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numidium3rd

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numidium3rd

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69 comments

  1. roracle
    roracle
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    This says it REQUIRES the Weeb Overhaul, but I seriously do not like those graphics for my play of the game. Is it truly required?
    1. rulerbob8
      rulerbob8
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      you are misreading, the weeb overhaul requires this mod. this mod has no requirements
    2. roracle
      roracle
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      Okay thank you. I just can't seem to get Orsinium to populate with Orcs from another mod, and some places in Sentinel people don't show up either. Not sure where the problem lies, to be honest.
  2. 420DragonClaw69
    420DragonClaw69
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    please tell me what i'm doing wrong i'm going nuts! i'm using the last version of the mod and i put a png file named "barenziah0.PNG" in the "StreamingAssest/Texture" folder. i can't for the life of me understand what i'm missing. (i put flatportrait to 502 to test only the flat since i read in the readme file that if it's higher than that you're required to use a custom one but i can't figure out how i should name it)

    [
    {
    "Regions": [23],
    "FactionId": 391,
            "BuildingType": -1,
    "QualityMin": 1,
    "QualityMax": 20,
    "TextureArchive": 346,
    "TextureRecord": 22,
            "ReplaceTextureArchive": -1,
            "ReplaceTextureRecord": -1,
    "FlatTextureName": "barenziah",
            "UseExactDimensions": false,
    "FlatPortrait": 502
    }
    ]
    1. numidium3rd
      numidium3rd
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      This is my mistake for not clarifying in the readme. The current version doesn't support replacements inside castles since they are technically dungeons. Castle flat replacements are planned in the next release.
  3. NovaBlue1987
    NovaBlue1987
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    I am trying to replace the flats in taverns, however it does not work no matter which flat i try. For example i try to replace the child flat and it does not work.

    - I put the json file inside StreamingAssets\FlatReplacements
    - i place Orc0.png inside StreamingAssets\Textures
    - i disabled all other mods
    - I am in the Daggerfall region
    - i temporary created a file named 182_4-0.png in StreamingAssets\Textures to test if it is the right flat that i want to replace and that did work and replace it, but i have no luck using Flat Replacer.

    [
        {
            "Regions": [17],
            "FactionId": -1,
            "BuildingType": -1,
            "QualityMin": 1,
            "QualityMax": 20,
            "TextureArchive": 182,
            "TextureRecord": 4,
            "ReplaceTextureArchive": -1,
            "ReplaceTextureRecord": -1,
            "FlatTextureName": "Orc",
            "UseExactDimensions": false,
            "FlatPortrait": -1
        }
    ]

    Replacing merchant flats in shops works with your mod.
    What am i doing wrong?
    1. numidium3rd
      numidium3rd
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      Are you using Flat Replacer 0.1.12? I tried a replacement for the innkeeper using your json and a .png I named Orc0.png and that replaced successfully. There are also duplicates of that child texture you're trying to replace in (334, 2), (346, 2) and (186, 4) so I'd either try a replacement for all those or try a different one that hopefully has fewer duplicates.
    2. NovaBlue1987
      NovaBlue1987
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      I am using the latest version of your mod and DU. It is working when i replace the flat directly via putting "182_4-0.png" into StreamingAssets\Textures. So i know i am replacing the right one, but doing the same thing with Flat Replacer does not work for me.
    3. numidium3rd
      numidium3rd
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      Ah, my mistake, you said you tested the flat before. Very odd that it's not working with FR. Can you check the Player.log to see if there's any error output? It should be here: C:\Users\(insert your username here)\AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity. Any log messages it produces should start with "Flat Replacer:" at the beginning of the line so you can use that to search the file.
    4. NovaBlue1987
      NovaBlue1987
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      No mention of Flat Replacer at all in my Player.log
    5. numidium3rd
      numidium3rd
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      It should at least have a log entry at initialization. It must not be loading up at the start.
    6. NovaBlue1987
      NovaBlue1987
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      I am only getting 'Flat Replacer initalized" and no other messages. I have done some more tests and tried to replace in the tavern the bartender 182-1 and the woman 184-10, they also did not load. I then replaced them directly without your mod to make sure i was replacing the right records and that worked again.
  4. Barkwolfbacon
    Barkwolfbacon
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    Im kind of a moron, does this mean I have to make a json file for every single NPC? Or do I just paste the texturtes into the flat replacer folder? 

