To the author: For it to work via Vortex, the .dfmod file should be in a Mods folder. ("\Mods\YOURFILE.dfmod")
To people using Vortex: After you install all your mods, go to the "\Daggerfall Unity\DaggerfallUnity_Data\StreamingAssets" folder and move all the .dfmod files to the \Mods folder there (so "\Daggerfall Unity\DaggerfallUnity_Data\StreamingAssets\Mods") (Note: This will confuse and break Vortex for these mods.)
To people weirdly mad about people using Vortex: It's because we can install a whole collection more easily than manually downloading and installing every single mod. Even with the unpaid version, it saves a few clicks per mod, which adds up when you have 50-70 mods being installed (which is how many I have had). It also allows selecting all and looking for updates. Manually checking every single mod for updates would be a pain, and you probably just aren't updating everything at that point.
It meant the mods work in the game, but since it's moving the files manually, Vortex, the mod manager, may not be able to manage those mods (remove, update, etc) because the files aren't where it put them or expected them to be.
If I understand the basic system for mod managers, all that would be needed is to have the correct folder structure, namely: Mods (I presume the file convenient clock.dfmod would be here) Textures (the Clock files go here)
At least, other mods I installed with Vortex worked with a structure like the one above (the two bold folder names).
That said, I am a noob at DFU. I presume mod managers would be confused what to do with this mod.
Maybe changing the folders by hand, re-zipping it, and installing it manually in Vortex would work. With WinRar, you can remove the unrequired folders (depending if Linux, Windows, etc.) and rename the folders directly in the compressed file. EDIT: I just tested it, and the mod is now in Vortex and working in-game, with its settings all working.
How to turn on that yellow compass border? I don't have it, but i throwed files from "DREAM-Convenient Clock compatibility" mod in the img folder like it said in the readme file.
Can't seem to get this to work with daggerfall unity version 1.1.1
I've tried mod manager download/install as well as manual download and install to the streaming assets mods folder. It shows up in the unity interface mod list and is enabled there as well. It still doesn't show up at all with any setting when I actually go in-game, though.
This is for the windows version of this mod, and yes I did copy the windows version of the .dfmod to the mods folder.
Type: Day-Time Text Font Color: FFF700FF 12 or 24 Hour Clock, looks fine both ways Hide Background Hide Border Scale: 0.8 Height: 2.7
Places it just about perfectly in the unused space between the compass and the rest button. Best you can do without more granular position and size options. Trying to use the time bar or circle clock with retroframe is unfortunately a fool’s errand.
I wish it had font options to match the rest of the UI.
That's only for the text option, though + DREAM already has a preset doing this. Which is a shame, I would really love a circle option like in 1st screenshot, but seems like you can't do it properly for DREAM, sad.
it looks nice with vanilla interface. ecpecially circle clock. perfect fit. but how I can make it nice with DREAM? I mean, in DREAM compass become tiny. and I can't find setting to make it bigger. if I make clock as tiny as compass is, I couldn't be able to see what time it is.
SAME! It sucks that we have to choose between nice graphics in DREAM and nice clock in this mod, but such is the state of Daggerfall modding at the moment, alas. The best compromise at the moment seems to be using a text option (DREAM has a preset for it).
I had the same thing, but worked out that it was caused by having Conv. Clock below another mod, Climates & Calories, in my load order.
Moving Conv. Clock above the other mod allowed the clock to appear on screen, although it forced a terrain reposition to outside the town I was in (maybe that was also affected by another mod). In a dungeon, that might be a more serious nuisance, so choose a "safe" place to play with mod order.
Generally so far, I get the feeling DU modding is fairly sensitive to mod order, even when you might think the mods don't relate to one another. Maybe that's to be expected when modding a game is still in its early stages.
I also had a similar issue, and followed LudwigvanB's advice (however my clock was already above Climates & Calories) so I decided to put the clock at the top of the Order (priority 0.... for some reasons) and....... IT WORKED !!!!! 8D
47 comments
To people using Vortex: After you install all your mods, go to the "\Daggerfall Unity\DaggerfallUnity_Data\StreamingAssets" folder and move all the .dfmod files to the \Mods folder there (so "\Daggerfall Unity\DaggerfallUnity_Data\StreamingAssets\Mods") (Note: This will confuse and break Vortex for these mods.)
To people weirdly mad about people using Vortex: It's because we can install a whole collection more easily than manually downloading and installing every single mod. Even with the unpaid version, it saves a few clicks per mod, which adds up when you have 50-70 mods being installed (which is how many I have had). It also allows selecting all and looking for updates. Manually checking every single mod for updates would be a pain, and you probably just aren't updating everything at that point.
as of 2025-01-10 this solution works!
Mods (I presume the file convenient clock.dfmod would be here)
Textures (the Clock files go here)
At least, other mods I installed with Vortex worked with a structure like the one above (the two bold folder names).
That said, I am a noob at DFU. I presume mod managers would be confused what to do with this mod.
Maybe changing the folders by hand, re-zipping it, and installing it manually in Vortex would work. With WinRar, you can remove the unrequired folders (depending if Linux, Windows, etc.) and rename the folders directly in the compressed file.
EDIT: I just tested it, and the mod is now in Vortex and working in-game, with its settings all working.
I share here the link to the zip file working for Vortex on Windows:
https://drive.google.com/file/d/1oopjuIWC1JlKb_8oht_V1kHfwZu22J5p/view?usp=sharing
( If sharing this file is an issue, just respond and I will correct/remove )
I've tried mod manager download/install as well as manual download and install to the streaming assets mods folder. It shows up in the unity interface mod list and is enabled there as well. It still doesn't show up at all with any setting when I actually go in-game, though.
This is for the windows version of this mod, and yes I did copy the windows version of the .dfmod to the mods folder.
Font Color: FFF700FF
12 or 24 Hour Clock, looks fine both ways
Hide Background
Hide Border
Scale: 0.8
Height: 2.7
Places it just about perfectly in the unused space between the compass and the rest button. Best you can do without more granular position and size options. Trying to use the time bar or circle clock with retroframe is unfortunately a fool’s errand.
I wish it had font options to match the rest of the UI.
Which is a shame, I would really love a circle option like in 1st screenshot, but seems like you can't do it properly for DREAM, sad.
The best compromise at the moment seems to be using a text option (DREAM has a preset for it).
there is no clock
Moving Conv. Clock above the other mod allowed the clock to appear on screen, although it forced a terrain reposition to outside the town I was in (maybe that was also affected by another mod). In a dungeon, that might be a more serious nuisance, so choose a "safe" place to play with mod order.
Generally so far, I get the feeling DU modding is fairly sensitive to mod order, even when you might think the mods don't relate to one another. Maybe that's to be expected when modding a game is still in its early stages.