[MOD] l3lessed Enchanted Compass

A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
User avatar
Yagiza
Posts: 129
Joined: Wed Jul 31, 2019 5:16 pm

Re: [MOD] l3lessed Enchanted Compass

Post by Yagiza »

How can I get the Compass and accessories without restarting the game? I tried to check an appropriate option in the mod settings, but nothing happened.

l3lessed
Posts: 1431
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

Re: [MOD] l3lessed Enchanted Compass

Post by l3lessed »

I pushed a new version to the github.

*Please Save and reload the game before playing with the newest version to ensure all enum dictionaries repopulate correctly.

5.0 Release
  • Smartkey input bug fixes. It should now properly detect holding, double tapping, and single tap properly without any odd behavior.
  • Fixed Smart view to toggle between icon and labels and scale properly with minimap size correctly
  • Made each effect type have its own separate controller script to decrease and spread load of effects system even more
  • Made scroll draggable by clicking and holding the header area and pulling it around.
  • Finished resizing drop effects into canvas size that only covers the effect to decrease load on effect system and game engine.
  • Rain drops now stretch a little to simulate friction on surface as they run down.
  • Updated how effects are triggered to add more variety and times they trigger based on seasons, weather, and time of day.
Last edited by l3lessed on Wed Nov 27, 2024 9:34 pm, edited 1 time in total.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

l3lessed
Posts: 1431
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

Re: [MOD] l3lessed Enchanted Compass

Post by l3lessed »

How can I get the Compass and accessories without restarting the game? I tried to check an appropriate option in the mod settings, but nothing happened.
I'll look into the forced option, but it should show up in I think general stores as an item to buy.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

l3lessed
Posts: 1431
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

Re: [MOD] l3lessed Enchanted Compass

Post by l3lessed »

Found the issue with not being able to find where to buy the compass easily. I had it registered as a magic, which I think was causing it to not show up in stores.

I think I may have also found the issue with forced creation of a compass not working. I'll do a quick rebuild a push.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

l3lessed
Posts: 1431
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

Re: [MOD] l3lessed Enchanted Compass

Post by l3lessed »

Pushed a new version to address issues brought up and also did a small amount of optimization on how pixel map changes work and generate markers:

- Made all the items under category useless2 so they should show up in general stores and pawn shops.
- Updated code for marker and map pixel changes to optimize it some more.
- Added one more roof texture to mesh generation detection to get more complete marker building outlines. Still missing a few, but buildings should always get all to most the building outline for the marker. This is just a small visual thing that no one has even mentioned yet.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

User avatar
Yagiza
Posts: 129
Joined: Wed Jul 31, 2019 5:16 pm

Re: [MOD] l3lessed Enchanted Compass

Post by Yagiza »

Thank you! I'll try it.

l3lessed
Posts: 1431
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

Re: [MOD] l3lessed Enchanted Compass

Post by l3lessed »

Sorry, found a few more bugs with the repair system today. I forgot to update the item scripts, so you can't repair compasses because it thinks you don't have the items, even if you do. I also found a little wonky glass switching effects. The broken glass effect would always default to a certain one when repairing, no matter the stage it was in at the beginning of repair. Lastly, there was a little miss alignment with compass percentages and when a repair could begin. You could repair your compass, even if no broken effects were apparent, like a cracked glass. This made so sense. Lastly, effect timers were still ticking duringrepairing, which would stop and break the repair cycle.

I finished fixing this today and will release tomorrow on github and nexus. Maybe this time around its bug free. With a mod that adds so many effects, custom GUI's, and features, it's hard to catch it all by myself.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

l3lessed
Posts: 1431
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

Re: [MOD] l3lessed Enchanted Compass

Post by l3lessed »

5.0 Fixes & Update
Well, I found more things to fix, on top of the previous mention, but it may finally be at a stable release state. As always, being a coder for hobby, I'm sure I could make the code even more efficient with more refactoring, but it seems to be running the best it has so far with no noticeable bugs/issues anymore.

Also, the version numbering is going to stick to 5.0 because I want to ensure it is in line with my nexus mod page for this mod. I released updates here I never pushed on there.

List of Updates/Fixes
  • Disabled all Collider and Mesh Collider objects on minimap object when activating blocks for viewing in interiors. This was done to ensure the invisible object/wall bug is hopefully fully squashed.
  • Compass Items are correctly categorized, so you can now repair compasses again with parts.
  • Replaced empty blood effect png with a new blood effect png. No more triggered blood effects showing nothing.
  • Compass and parts should show in general stores and pawn shops now.
  • Moved effect dictionary saves to on save event, which should make effect scripts run more efficiently anytime effects are triggered.
  • Properly remove and load effects between saves now. No more effects being carried between saves.
  • Frost timer is now saved between saves. Frost effect should load properly when loading a save with it already active. Before it would reset every time.
  • Numerous other small fixes/ optimizations I can't remember.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

l3lessed
Posts: 1431
Joined: Mon Aug 12, 2019 4:32 pm
Contact:

Re: [MOD] l3lessed Enchanted Compass

Post by l3lessed »

Pushed through another update. A nexus user pointed out the compass would not work when turning off the equippable mod setting to get rid of having to have it as a item to equip on and off. This has been fixed and pushed.
My Daggerfall Mod Github: l3lessed DFU Mod Github

My Beth Mods: l3lessed Nexus Page

Daggerfall Unity mods: Combat Overhaul Mod

Enjoy the free work I'm doing? Consider lending your support.

Post Reply