Docks of DaggerFall (Long-term project)

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imsobadatnicknames
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Re: Docks of DaggerFall (Long-term project)

Post by imsobadatnicknames »

Something cool I noticed while working on the Daggerfall release. If you go to the Grimton docks you can see the Fonthope End lighthouse in the distance.
Image
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

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emmathepony
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Re: Docks of DaggerFall (Long-term project)

Post by emmathepony »

That's such a cool screenshot! :mrgreen:

imsobadatnicknames
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Re: Docks of DaggerFall (Long-term project)

Post by imsobadatnicknames »

Daggerfall region is done. I wanted to keep it faithful to the locations marked as "ports" by the game, but I quickly changed my mind about that and started taking liberties. On the one hand there are locations like Aldpath Hall, which is considered a port by the game and in the travel map appears to be right next to the ocean but when you go there you actually have to move 2-3 map pixels to the south to even see the ocean; on the other hand there's locations lice Westhead Moor, which isn't considered a port, but I just thought that such a big city having no docks despite being right next to the ocean just didn't make sense.

Anyway, II'm updating both the first post here and the nexus description.
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Docks of Daggerfall daggerfall region release.rar
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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

imsobadatnicknames
Posts: 371
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Re: Docks of DaggerFall (Long-term project)

Post by imsobadatnicknames »

IMPORTANT: IT SEEMS LIKE THE PROBLEMS WITH THE MODELS GETTING FUCKED UP WERE SOMETHING THAT'S ONLY HAPPENING IN MY INSTALL OF THE GAME.

THIS MEANS THIS MOD IS COMPATIBLE WITH 10.26 AND NOT PATCH IS NEEDED
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

communityus
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Re: Docks of DaggerFall (Long-term project)

Post by communityus »

In my tests 10.26 also worked fine.

Just saw these: viewtopic.php?p=48981#p48981
Could be fun to add those to the docks that aren't listed as ports giving reason as to why they are "closed."

I've been organizing a ton this weekend, but will upload some more docks in a day or so.

imsobadatnicknames
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Location: Colombia

Re: Docks of DaggerFall (Long-term project)

Post by imsobadatnicknames »

communityus wrote: Sun Oct 11, 2020 5:54 am In my tests 10.26 also worked fine.

Just saw these: viewtopic.php?p=48981#p48981
Could be fun to add those to the docks that aren't listed as ports giving reason as to why they are "closed."

I've been organizing a ton this weekend, but will upload some more docks in a day or so.
Yeah, I hoenstly don't know what's wrong. In my 10.24 install all locations from this mod work fine, but as soon as I put them into 10.26 they start glitching out really hard. I tried deleting and reinstalling 10.26 but still nothing.

Anyway, can't wait to see your work with this mod. But of course, take your time! I haven't started working on Wayrest yet bc there's a lot going on in my lif rn but I'll get there eventually.

I'll think about adding more detail to the docks of Westehead moor and place slike that to explain why they're close as you said :)
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

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jayhova
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Re: Docks of DaggerFall (Long-term project)

Post by jayhova »

I'd really like to see rivers and port cities brought down closer to sea level.
Remember always 'What would Julian Do?'.

Dragonrider
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Joined: Tue Oct 13, 2020 8:34 pm

Re: Docks of DaggerFall (Long-term project)

Post by Dragonrider »

Hey there. :) I just want to know if this amazing project is still in (active) development. Or is it dead?

Best wishes,
Dragonrider

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Ralzar
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Re: Docks of DaggerFall (Long-term project)

Post by Ralzar »

Dragonrider wrote: Sun May 08, 2022 3:11 pm Hey there. :) I just want to know if this amazing project is still in (active) development. Or is it dead?

Best wishes,
Dragonrider
If you haven't, check out World Of Daggerfall. It adds docks to the game.

Dragonrider
Posts: 6
Joined: Tue Oct 13, 2020 8:34 pm

Re: Docks of DaggerFall (Long-term project)

Post by Dragonrider »

Ralzar wrote: Sun May 08, 2022 3:48 pm
Dragonrider wrote: Sun May 08, 2022 3:11 pm Hey there. :) I just want to know if this amazing project is still in (active) development. Or is it dead?

Best wishes,
Dragonrider
If you haven't, check out World Of Daggerfall. It adds docks to the game.


Yes, I actually found and installed the „World“-mod about a week ago. I really like it, but since the dock buildings are only exteriors so you can‘t go inside, it feels kind of incomplete. Will there perhaps be an update of the „Docks of Daggerfall“-mod some day?

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