[MOD] Interesting Terrains [WIP]
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Re: [MOD] Interesting Terrains [WIP]
Should the settings in the mod launcher for Interesting Terrains be blank? There is nothing there, of which I would assume there should not be a settings button if there are no options available.
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Re: [MOD] Interesting Terrains [WIP]
Not sure, since I haven't used this mod yet. The author can add a settings areas and not actually include settings. Maybe there was a plan to include settings at some point?
My Daggerfall Mod Github: l3lessed DFU Mod Github
My Beth Mods: l3lessed Nexus Page
Daggerfall Unity mods: Combat Overhaul Mod
Enjoy the free work I'm doing? Consider lending your support.
My Beth Mods: l3lessed Nexus Page
Daggerfall Unity mods: Combat Overhaul Mod
Enjoy the free work I'm doing? Consider lending your support.
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Re: [MOD] Interesting Terrains [WIP]
That is normal for this mod. I assume the author intended on there being settings later on but he never finished it.Flying Kites wrote: ↑Thu Apr 22, 2021 10:31 pm Should the settings in the mod launcher for Interesting Terrains be blank? There is nothing there, of which I would assume there should not be a settings button if there are no options available.
- Daniel87
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Re: [MOD] Interesting Terrains [WIP]
I am currently looking into the water/ocean problem.Jarlyjarljarl wrote: ↑Tue Apr 20, 2021 2:58 am Here's hoping someone can figure out how to make this work. I don't imagine it would require much change to be fixed as earlier versions had oceans and lakes and Distant Terrain shows that the ocean floor is at the correct level for water to appear.
My mod actually overrides the textures, so it actually solves the problem.
In Julianos we Trust.
- carademono
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Re: [MOD] Interesting Terrains [WIP]
That's terrific! Does the NPC swim in that water, or walk across it like an Illiac Jesus?
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
- Daniel87
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Re: [MOD] Interesting Terrains [WIP]
The player swims in it.carademono wrote: ↑Mon Apr 26, 2021 11:49 pm That's terrific! Does the NPC swim in that water, or walk across it like an Illiac Jesus?
NPCs I don't know. I think in DF and DFU, NPCs can't swim in general and always walk on water, no?
In Julianos we Trust.
- carademono
- Posts: 210
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Re: [MOD] Interesting Terrains [WIP]
I'm remastering the sprites right now and can confirm that there are none for swimming
Vanilla Enhanced: https://www.nexusmods.com/daggerfallunity/mods/273
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
World of Daggerfall Project: https://www.nexusmods.com/daggerfallunity/mods/249
GIS Construction Set: https://github.com/drcarademono/GIS-construction-set
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Re: [MOD] Interesting Terrains [WIP]
In earlier versions of the mod, the settings section had the option to disable fall damage while travelling with Tedious Travel (because in certain regions it was very likely that Tedious Travel would make your character fall off a cliff and die while using this terrain sampler). Not sure why it got removed. Maybe because Tedious Travel is now obsolete since the release of Travel Options, or maybe because the Basic Roads integration makes falling off cliffs while travelling a rare occurence now .Flying Kites wrote: ↑Thu Apr 22, 2021 10:31 pm Should the settings in the mod launcher for Interesting Terrains be blank? There is nothing there, of which I would assume there should not be a settings button if there are no options available.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0
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Re: [MOD] Interesting Terrains [WIP]
That's absolutely awesome mate. Looking forward to seeing your work. Is there any possibility that you could release a fix for interesting terrains using that method or will you be waiting until you've finished your mod?Daniel87 wrote: ↑Mon Apr 26, 2021 10:04 pmI am currently looking into the water/ocean problem.Jarlyjarljarl wrote: ↑Tue Apr 20, 2021 2:58 am Here's hoping someone can figure out how to make this work. I don't imagine it would require much change to be fixed as earlier versions had oceans and lakes and Distant Terrain shows that the ocean floor is at the correct level for water to appear.
My mod actually overrides the textures, so it actually solves the problem.
- Daniel87
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- Joined: Thu Nov 28, 2019 6:25 pm
Re: [MOD] Interesting Terrains [WIP]
Hmmm, the problem is, that when using my mod to override the terrain texturing of Interesting Terrain, it will come with a palette of other changes I have made to the terrain texturing, such as even swapping the original DFU textures with my own texture set which included mirrored versions of some that didn't exist in the original game. I changed a lot of things about how terrains are textured and am still working on the algorithms to increase realism.Jarlyjarljarl wrote: ↑Tue Apr 27, 2021 4:32 amThat's absolutely awesome mate. Looking forward to seeing your work. Is there any possibility that you could release a fix for interesting terrains using that method or will you be waiting until you've finished your mod?Daniel87 wrote: ↑Mon Apr 26, 2021 10:04 pmI am currently looking into the water/ocean problem.Jarlyjarljarl wrote: ↑Tue Apr 20, 2021 2:58 am Here's hoping someone can figure out how to make this work. I don't imagine it would require much change to be fixed as earlier versions had oceans and lakes and Distant Terrain shows that the ocean floor is at the correct level for water to appear.
My mod actually overrides the textures, so it actually solves the problem.
All you would need to get the oceans back is:
- Creating a mod
- Having the mod load your custom ITerrainTexturing script before game start
Code: Select all
static MyTerrainTexturing myTexturing;
myTexturing = new MyTerrainTexturing();
DaggerfallUnity.Instance.TerrainTexturing = myTexturing;
Code: Select all
if (height <= 100.1f) {
tileData[index] = water;
return;
}
In Julianos we Trust.