Thank you so much for putting this incredible work together. Sorry if you already have been notified of this, but there's a purchasable house in Daggerfall that's missing a roof once you get inside:
Is this something within the scope of this mod to resolve?
Thank you for implementing this, already fixed some building issues for me. I have encountered a new building issue, however, and wonder if it can be fixed? Not a big deal if not, I have only encountered it in two cities in Bhoriane so far. Both cities had the same identical building presenting as a jewelry shop, but with a normal resident inside with no shop interactivity. Here are the screenshots:
Appears as a shop called "First Class Jewel Box"
How the "shop" appears on the outside
A normal resident that brings up the regular conversation window when interacting with her, no shop shelves inside
That one bug is a know issue in the actual game with a seed generation system because there not a lot of templates to choose from sometimes you will encounter similar shops and tavern buildings with the same name.
Detailed City Walls, Finding My Religion, and Fixed Desert Architecture all say they are not compatible with this mod, I loaded it first and will update if theres any issues in game.
I think you read some outdated info. Detailed City Walls and Finding My Religion don't say anything about incompatibilities with this mod, and Fixed Desert Architecture's description explicitly says that it is compatible. In my experience, Cliffworms is very good with compatibility.
Hi there, There is a typo in location-36-xxx.json and Unofficial Block, Map and Model Fixes.dfmod.json files where Bhoriane is incorrectly spelled Bhoraine. The inconsistency causes exceptions.
/!\Edit: Since the author is currently not around, feel free to modify these files with a text editor by yourself. Just find and replace each occurrence of Bhoraine by Bhoriane. If you are using Fixed Dungeon Exteriors, report to the instructions I left in the posts section until it's fixed.
Sorry for the late reply, but can you please give me more details? I just tried playing the game (including opening the world map and fast-travelling to one or two places in Bhoriane) and I did not see any exceptions. What do I need to do to trigger an exception?
Hey, thanks a lot for fixing all these little things! Especially the dungeon seams were very annoying to me and sometimes even allowed to peek at parts of the map. However, I would like to ask for a small feature.
Could you please implement an option to return the interior doors of buildings to their normal, darker shade? I totally understand why that change was made, but personally, I find it distracting. If not, do you know if I can simply replace the texture myself by putting it in the Texture subfolder?
This mod clashes with the "Finding My Religion" mod. I'll let the other mod know that they clash with your mod as well. Great mod by the way! Love the work you put into this. Really enhances the capacity for a person to suspend disbelief. Thank you for this.
From what I can see, Cliffworms fixed the incompatibility since you posted this. In future, when there is a conflict between this and another mod, it is generally the other mod author's responsibility to import the fixes I've implemented into their work. The main exception is when DFU itself prevents compatibility.
Hello. What are the update checks supposed to do? Sorry if I missed it, but I looked at the description page, your full readme, the forms page (did not go through all 16 pages) and I can find no reference to it.
It is checking for updates for something, but I cannot figure out what. Someone on the Darker Dungeons forum (iirc) mentioned changing it from 0 to 1 to fix an issue they are having (which I don't seem to have). My default value is 14, so why theirs would be set to 0 just confuses me more.
Added a script that checks if the player is running the latest version of this mod. The waiting period between checks can be configured in the mod's settings to between 0 and 30 days (default is 14). The checker can be disabled entirely as well in the same place.
Besides that, the settings page has descriptions for each setting present. So what are you having trouble understanding?
Hi, noob question: I downloaded the file directly into my streaming assets folder but i don't see the mod appear on the mod list and i suppose this is normal, right? (Platform: Mac)
You read the manual perfectly fine, it just didn't specifically state to move it to the mods folder. Only the streaming assets folder. So you should move it to the mods folder.
You read the manual perfectly fine, it just didn't specifically state to move it to the mods folder. Only the streaming assets folder. So you should move it to the mods folder.
Where is your evidence proving that my installation instructions are wrong, whereas "move the downloaded 7z file into the Mods folder" is the correct procedure? Where is your evidence proving that DFU knows what to do with 7z files? Where is your evidence proving that this is the correct Streaming Assets folder configuration for this mod (i.e. extract the contents of the 7z into the Mods folder, not the Streaming Assets folder as my readme instructs): -Docs --{Docs provided by other mods} -Mods --{Other dfmods} --Docs ---{DFU's readme} --Mods ---{DFU's dfmod files}
I really dislike it when people provide "corrections" that turn correct information into provably wrong info.
59 comments
Is this something within the scope of this mod to resolve?
city.
Appears as a shop called "First Class Jewel Box"
How the "shop" appears on the outside
A normal resident that brings up the regular conversation window when interacting with her, no shop shelves inside
There is a typo in location-36-xxx.json and Unofficial Block, Map and Model Fixes.dfmod.json files where Bhoriane is incorrectly spelled Bhoraine.
The inconsistency causes exceptions.
/!\ Edit: Since the author is currently not around, feel free to modify these files with a text editor by yourself. Just find and replace each occurrence of Bhoraine by Bhoriane.
If you are using Fixed Dungeon Exteriors, report to the instructions I left in the posts section until it's fixed.
Could you please implement an option to return the interior doors of buildings to their normal, darker shade? I totally understand why that change was made, but personally, I find it distracting. If not, do you know if I can simply replace the texture myself by putting it in the Texture subfolder?
What are the update checks supposed to do? Sorry if I missed it, but I looked at the description page, your full readme, the forms page (did not go through all 16 pages) and I can find no reference to it.
It is checking for updates for something, but I cannot figure out what. Someone on the Darker Dungeons forum (iirc) mentioned changing it from 0 to 1 to fix an issue they are having (which I don't seem to have). My default value is 14, so why theirs would be set to 0 just confuses me more.
So, what does it do?
I did not read the changelog. It was the last place I thought of looking for this.
(Platform: Mac)
-Docs
--{Docs provided by other mods}
-Mods
--{Other dfmods}
--Docs
---{DFU's readme}
--Mods
---{DFU's dfmod files}
I really dislike it when people provide "corrections" that turn correct information into provably wrong info.