The mod currently prevents me from entering the temple in Tuntower in Daggerfall. It just says 'This house has nothing of value'. I tested this on a new character with only this mod and its two required mods (DET and RMB) enabled.
EDIT: Seems like I can't enter any of Dibella's temples, it's always the same error.
EDIT 2: Okay, it seems to be not this mod per se, but rather the most recent version of DET. Using an older version (in my case 0.6.3) fixed he issue.
Went to the temple of mara in anticlere and there's weird one-way walls all over the front area. And a statue to julianos not mara. I'm using transparent windows, would that be an issue? I've been in other temples and they've all seemed fine
It looks like the interior of the temple is the vanilla one in your screenshot, not Finding My Religion's. Is this in the city of Anticlere or a temple of Mara elsewhere in the Anticlere region?
It may be the result of mods that are not correctly ordered. The mod auto-sorts the load order that may impact it. Can you try going in your mod list in the Daggerfall Unity start menu and click on "Save and close"? It will order the mods automatically.
By default, Transparent Windows works fine with FMR on its own, but may be wonky if mods that use FMR's temple interiors are present, such as Beautiful Villages of Daggerfall.
Thanks for the response! This is in the city itself.
Mod list order is auto sorted... I am using quite a few other mods, not Beautiful Villages though. If I move yours to the bottom I get warnings about how other mods like "fixed desert architecture" and the Dream mod compat patch need to be below it.
Ignoring those warnings, it does look a lot better. I'll just keep this mod at the bottom of the list going forward.
Do you mean that if Fixed Desert Architecture is loaded above Finding My Religion, the visual issues don't show? While it may work that way, the temples in desert regions will not use the desert variant introduced by Fixed Desert Architecture, which is why that one must be loaded after Finding My Religion.
Okay I found out what was going on. I previously had Anticlere's temple of Mara have a unique version with a unique priest inside. This was from Famous Faces of the Iliac Bay, but that priest has now been moved to the Anticlere Palace.
It seems that on an existing game, the script fails to load up the version of the Mara temple with the unique NPC inside, so it instead loads the default vanilla version.
I've tested on both an existing game and a new game. On an existing game, it fails to load it but it's fine on an existing game. If you said that turning off Fixed Desert Architecture took care of it, maybe that somehow reverted Finding My Religion's script. If that's the case... maybe enabling FDA again will make Anticlere's temple show up correctly now.
In any case, it's a result of some scripting mysteries that's, at least, resolved somehow. ;)
Interesting, thanks for looking into it! If I re-enable FDA the bugged walls come back. I think I'll leave FDA off as it did interfere with Lively cities in the desert cities anyway. World of Daggerfall complains that it's missing but I haven't seen any actual issues there yet.
Please make an optional version of the mod which doesn't remove the original NPCs from the temples.The current version of the mod removes the unique dancer from Akatosh temple who can only be found in this particular temple in the original game.
The interiors are more detailed than in vanilla. Using a combination of other resource intensive mods can play a role in reducing FPS, such as Transparent Windows.
Can we get some before images as in "before and after"? its so annoying not having any. I don't want to open the game and travel to a bunch of places to figure out if this mod works for me.
Version 1.2.0 has been released. Here are the changes :
- Replaced the statues with King of Worms' gorgeous deity statues. - Added deity banners and chimneys from Daggerfall Expanded Textures. - Several interior fixes. - Fixed yet another compatibility issue with Unofficial Block, Location and Model Fixes for Dibella temples.
Nevermind, something had gone wrong with the Expanded Textures mod. It was in the right place in the load order but it wasn't working ok. I redownloaded and used a new copy of Expanded Textures and everything is fine now!
The mod attributes certain temples of other gods to Kynareth when discovering them for the first time. For example the Resolution of Z'en building of Gothway Garden (the blue building in the north-east). Joining these bugged temples makes you a member of the temple of Kynareth despite them being dedicated to another god.
I've tested this by rushing out of Privateer's Hold and traveling to the town on a new character with only Finding my Religion and Expanded Textures enabled.
@Curratum I had the same problem. Fix for that was downloading the correct DET file. I had downloaded one for Mac, but I'm running on windows. This mishap happened to me because the mac version for DET was the first in the files list and I developed a routine of just clicking the first download button I saw. Note to self, and maybe to reader, if having the same problem: Read first, then download!
I knew the name of this mod/concept sounded familiar! You made Oblivifall Losing My Religion! https://www.nexusmods.com/oblivion/mods/31668 How do the Knight Orders work in this mod? do they provide the rank benefits of normal knight orders, the benefits of temples or a mixture of both? for example normally a Knight Order let's you rest at the Inns of its region for free after you join. Does that apply here and if so would it only be for the region you joined or any region with the same deity at it's capital?