    Sorry - Im a moron. I read the ReadMe but didn't fully understand it.
    1. numidium3rd
      numidium3rd
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      You can put all your replacements into one .json file. In your file you'll want to put the NPC replacements inside square brackets and the criteria for each NPC inside curly braces "{}". For example:

      [ <-- opening square bracket = start of file
          { <-- opening curly brace = start of NPC
              "Regions": [01, 52],
              "FactionId": -1,
              "BuildingType": -1,
              "QualityMin": 1,
              "QualityMax": 20,
              "TextureArchive": 182,
              "TextureRecord": 0, <-- This and above are filters for which NPCs to apply the replacement to. Most NPCs are procedurally generated so you need to decide who to replace based on a set of filters and which graphic the NPC uses.
              "ReplaceTextureArchive": -1, <-- If these numbers pointed to an existing texture record then it would swap it with that.
              "ReplaceTextureRecord": -1,
              "FlatTextureName": "merchant", <-- If you're not using an existing record then this is the file name (minus the extension) of your custom image that this replacement will use. Put it in SteamingAssets\Textures\
              "UseExactDimensions": false,
              "FlatPortrait": 503
          }, <-- closing curly brace = end of NPC. A comma is needed if there are more NPCs.
          {
              "Regions": [01, 52],
              "FactionId": -1,
              "BuildingType": -1,
              "QualityMin": 1,
              "QualityMax": 20,
              "TextureArchive": 182,
              "TextureRecord": 0,
              "ReplaceTextureArchive": -1,
              "ReplaceTextureRecord": -1,
              "FlatTextureName": "banker",
              "UseExactDimensions": false,
              "FlatPortrait": 504
          }
      ] <-- closing square bracket = end of file

      Hope this helps.
  5. MasterRoshiHEHE
    MasterRoshiHEHE
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    When you mention Nobility in the readme, does nobility refer to a specific set of texture archive or is it a matter of looking up which npcs are in castles and palaces?
    1. numidium3rd
      numidium3rd
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      Noble NPCs are mapped to a particular archive. FACES.CIF is the one, I believe.
    2. MasterRoshiHEHE
      MasterRoshiHEHE
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      It was more the actual sprite textures I was thinking about. Daggerfall Vanilla Organized Texture Library has the sprite archive 183 marked as "Nobility" for example. Do you know if those are the ones?
    3. numidium3rd
      numidium3rd
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      Oh, my mistake. I was thinking about the textures for nobility faces. I just checked and the texture archive for their full bodies is 183. I should note that records 2, 3, and 4 look like knights, record 12 looks like a monk, and 15 is the Oracle from the temple quests so those aren't technically nobles even though they occupy the archive labeled "Noble".

      I wouldn't rely on archive 183 for all nobles however because there are some duplicates in archive 334 and the Wayrest nobles (and some non-nobles) are in 346 and Sentinel nobles are in 357. It's kind of all over the place so I wouldn't rely on texture archives to determine if someone is a noble.

      The only reliable way to know if the NPC is a noble is to look at their social group, which I unfortunately didn't think to add as a replacement parameter. I'll put this in the next update for sure.
    4. MasterRoshiHEHE
      MasterRoshiHEHE
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      You are doing Talos' work! This Framework is SUCH a godsend! 
  6. Hraefne
    Hraefne
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    I would love to use this, but it creates giant npcs in some places and I cant get over it lol. I feel like i've tried everything. It has to be a mod conflict but im not sure what.

    EDIT: I think it was race height, my bad
  7. NervXT
    NervXT
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    This mod appears to conflict with Vanilla Enhanced. When both are enabled (this mod and all VE modules), several character portraits fail to show up. When I disable VE and only have this mod active, there is no issue.
    1. ddmodNXS
      ddmodNXS
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      I'd like to test this out myself. Can you name any specific NPCs that this always happens to?

      Thanks
  8. SugarcoatedEvie
    SugarcoatedEvie
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    Makes me unable to interact with certain npcs.
  9. chris1982malta
    chris1982malta
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    I recognize the shopkeeper from the game Strife - Quest of the Sigil :)
    1. JoylessJoker15
      JoylessJoker15
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      • 9 kudos
      same here. it is the pose and smirk. I saw Ross Scott's video on it
  10. JoylessJoker15
    JoylessJoker15
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    what is up with this strife looking motherf*#@?