[MOD] Unofficial Block, Location and Model Fixes
- XJDHDR
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Re: [MOD] Unofficial Block, Location and Model Fixes
Just did some testing and it seems like it was after my PR 2051 was merged that this problem started. Which is very strange because I'm pretty sure the PR was working when both Interkarma and myself tested it.
My DF Unity mods:
Unofficial Block, Location and Model Fixes
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My other creations and essays:
https://xjdhdr.gitlab.io/
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
- XJDHDR
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Re: [MOD] Unofficial Block, Location and Model Fixes
I found the problem and submitted a PR for it. Basically, my original PR only applied the Automap material and shader updates to vanilla models and not mod added ones. I guess Interkarma and I missed this during testing.
Thanks for informing me about this.
My DF Unity mods:
Unofficial Block, Location and Model Fixes
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My other creations and essays:
https://xjdhdr.gitlab.io/
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
- pango
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Re: [MOD] Unofficial Block, Location and Model Fixes
Sweet
(and by the way the fix seems to work for me)
(and by the way the fix seems to work for me)
Mastodon: @pango@fosstodon.org
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- Ralzar
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Re: [MOD] Unofficial Block, Location and Model Fixes
Hey I just reported this bug, but it turned out to be this mod causing it:
viewtopic.php?f=5&p=55442#p55442
I tried updating the mods, but I see the version number you list on nexus, does not match up with the version numbers for the mods in the mod list? Did you upload an old version of the mod by accident?
Nexus says 2021.01.31 for the mod page.
Then it says 2021.03.25 for the file download?
And then the mods in the modlist says 2021.03.20 and 2021.01.16 ?
viewtopic.php?f=5&p=55442#p55442
I tried updating the mods, but I see the version number you list on nexus, does not match up with the version numbers for the mods in the mod list? Did you upload an old version of the mod by accident?
Nexus says 2021.01.31 for the mod page.
Then it says 2021.03.25 for the file download?
And then the mods in the modlist says 2021.03.20 and 2021.01.16 ?
- XJDHDR
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Re: [MOD] Unofficial Block, Location and Model Fixes
Sorry for the late reply. The problem was that the prefab's Mesh Collider somehow forgot which model it was supposed to be creating a collider from, meaning that it didn't have any collision. No idea how that happened but it will be fixed in the next version. Thanks for reporting these problems.Ralzar wrote: ↑Sat Jun 26, 2021 12:30 pm Hey I just reported this bug, but it turned out to be this mod causing it:
viewtopic.php?f=5&p=55442#p55442
I tried updating the mods, but I see the version number you list on nexus, does not match up with the version numbers for the mods in the mod list? Did you upload an old version of the mod by accident?
Nexus says 2021.01.31 for the mod page.
Then it says 2021.03.25 for the file download?
And then the mods in the modlist says 2021.03.20 and 2021.01.16 ?
As for the version mismatches, I've just fixed the mismatch between the mod page and file download. I must have forgotten to update the mod page version when I uploaded that version. As for the modlist, I didn't upload old builds; the fixes in those builds correspond with what my docs say. I just forgot to update the build number to match the date I uploaded the build. I'll try to not make that mistake again.
Last edited by XJDHDR on Thu Jul 01, 2021 6:52 am, edited 1 time in total.
My DF Unity mods:
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
- Ralzar
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Re: [MOD] Unofficial Block, Location and Model Fixes
THanks
Also, I ran into one locked door I could walk through. I unfortunately did not record where that was, but it was the door out from one of those large rooms with a ramp up which is stometimes connected to the little hallway with the trapdoor that has to be opened by a trigger. Castle Necromoghan for example has one of these. It was the upstairs door that was locked but had no collision.
Also i Daenia city, Daenia region there is duplicate tavern name while using your mod:
With your mod: Unmodded tavern names:
Also, I ran into one locked door I could walk through. I unfortunately did not record where that was, but it was the door out from one of those large rooms with a ramp up which is stometimes connected to the little hallway with the trapdoor that has to be opened by a trigger. Castle Necromoghan for example has one of these. It was the upstairs door that was locked but had no collision.
Also i Daenia city, Daenia region there is duplicate tavern name while using your mod:
With your mod: Unmodded tavern names:
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Re: [MOD] Unofficial Block, Location and Model Fixes
Hi! I found a floating torch in one of the mini crypt dungeons, The Gaerhart Vaults; screenshot and save attached.
https://imgur.com/6OiARg6
https://imgur.com/6OiARg6
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- Ralzar
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Re: [MOD] Unofficial Block, Location and Model Fixes
Not using your mod at the moment. Ran into two taverns with the same name in Satakalaam, Satakalaam.