Templar orders aren't part of this release yet, but they are certainly planned to be made joinable and have headquarters in towns. They would get the same benefit as the god faction for sure. As for free resting, in a later update it will be possible to rest in temples when you're a member. That'll be useful when traveling on the road and stopping at a wilderness temple that does not have a tavern. I'm not sure if I'll be able to have templar orders allow resting in temples as well as in their HQ. I will see when I get there. :)
I've been trying to figure out how to edit/change the Faction Skill for the Fighters Guild, I want to replace Giantish with Hand-To-Hand as a Guild Skill. Do you know how I could do that?
Ah ok, thanks for answering, please tell me if you do figure out how. I tried to use the Unity Editor to make a mod that does it by changing GuildSkill and TrainingSkill parts of the FightersGuild file but the changes of the mod I made wouldn't actually work in game
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- Added compatibility with Beautiful Cities/Villages of Daggerfall
- Added Android port.
EDIT: Seems like I can't enter any of Dibella's temples, it's always the same error.
EDIT 2: Okay, it seems to be not this mod per se, but rather the most recent version of DET. Using an older version (in my case 0.6.3) fixed he issue.
Thankee!
https://imgur.com/a/6jxwW4l
Is this in the city of Anticlere or a temple of Mara elsewhere in the Anticlere region?
It may be the result of mods that are not correctly ordered. The mod auto-sorts the load order that may impact it. Can you try going in your mod list in the Daggerfall Unity start menu and click on "Save and close"? It will order the mods automatically.
By default, Transparent Windows works fine with FMR on its own, but may be wonky if mods that use FMR's temple interiors are present, such as Beautiful Villages of Daggerfall.
Mod list order is auto sorted... I am using quite a few other mods, not Beautiful Villages though. If I move yours to the bottom I get warnings about how other mods like "fixed desert architecture" and the Dream mod compat patch need to be below it.
Ignoring those warnings, it does look a lot better. I'll just keep this mod at the bottom of the list going forward.
::edit:: yup Fixed Desert Architecture was the culprit, with that gone and auto sort on everything looks great.
It seems that on an existing game, the script fails to load up the version of the Mara temple with the unique NPC inside, so it instead loads the default vanilla version.
I've tested on both an existing game and a new game. On an existing game, it fails to load it but it's fine on an existing game.
If you said that turning off Fixed Desert Architecture took care of it, maybe that somehow reverted Finding My Religion's script. If that's the case... maybe enabling FDA again will make Anticlere's temple show up correctly now.
In any case, it's a result of some scripting mysteries that's, at least, resolved somehow. ;)
I don't want to open the game and travel to a bunch of places to figure out if this mod works for me.
- Replaced the statues with King of Worms' gorgeous deity statues.
- Added deity banners and chimneys from Daggerfall Expanded Textures.
- Several interior fixes.
- Fixed yet another compatibility issue with Unofficial Block, Location and Model Fixes for Dibella temples.
I've tested this by rushing out of Privateer's Hold and traveling to the town on a new character with only Finding my Religion and Expanded Textures enabled.
I had the same problem. Fix for that was downloading the correct DET file. I had downloaded one for Mac, but I'm running on windows. This mishap happened to me because the mac version for DET was the first in the files list and I developed a routine of just clicking the first download button I saw. Note to self, and maybe to reader, if having the same problem: Read first, then download!
How do the Knight Orders work in this mod? do they provide the rank benefits of normal knight orders, the benefits of temples or a mixture of both? for example normally a Knight Order let's you rest at the Inns of its region for free after you join. Does that apply here and if so would it only be for the region you joined or any region with the same deity at it's capital?
Templar orders aren't part of this release yet, but they are certainly planned to be made joinable and have headquarters in towns. They would get the same benefit as the god faction for sure. As for free resting, in a later update it will be possible to rest in temples when you're a member. That'll be useful when traveling on the road and stopping at a wilderness temple that does not have a tavern. I'm not sure if I'll be able to have templar orders allow resting in temples as well as in their HQ. I will see when I get there. :)
I've been trying to figure out how to edit/change the Faction Skill for the Fighters Guild, I want to replace Giantish with Hand-To-Hand as a Guild Skill. Do you know how I could do that?
Sorry for the delay. I do not know how to modify factions yet.
I tried to use the Unity Editor to make a mod that does it by changing GuildSkill and TrainingSkill parts of the FightersGuild file but the changes of the mod I made wouldn't actually work in game
The interiors are soooo beautiful now! And the surprising new interior levels suit the place perfectly!