[MOD] l3lessed Enchanted Compass

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Yagiza
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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
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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

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l3lessed
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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

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l3lessed
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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

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l3lessed
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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

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Yagiza
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Re: [MOD] l3lessed Enchanted Compass

Post by Yagiza »

Thank you! I'll try it.

l3lessed
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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

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l3lessed
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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

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l3lessed
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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.

l3lessed
Posts: 1442
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Re: [MOD] l3lessed Enchanted Compass

Post by l3lessed »

New Version Posted:

Smashed the invisible model and automap geometry bugs for good now.

Added more features. The minimap can be moved around by clicking on the map when its in full screen. It will move and center the camera on the click location while in full screen.

I also added a player beacon that can be dropped. If you right click any spot on the map when in full screen, it will drop a beacon marker for you to easily locate things.

Lastly, hovering over buildings with the mouse reveals their name.

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.

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