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Avernite

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AverniteDF

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25 comments

  1. capSAR
    capSAR
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    I'm not sure why but this mod refuses to be loaded by Vortex, it will not show up in the list of installed mods once I launch DFU. Any suggestions?

    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.
    1. afacelessbaby
      afacelessbaby
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      "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."
    2. CabraComunista
      CabraComunista
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      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.
  2. flup72
    flup72
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    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?
  3. spoonsandvich
    spoonsandvich
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    support for 4:3 ratio?
    1. SpacePigeonTV
      SpacePigeonTV
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      You can adjust the position of the indicator using the mods settings.

      I put 870 on the X axis and that works fine in 4:3
  4. ASphincterSaysWhat
    ASphincterSaysWhat
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    Works great!
  5. Oblib
    Oblib
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    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:  
    Show

    That apart, or, well, even with that : Excellent ! Thanks much.
  6. Iheartgiantrats
    Iheartgiantrats
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    thanks for the fix!
  7. KingOfWormsDFU
    KingOfWormsDFU
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    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
    1. AverniteDF
      AverniteDF
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      Hm, if possible could you send me the width and height of that particular torch PNG?
    2. KingOfWormsDFU
      KingOfWormsDFU
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      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,
  8. yumurtaserap
    yumurtaserap
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    Can you increase the scale limit? Like to 6 or 8. It will be cool to get the look like you actually hold it. Like this:
    1. KingOfWormsDFU
      KingOfWormsDFU
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      Dousing underwater is great, I always wanted that functionality, thank you
      (lol accidentally put this comment as a reply...)
    2. AverniteDF
      AverniteDF
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      That's an interesting idea. I've added an experimental 'first person mode' to v9, which is now available for download.
    3. KingOfWormsDFU
      KingOfWormsDFU
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      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
  9. KingOfWormsDFU
    KingOfWormsDFU
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    It would be nice if the icon could use the Daggerfall default animation in case of torches/candles
    1. AverniteDF
      AverniteDF
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      I considered having animated textures but thought it might be too distracting on the HUD.
    2. KingOfWormsDFU
      KingOfWormsDFU
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      Its possible, maybe worth a test tho.. anyway, I like this mod so I will add it to Dream recommended.
    3. AverniteDF
      AverniteDF
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      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.
    4. AverniteDF
      AverniteDF
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      Version 4 has improved icon rendering and more configuration options.

      Thanks for your suggestion about using the animated textures. I think it looks good and have enabled them by default.
    5. KingOfWormsDFU
      KingOfWormsDFU
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      Nice updates, looks great so far, testing
  10. Ralzar
    Ralzar
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    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.