[MOD] Daggerfall Skyshards
- alphaTECH
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Re: [MOD] Daggerfall Skyshards
I'll be disappointed though, you can't just leave shit broken and call it a day. DFU especially is supposed to be all about fixing and updating.
- pango
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Re: [MOD] Daggerfall Skyshards
Works for me, maybe load order issue?
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- alphaTECH
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- BoneofMalkav
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- Midknightprince
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Re: [MOD] Daggerfall Skyshards
If the sky-shards don't show up, but you can hear em, see the shaft of light (they're under the ground), do a quick save, and load it (on the spot).
It seems like it's happening when I'm going to places manually (no fast traveling).
Not all the time, but when it does, this fixes it..
It seems like it's happening when I'm going to places manually (no fast traveling).
Not all the time, but when it does, this fixes it..
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- pango
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Re: [MOD] Daggerfall Skyshards
A lot of things happen asynchronously, that could explain the randomness: sometimes the building is created first and the skyshard on top of it, sometimes the skyshard is created first and the building on top of it...Midknightprince wrote: ↑Tue Jan 28, 2020 2:20 am If the sky-shards don't show up, but you can hear em, see the shaft of light (they're under the ground), do a quick save, and load it (on the spot).
It seems like it's happening when I'm going to places manually (no fast traveling).
Not all the time, but when it does, this fixes it..
I wonder if there's provisions in loading framework to force an order and get the right behavior all the time...
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- Ralzar
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Re: [MOD] Daggerfall Skyshards
When I was testing Mountain Rumours for Hazelnut we ran into this kind of problem with a building:pango wrote: ↑Tue Jan 28, 2020 6:40 amA lot of things happen asynchronously, that could explain the randomness: sometimes the building is created first and the skyshard on top of it, sometimes the skyshard is created first and the building on top of it...Midknightprince wrote: ↑Tue Jan 28, 2020 2:20 am If the sky-shards don't show up, but you can hear em, see the shaft of light (they're under the ground), do a quick save, and load it (on the spot).
It seems like it's happening when I'm going to places manually (no fast traveling).
Not all the time, but when it does, this fixes it..
I wonder if there's provisions in loading framework to force an order and get the right behavior all the time...
The door entrance was up a set of stairs. If you started outside, you could enter and exit the building without problems.
However, if you loaded a savegame inside the building and then left through the door, it spent a few seconds loading and then spawned you outside, but clipped inside the stairs.
I theorized this was because the player was placed first and then the building loaded on top of him.
I am not sure if Hazelnut found a fix for that.
Last edited by Ralzar on Tue Jan 28, 2020 7:33 am, edited 1 time in total.
- alphaTECH
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Re: [MOD] Daggerfall Skyshards
Wouldn't just a having a Z coordinate prevent this from happening?pango wrote: ↑Tue Jan 28, 2020 6:40 amA lot of things happen asynchronously, that could explain the randomness: sometimes the building is created first and the skyshard on top of it, sometimes the skyshard is created first and the building on top of it...Midknightprince wrote: ↑Tue Jan 28, 2020 2:20 am If the sky-shards don't show up, but you can hear em, see the shaft of light (they're under the ground), do a quick save, and load it (on the spot).
It seems like it's happening when I'm going to places manually (no fast traveling).
Not all the time, but when it does, this fixes it..
I wonder if there's provisions in loading framework to force an order and get the right behavior all the time...
- pango
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Re: [MOD] Daggerfall Skyshards
Kinda. That would be hardcoding its position, so if say, somebody creates a mod that replaces the model of the Direnni Tower, and the model is not exactly the same size, you're back to floating or embedded skyshards...
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- alphaTECH
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Re: [MOD] Daggerfall Skyshards
True but the model is kinda designed to fit snugly in that spot so it'd most likely end up looking strange anyway.