBlock command, WEAPAL02.RMB isn't used anywhere in the game:

Code: Select all

{
    "Alik'r Desert": [],
    "Dragontail Mountains": [],
    "Dwynnen": [],
    "Isle of Balfiera": [],
    "Dak'fron": [],
    "Wrothgarian Mountains": [],
    "Daggerfall": [],
    "Glenpoint": [],
    "Betony": [],
    "Sentinel": [],
    "Anticlere": [],
    "Lainlyn": [],
    "Wayrest": [],
    "Orsinium Area": [],
    "High Rock sea coast": [],
    "Northmoor": [],
    "Menevia": [],
    "Alcaire": [],
    "Koegria": [],
    "Bhoraine": [],
    "Kambria": [],
    "Phrygias": [],
    "Urvaius": [],
    "Ykalon": [],
    "Daenia": [],
    "Shalgora": [],
    "Abibon-Gora": [],
    "Kairou": [],
    "Pothago": [],
    "Myrkwasa": [],
    "Ayasofya": [],
    "Tigonus": [],
    "Kozanset": [],
    "Satakalaam": [],
    "Totambu": [],
    "Mournoth": [],
    "Ephesus": [],
    "Santaki": [],
    "Antiphyllos": [],
    "Bergama": [],
    "Gavaudon": [],
    "Tulune": [],
    "Glenumbra Moors": [],
    "Ilessan Hills": [],
    "Cybiades": []
}

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XJDHDR
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Re: Potentially broken Building interior

Post by XJDHDR »

That said, I am interested in investigating this. I found that the ceiling has the same problem:
Image

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herman2000
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Re: Potentially broken Building interior

Post by herman2000 »

XJDHDR wrote: Mon May 18, 2020 7:01 pm According to the DumpLocBlock command, WEAPAL02.RMB isn't used anywhere in the game:
I kind of both figured and hoped that was the case. I suppose that just means I'm using data that not even the original game is using, in which case, unexpected behavior is to be, uhh, expected.
Thanks.

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XJDHDR
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Re: Potentially broken Building interior

Post by XJDHDR »

Good news. I've managed to fix this bug:
Image

I'm going to include it in my upcoming bugfix mod but I'll let you have early access to this specific fix:
Edit: Removed attachment. Please see my other post for my new solution.
Last edited by XJDHDR on Sat Jan 09, 2021 5:26 am, edited 1 time in total.

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herman2000
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Re: Potentially broken Building interior

Post by herman2000 »

Oh, that's darn sweet! Thank you for looking into this. :D I was hoping it could be this simple.

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XJDHDR
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Re: Potentially broken Building interior

Post by XJDHDR »

You're welcome.

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