[Mod] New Locations
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
[Mod] New Locations
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 Test Location
A collection of example locations Locations Loader Source
Source code for the location loader. This also includes the unity editor script that allow you to create your own locations
Location Loader
The mod file that enables the addition of new exterior locations Test Location
A collection of example locations Locations Loader Source
Source code for the location loader. This also includes the unity editor script that allow you to create your own locations
Last edited by Uncanny_Valley on Sun Jun 03, 2018 7:35 pm, edited 1 time in total.
- Interkarma
- Posts: 7249
- Joined: Sun Mar 22, 2015 1:51 am
Re: [Mod] New Locations
Oh damn! This is very smart!
- Nystul
- Posts: 1501
- Joined: Mon Mar 23, 2015 8:31 am
Re: [Mod] New Locations
holy crap - how do you pull this off all the time? you are ingenious
- mikeprichard
- Posts: 1037
- Joined: Sun Feb 19, 2017 6:49 pm
Re: [Mod] New Locations
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!
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: [Mod] New Locations
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.
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.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] New Locations
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.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.
I don't have a public repo with the code, but that is a good idea.
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: [Mod] New Locations
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..
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.
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.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Arl
- Posts: 202
- Joined: Sun Mar 22, 2015 10:57 am
Re: [Mod] New Locations
Wow!
Excelent stuff Uncanny_Valley, you're on fire!
Excelent stuff Uncanny_Valley, you're on fire!
My Deviantart page, I have some Daggerfall stuff in there.
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: [Mod] New Locations
Agreed, I should have put that in my posts above.. I was just caught up in the how will that work thoughts.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Jay_H
- Posts: 4073
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: [Mod] New Locations
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.
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.