[MOD] Unofficial Block, Location and Model Fixes

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DunnyOfPenwick
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Re: [MOD] Unofficial Block, Location and Model Fixes

Post by DunnyOfPenwick »

I was fixing a door texture issue for Tempered Interiors and noticed what seems to be a similar problem in UBLaMF.

The building interior door textures (for model 9000) are climate-specific, enabling UBLaMF makes all door textures the same.

Screenshot of interior door in desert climate with no mods enabled:
2022_10_25_14_10_57.jpg
2022_10_25_14_10_57.jpg (47.87 KiB) Viewed 548 times
Screenshot with UBLaMF enabled:
2022_10_25_14_09_53.jpg
2022_10_25_14_09_53.jpg (49.78 KiB) Viewed 548 times
Was this a necessary texture change to fix some other problem, or is it just an oversight?

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King of Worms
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Re: [MOD] Unofficial Block, Location and Model Fixes

Post by King of Worms »

Hi mate, I found a bug.

When Im in the shop, with Dream enabled, and enable your mod, it reverts one wall with windows to vanilla.

If the save places you in front of building because of different terrain version we might be using, dont worry, its a little town with just one shop
SAVE86.rar
(169.57 KiB) Downloaded 12 times
Its the wall in the main room with the shop keeper, the only one with windows.

Pls let me know if you have any idea what might be causing it.
DaggerfallUnity 2022-11-06 16-31-46.jpg
DaggerfallUnity 2022-11-06 16-31-46.jpg (1.94 MiB) Viewed 363 times

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XJDHDR
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Re: [MOD] Unofficial Block, Location and Model Fixes

Post by XJDHDR »

DunnyOfPenwick wrote: Tue Oct 25, 2022 6:27 pm The building interior door textures (for model 9000) are climate-specific, enabling UBLaMF makes all door textures the same.

Was this a necessary texture change to fix some other problem, or is it just an oversight?
It's an oversight. I didn't know that this door had climate variations. I'll have to release a hotfix.
King of Worms wrote: Sun Nov 06, 2022 3:27 pm Hi mate, I found a bug.

When Im in the shop, with Dream enabled, and enable your mod, it reverts one wall with windows to vanilla.

Pls let me know if you have any idea what might be causing it.
Please can you check your mods' load orders. The only way I was able to reproduce this "bug" was by loading UBLaMF after DREAM, which is how the mod loader is supposed to work.

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King of Worms
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Re: [MOD] Unofficial Block, Location and Model Fixes

Post by King of Worms »

Thank you. Moving your mod above Dream solved it.
But I did not receive any notification on the load order. Some mods give me that msg.
Can you please - if possible - make that load order notification when these two mods are loaded together? I have no idea on how to make it happen.

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XJDHDR
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Re: [MOD] Unofficial Block, Location and Model Fixes

Post by XJDHDR »

King of Worms wrote: Sun Nov 06, 2022 10:16 pm Thank you. Moving your mod above Dream solved it.
But I did not receive any notification on the load order. Some mods give me that msg.
Can you please - if possible - make that load order notification when these two mods are loaded together? I have no idea on how to make it happen.
I think you're talking about the Dependencies feature. Unfortunately, it's not possible for me to tell DFU that my mod must load before any others, only that it must load after a specific mod. You will have to put this json in your mod's manifset. IsOptional must be set to true, and IsPeer must be set to false. Name will probably need to be "Unofficial Block, Location and Model Fixes".

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King of Worms
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Re: [MOD] Unofficial Block, Location and Model Fixes

Post by King of Worms »

Ok I will try to do that :)

But I have no idea on how to append that to the current file:X

Here are 2 files
Textures manifest
text file with pre filled dependencies

Can u pls merge that somehow? Thank you
Desktop.rar
(4.08 KiB) Downloaded 14 times

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XJDHDR
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Re: [MOD] Unofficial Block, Location and Model Fixes

Post by XJDHDR »

King of Worms wrote: Mon Nov 07, 2022 10:36 am Ok I will try to do that :)

But I have no idea on how to append that to the current file:X

Here are 2 files
Textures manifest
text file with pre filled dependencies

Can u pls merge that somehow? Thank you

Desktop.rar
You're editing the wrong file. When I said "mod's manifset", I was referring to the manifest mentioned by the doc I linked to. The one used to create a mod (<mod_name>.dfmod.json). Not the manifest that is created by building a mod.

Also, you only need to add the Dependencies array to your json. Your file will already have a Files array present, so you don't need to add a second one.
Edit: Also, don't forget to add a comma after the Files array's closing square bracket (i.e. ],). Alternatively, you can put the Dependencies array before the Files array, then put the comma on the former's closing square bracket.
Last edited by XJDHDR on Mon Nov 07, 2022 8:00 pm, edited 1 time in total.

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King of Worms
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Re: [MOD] Unofficial Block, Location and Model Fixes

Post by King of Worms »

Got it, thank you. I tried the correct file 1st but it was overwritten with mod builder by my fault. Will solve it, also thanks to BadLuck :)

nicksta1310
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Re: [MOD] Unofficial Block, Location and Model Fixes

Post by nicksta1310 »

Thank you for all your hard work on these fixes. I have one issue to report and a question about another issue.

There are some buildings that are labelled as gem stores on the map, but they don't have any shop shelves and the person inside does not behave like a shopkeeper. Here's a list of the locations that I've discovered so far:
Vintage Jewelry in Baelmoth, Daggerfall;
First Class Precious Stones in Graywick, Wrothgarian Mountains;
Doctor Rodistair's Jewelry in Burgwall, Daggerfall;
Vintage Jewelers in Longcart, Wrothgarian Mountains;
Gondastyr's Bijoutry in Cathcroft, Wrothgarian Mountains;
The Essential Jewels in Reycester, Wrothgarian Mountains.

I'm also wondering if it's within the scope of your mod to fix the building names for the Akatosh Chantry. All of their temples are incorrectly labelled as Order of the Hour. I found an old post on this forum indicating that it's caused by an incorrect faction ID.
viewtopic.php?p=37934#p37934

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King of Worms
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Re: [MOD] Unofficial Block, Location and Model Fixes

Post by King of Worms »

Hi :)

These cemetery buildings have quite messed up mapping
DaggerfallUnity 2022-11-23 23-02-03.jpg
DaggerfallUnity 2022-11-23 23-02-03.jpg (695.46 KiB) Viewed 125 times
Wayrest - woodborne hall
the back of the building has this issue
DaggerfallUnity 2022-11-23 23-09-46.jpg
DaggerfallUnity 2022-11-23 23-09-46.jpg (566.4 KiB) Viewed 125 times

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