[Mod] Taverns Redone
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
Re: [Mod] Taverns Redone
Awesome, I love it when the taverns have multiple visible levels like that.
- emmathepony
- Posts: 248
- Joined: Sat Jun 29, 2019 5:26 pm
Re: [Mod] Taverns Redone
The multiple levels are amazing, would be cool if there were multiple entrances too (for sneaky rooftop thieves such as myself ).
- Orbarth
- Posts: 61
- Joined: Wed Aug 07, 2019 10:37 pm
Re: [Mod] Taverns Redone
I have been amazed by how much more "personality" the taverns and inns have now in Daggerfall.
I was running a new character and after going after Lady Brisienna to start the main quest, i was surprised by how better it was.
She was up there , observing the crowd when i made my entrance, so much more atmospheric roleplay than with the vanilla taverns.
Fantastic work on this addon.
I was running a new character and after going after Lady Brisienna to start the main quest, i was surprised by how better it was.
She was up there , observing the crowd when i made my entrance, so much more atmospheric roleplay than with the vanilla taverns.
Spoiler!
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] Taverns Redone
Glad you like it. This is actually my favorite one I did in the last release. Really happy how it turned out.Orbarth wrote: ↑Thu Oct 22, 2020 2:28 pm I have been amazed by how much more "personality" the taverns and inns have now in Daggerfall.
I was running a new character and after going after Lady Brisienna to start the main quest, i was surprised by how better it was.
She was up there , observing the crowd when i made my entrance, so much more atmospheric roleplay than with the vanilla taverns.
Spoiler!Fantastic work on this addon.
Funny that you would mention this. With the latest batch that I'm working on I actually tried to add exactly this. Almost worked, but sadly the way that entrances and exits are coded at the moment the player character didn't spawn at the position that I wanted. But maybe someday.emmathepony wrote: ↑Sat Oct 17, 2020 4:47 pm The multiple levels are amazing, would be cool if there were multiple entrances too (for sneaky rooftop thieves such as myself ).
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Re: [Mod] Taverns Redone
I think a couple of the vanilla taverns have multiples entrances/exits, I remember one with a courtyard.
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] Taverns Redone
Yes. There are both taverns and other interior buildings that do have multiple entrances/exits.
For some context. There are 98 unique taverns, that are used over and over again in the game. But all of these 98 taverns are also duplicates of the same 14 or so taverns. So a big challenge I had for this mod is often working on several taverns that start out identical and make them each look different.
In the beginning I mainly differentiated them but giving them different furniture and clutter, but more and more I have started reworking them entirely with different room layouts and hallways , sometimes beginning by gutting them completely on the inside and building the interior from the ground up.
With the latest set of taverns that I'm currently working on, I have also started making alterations to the exterior. The exterior of houses always consist of one big model. But in the Daggerfall game data there are also standalone pieces for single exterior house walls and roof, and I have been successful in using these to build small extensions for some of the taverns, making them slightly more unique. There are also standalone exterior walls that have doors, that I tried to use to add new entrances. They do "work" as in you can interact with them and they do teleport you inside, but in the way that doors are coded, the game gets confused about these doors since there are separate objects from the one big piece that is the rest of the house and doesn't quite know where to place you inside.
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [Mod] Taverns Redone
Are you able to move quest markers and NPC locations inside? Or do you simply build the new tavern to "fit" the existing positions of those?
At some point new dungeon modules could be a thing is hopefully much the same way you are doing the taverns. By taking the existing variants of modules and redesigning them but in a way where they still fit the original connecting points etc that the original ones had.
At some point new dungeon modules could be a thing is hopefully much the same way you are doing the taverns. By taking the existing variants of modules and redesigning them but in a way where they still fit the original connecting points etc that the original ones had.
- Uncanny_Valley
- Posts: 221
- Joined: Mon Mar 23, 2015 5:47 pm
Re: [Mod] Taverns Redone
Yes I do move around quest markes and NPC:s. I often add in extra NPC as well.Ralzar wrote: ↑Wed Oct 28, 2020 9:50 am Are you able to move quest markers and NPC locations inside? Or do you simply build the new tavern to "fit" the existing positions of those?
At some point new dungeon modules could be a thing is hopefully much the same way you are doing the taverns. By taking the existing variants of modules and redesigning them but in a way where they still fit the original connecting points etc that the original ones had.
- NikitaTheTanner
- Posts: 366
- Joined: Sun Oct 18, 2015 7:57 pm
Re: [Mod] Taverns Redone
That's pretty cool! If you ever get to modifying cheaper inns that have like one huge room with many beds, hostel type (if you didn't get to some of them already, I've not seen all of them in game yet), it would be pretty cool to add even more beds to the large room and maybe some poor looking NPCs, for a more cramped feeling.
Fellows like these I mean:
Fellows like these I mean: