Windmills of Daggerfall

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Kamer
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Windmills of Daggerfall

Post by Kamer » Fri Oct 11, 2019 1:43 pm

Windmills of Daggerfall

Image

This mod adds Windmills back to the game with animated blades. Windmills are placed on all farms. This is a small mod but I hope it adds a bit of life to your game. In future updates I hope to maybe one day add the interior to windmills. Maybe even convert this mod into a farmland overhaul. For now, enjoy the nice scenery.


Screenshots:
Spoiler!
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I lack the AssetBundles for Unity to create a Linux/Mac Version. If anyone can help me out with that please contact me. For now, this is just a Windows release.



Installation:

1. Open the folder that matches your operating system (Windows/OSX, Linux)

2. Copy the "windows of daggerfall.dfmod" into your DaggerfallUnity_Data/StreamingAssets/Mods folder

3. Make sure the mod is enabled on the mod menu


Download:WindmillsofDaggerfall
Last edited by Kamer on Sat Oct 12, 2019 4:01 am, edited 2 times in total.

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King of Worms
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Re: Windmills of Daggerfall

Post by King of Worms » Fri Oct 11, 2019 4:26 pm

Hi, thanks for the mod! Everything new in the barren landscapes is great ;)

I can try to create the linux and osx variants, send me the files if you want

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TheLacus
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Re: Windmills of Daggerfall

Post by TheLacus » Fri Oct 11, 2019 4:38 pm

Run the Unity Editor installer again and select support for Linux and Osx. You don't need to reinstall everything, selecting these new optional features should be enough if you use the installer for the same version.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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Uncanny_Valley
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Re: Windmills of Daggerfall

Post by Uncanny_Valley » Fri Oct 11, 2019 4:40 pm

Super nice! :D

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Kamer
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Re: Windmills of Daggerfall

Post by Kamer » Sat Oct 12, 2019 4:01 am

TheLacus wrote:
Fri Oct 11, 2019 4:38 pm
Run the Unity Editor installer again and select support for Linux and Osx. You don't need to reinstall everything, selecting these new optional features should be enough if you use the installer for the same version.
Thank you, OSX/Linux versions are now up.

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pango
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Re: Windmills of Daggerfall

Post by pango » Sat Oct 12, 2019 8:37 am

Works on Linux, and adds a nice touch to farms, thanks!

There may be some unnecessary stuff in the RAR archive, namely StandaloneWindows/WindmillsofDaggerfall.rar and StandaloneWindows/Mods/...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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King of Worms
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Re: Windmills of Daggerfall

Post by King of Worms » Sat Oct 12, 2019 8:48 am

Uncanny_Valley wrote:
Fri Oct 11, 2019 4:40 pm
Super nice! :D
Hi UV, can I ask... how is the progress on the location editor going? Id be quite interrested in decorating some places, like ships, some houses etc, mostly interiors but exteriors might be fun as well. There Id like to improve the surroundings of the main quest locations/dungeon entrances.

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Kamer
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Re: Windmills of Daggerfall

Post by Kamer » Sat Oct 12, 2019 9:05 am

pango wrote:
Sat Oct 12, 2019 8:37 am
Works on Linux, and adds a nice touch to farms, thanks!

There may be some unnecessary stuff in the RAR archive, namely StandaloneWindows/WindmillsofDaggerfall.rar and StandaloneWindows/Mods/...
I only learned how to make dfmods recently and wasn't sure if I needed those files, I'll keep that in mind for the next version!

Edit: Also was making extra files for the Nexus release. Should have cleaned that up.

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Midknightprince
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Re: Windmills of Daggerfall

Post by Midknightprince » Sun Oct 13, 2019 5:17 am

Woa
Check out my YouTube Channel!

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