The Unfortunate Dagger appears twice.
The Unfortunate Dagger appears twice.
- XJDHDR
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Re: [MOD] Unofficial Block, Location and Model Fixes
Sorry for the late replies everyone.
Edit: I've audited every single model in my mod and I could not find issues with the collision for any of the other models. I also visited Castle Necromoghan and checked that specific door. It's collision is fine.
Both of those taverns are part of the BOOKAL01.RMB block and my mod does edit this block to move a signpost.
Please can you double-check this? It sounds to me like a mod conflict and/or bug in DFU.
Edit: I think I've figured out why I couldn't reproduce this. There was a bug in DFU itself that caused duplicate names. I must have used the codebase with this fix implemented when I tested.
These two taverns are part of two different blocks: PAWNAL01.RMB and TVRNAL04.RMB. My mod doesn't touch either of them. I can see what I can do about fixing this but I think we first need to check if this is a bug in DFU or the original game data.
I'll go through all of my mod's prefabs and double-check their collision data.Ralzar wrote: ↑Thu Jul 01, 2021 6:06 am Also, I ran into one locked door I could walk through. I unfortunately did not record where that was, but it was the door out from one of those large rooms with a ramp up which is stometimes connected to the little hallway with the trapdoor that has to be opened by a trigger. Castle Necromoghan for example has one of these. It was the upstairs door that was locked but had no collision.
Edit: I've audited every single model in my mod and I could not find issues with the collision for any of the other models. I also visited Castle Necromoghan and checked that specific door. It's collision is fine.
I can't reproduce this. With just UBLaMF installed, those two taverns have the correct names:
Both of those taverns are part of the BOOKAL01.RMB block and my mod does edit this block to move a signpost.
Please can you double-check this? It sounds to me like a mod conflict and/or bug in DFU.
Edit: I think I've figured out why I couldn't reproduce this. There was a bug in DFU itself that caused duplicate names. I must have used the codebase with this fix implemented when I tested.
There might be a bug here but it's not caused by my mod. Here is a screenshot of my game without any mods installed. As you can see, these duplicate names exist in vanilla DFU as well:
These two taverns are part of two different blocks: PAWNAL01.RMB and TVRNAL04.RMB. My mod doesn't touch either of them. I can see what I can do about fixing this but I think we first need to check if this is a bug in DFU or the original game data.
Thanks. I've added this to my to-do list.13thsyndicate wrote: ↑Fri Aug 20, 2021 9:46 am Hi! I found a floating torch in one of the mini crypt dungeons, The Gaerhart Vaults; screenshot and save attached.
Last edited by XJDHDR on Mon Sep 27, 2021 9:30 pm, edited 2 times in total.
My DF Unity mods:
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
Unofficial Block, Location and Model Fixes
Skip Intro Video
My other creations and essays:
https://xjdhdr.gitlab.io/
- haloterm
- Posts: 391
- Joined: Sat Feb 16, 2019 5:21 am
Re: [MOD] Unofficial Block, Location and Model Fixes
Hi,
W0000018.RDB has two big rooms on the upper floor. They were not connected properly for some time, which was fixed in DFU PR #2130 (https://github.com/Interkarma/daggerfal ... /pull/2130). The fix was adding a corridor.
When unofficial block, location and model fix is installed, this change is reverted, so the rooms are not connected anymore (making it impossible in some dungeons to reach one of the quest markers).
This is WITHOUT the mod installed - the corridor connects both parts:
And this is WITH the mod installed - notice the missing corridor:
To check for yourself, go to Phrygias, travel to Ruins of Tower Hearthhart and use console to reveal_all.
See also this thread: viewtopic.php?f=5&p=57203#p57203
(Filed this also in your Nexus bug tracker)
W0000018.RDB has two big rooms on the upper floor. They were not connected properly for some time, which was fixed in DFU PR #2130 (https://github.com/Interkarma/daggerfal ... /pull/2130). The fix was adding a corridor.
When unofficial block, location and model fix is installed, this change is reverted, so the rooms are not connected anymore (making it impossible in some dungeons to reach one of the quest markers).
This is WITHOUT the mod installed - the corridor connects both parts:
And this is WITH the mod installed - notice the missing corridor:
To check for yourself, go to Phrygias, travel to Ruins of Tower Hearthhart and use console to reveal_all.
See also this thread: viewtopic.php?f=5&p=57203#p57203
(Filed this also in your Nexus bug tracker)