[Mod] New Locations

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Uncanny_Valley
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[Mod] New Locations

Post by Uncanny_Valley » Fri May 18, 2018 10:59 am

This mod enable the addition of new exterior location to the world of Daggerfall.

Location Loader
The mod file that enables the addition of new exterior locations
LocationLoader 0.3.zip
(32.19 KiB) Downloaded 58 times
Test Location
A collection of example locations
TestLocations.zip
(10.07 KiB) Downloaded 37 times
Locations Loader Source
Source code for the location loader. This also includes the unity editor script that allow you to create your own locations
LocationLoaderSource.zip
(16.9 KiB) Downloaded 14 times
Last edited by Uncanny_Valley on Sun Jun 03, 2018 7:35 pm, edited 1 time in total.

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Interkarma
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Re: [Mod] New Locations

Post by Interkarma » Fri May 18, 2018 11:06 am

Oh damn! This is very smart!

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Nystul
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Re: [Mod] New Locations

Post by Nystul » Fri May 18, 2018 12:06 pm

holy crap - how do you pull this off all the time? you are ingenious ;)

Mike
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Re: [Mod] New Locations

Post by Mike » Fri May 18, 2018 12:07 pm

Woah... this has incredible potential to seed the currently lifeless and massive "wilderness" with more interesting content to encourage exploration off the beaten path. Very nice!

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Hazelnut
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Re: [Mod] New Locations

Post by Hazelnut » Fri May 18, 2018 1:01 pm

Hi UV, I'm curious as to how are you integrating these location prefabs into the streamed world based on DF data files?

I had quite a lot of thoughts about how this could be done when I was creating the WorldData override system - which is only implemented for buildings up to now. Do you have a public repo with the code for the mod somewhere I could look at?

It would be nice if the methods could be unified.

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Uncanny_Valley
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Re: [Mod] New Locations

Post by Uncanny_Valley » Fri May 18, 2018 2:23 pm

Hazelnut wrote:
Fri May 18, 2018 1:01 pm
Hi UV, I'm curious as to how are you integrating these location prefabs into the streamed world based on DF data files?

I had quite a lot of thoughts about how this could be done when I was creating the WorldData override system - which is only implemented for buildings up to now. Do you have a public repo with the code for the mod somewhere I could look at?

It would be nice if the methods could be unified.
The simple answer is that, it's not integrated. The location prefabs are added completely "post". My first goal was to make something that just worked, that did what I wanted it to do. My next step is to make it a more clean and elegant solution and slowly expand on it.

I don't have a public repo with the code, but that is a good idea.

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Hazelnut
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Re: [Mod] New Locations

Post by Hazelnut » Fri May 18, 2018 2:59 pm

How on earth do they appear in the world at specific coords if it's not integrated with DFU streaming world code? Are you layering it on top of DFU as a Unity object - thingy.. sorry my Unity knowledge is rather sparse.. :D

If this is the case then DFU code has no knowledge or way to interact with the custom locations then, correct? Or am I missing something.

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Arl
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Re: [Mod] New Locations

Post by Arl » Fri May 18, 2018 5:18 pm

Wow!

Excelent stuff Uncanny_Valley, you're on fire!
My Deviantart page, I have some Daggerfall stuff in there.

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Hazelnut
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Re: [Mod] New Locations

Post by Hazelnut » Fri May 18, 2018 6:44 pm

Arl wrote:
Fri May 18, 2018 5:18 pm
Wow!
Agreed, I should have put that in my posts above.. I was just caught up in the how will that work thoughts. :oops:

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Jay_H
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Re: [Mod] New Locations

Post by Jay_H » Fri May 18, 2018 6:56 pm

Are the objects adjusted to the heightmap? If someone made Hills and Mountains 2.0 or something similar, will the objects track to ground level?

This is very exciting. Perhaps this could be the start of miniature outdoor dungeons. I'm curious as to whether these places can sustain enemy spawn points.
**INDEFINITE HIATUS** Check out the Daggerfall Unity mod page on ModDB.

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