Modding Tutorials: World Data Overrides

Discuss modding questions and implementation details.
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joshcamas
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Re: Modding Tutorials: World Data Overrides

Post by joshcamas »

I'm wanting to add a building to an existing city (Daggerfall). I'm wanting it to be considered a shop (orange in map) and have a name that shows up on the map + when you interact with the house.

I'm okay with modifying an existing shop, or adding my own.

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Hazelnut
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Re: Modding Tutorials: World Data Overrides

Post by Hazelnut »

You can do that fairly easily by using the building replacement stuff, however this affects every location the block is used. Also the name is constructed from a seed, providing a custom name may need a bit more work but it's not something I've looked into.

If you want the shop to only be in daggerfall then you'd need to create a new RMB block with your shop and modify daggerfall to use that.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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joshcamas
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Re: Modding Tutorials: World Data Overrides

Post by joshcamas »

Ahh gotcha. The issue I'm running into is getting the custom name, it looks like that might not be supported right now, sadly :((

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Hazelnut
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Re: Modding Tutorials: World Data Overrides

Post by Hazelnut »

Please note that the example new location, the crypt Newarch Vaults, had incorrect values for some of the coordinate data. This was preventing the location from being found in the travel map properly. Thanks to Kamer for bringing this to my attention.

I've updated the test files zip on the first post and the annotated crypt location example on the second post.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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carademono
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Re: Modding Tutorials: World Data Overrides

Post by carademono »

After reading through this, I have a hypothetical question. The JSON files you get from dumping locations don't seem entirely different from point GeoJSON files that GIS programs use. What, hypothetically, would prevent someone from dumping all of the games location data, developing a simple Python plug-in to reshape the data into GeoJSON or simple CSV files that QGIS could import, and then projecting all of Daggerfall's locations onto a high resolution height map of the Iliac Bay? And then you could use QGIS' algorithmic tools to place new points close to specific location types (say, placing farmland around cities), and then export the new location data back into DF Unity JSONs... Which could then be put in the StreamingAssets/WorldData directory...

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Hazelnut
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Re: Modding Tutorials: World Data Overrides

Post by Hazelnut »

Depends what you want to place and where really. Ground tiles are restricted to the area a block covers, but 3d models and flats can be outside since they have 3d coords. You might want to check out BadLuckBurts tools on his github too.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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carademono
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Re: Modding Tutorials: World Data Overrides

Post by carademono »

Thanks for your answer, Hazel! I think I understand this... If I wanted to use this method to add farmland, for example, I could only change the ground textures in a single 8x8 block location per map pixel. But I could place 3d models and flats anywhere. Is this correct?

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Hazelnut
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Re: Modding Tutorials: World Data Overrides

Post by Hazelnut »

Yes I think that's correct. Though having 8x8 block location of tiles covers an entire map pixel, so large farms are doable I think - in theory.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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