"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."
Nobody's mad about the existence of Vortex. I manually install all of my mods, but I still remind mod authors to package their mods Vortex-friendly when contacting them about other issues.
People just are tired of particularly entitled Vortex users (the kind that will leave a comment calling a mod author "a lazy piece of s#*!" because a mod that was uploaded in 2020 was packaged wrong), not random Joes who happen to use it.
Hey, I'm having an issue with the icon jumping around on Retro Mode with the Aspect Ratio Correction option on 16:10.
The mod works fine while in small windowed mode, but when I maximize/Fullscreen it the icon moves from the top of the compass to the black bar on the right side. Also happens on the 4:3 option.
Is there a way to fix this so the icon stays in the same relative position in both windowed and Fullscreen modes?
Most of the time, it is/stay on screen during the (Oblivion) loading screens. ( But sometimes not, though, I don’t understand why. ) Is it an expected issue, or just on my end ? Anyhow, anything I can do ?
Spoiler:
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That apart, or, well, even with that : Excellent ! Thanks much.
well its animation set from the game archive number: 210_16-0 210_16-1 210_16-2 210_16-3
dimensions are 13x54 pixels
I have noticed you changed the torch sprite, it used to have that skull torch number 210_6-0 animations set. That might caused the issue. Because in the past, that skull torch had a very long handle - and cutting that long handle out made sense. This new torch, doesnt have the long handle, so if u cut a part of the sprite out, u get this result, with just a half of the torch being shown. Just my guess ofc,
Hi. there is something off with the V9 mate. The torch is cut in half, no matter where I place it. I think its caused by you implementing the 1st person torch somehow.
Its cut like this, no matter where I place it https://imgur.com/a/RmNPQBw https://imgur.com/a/tSn1YcW
I have uploaded version 3. It has additional user settings for enabling animated textures and for specifying a key for toggling light sources on/off, so you don't have to rummage through your inventory every time.
I like the idea of this but the keybinds are a bit of a problem:
1: Default key for torch on/off is set to "F". This is the same key Travel Options uses for following roads. 2: The cycle key only includes shift, ctrl and alt, which are all keys I already use for basic control functions.
Maybe have a setting in the mod to just deactivate the keybinds? Like having an option for each slider for "Off" which makes that keybind not work.
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Edit: I realized the mod is not packaged inside a "Mods" folder so I don't think it is being placed in the right location when Vortex deploys the mod.
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."
People just are tired of particularly entitled Vortex users (the kind that will leave a comment calling a mod author "a lazy piece of s#*!" because a mod that was uploaded in 2020 was packaged wrong), not random Joes who happen to use it.
The mod works fine while in small windowed mode, but when I maximize/Fullscreen it the icon moves from the top of the compass to the black bar on the right side. Also happens on the 4:3 option.
Is there a way to fix this so the icon stays in the same relative position in both windowed and Fullscreen modes?
I put 870 on the X axis and that works fine in 4:3
Is it an expected issue, or just on my end ? Anyhow, anything I can do ?
That apart, or, well, even with that : Excellent ! Thanks much.
The torch is cut in half, no matter where I place it. I think its caused by you implementing the
1st person torch somehow.
Its cut like this, no matter where I place it
https://imgur.com/a/RmNPQBw
https://imgur.com/a/tSn1YcW
210_16-0
210_16-1
210_16-2
210_16-3
dimensions are 13x54 pixels
I have noticed you changed the torch sprite, it used to have that skull torch number 210_6-0 animations set.
That might caused the issue. Because in the past, that skull torch had a very long handle - and cutting that long handle out made sense. This new torch, doesnt have the long handle, so if u cut a part of the sprite out, u get this result, with just a half of the torch being shown. Just my guess ofc,
(lol accidentally put this comment as a reply...)
Its cut like this, no matter where I place it
https://imgur.com/a/RmNPQBw
https://imgur.com/a/tSn1YcW
Thanks for your suggestion about using the animated textures. I think it looks good and have enabled them by default.
1: Default key for torch on/off is set to "F". This is the same key Travel Options uses for following roads.
2: The cycle key only includes shift, ctrl and alt, which are all keys I already use for basic control functions.
Maybe have a setting in the mod to just deactivate the keybinds? Like having an option for each slider for "Off" which makes that keybind not work.