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.
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)
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.
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?
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.
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.
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.
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.
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
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?
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?
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.
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.
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.
69 comments
[
{
"Regions": [23],
"FactionId": 391,
"BuildingType": -1,
"QualityMin": 1,
"QualityMax": 20,
"TextureArchive": 346,
"TextureRecord": 22,
"ReplaceTextureArchive": -1,
"ReplaceTextureRecord": -1,
"FlatTextureName": "barenziah",
"UseExactDimensions": false,
"FlatPortrait": 502
}
]
- 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?
Sorry - Im a moron. I read the ReadMe but didn't fully understand it.
[ <-- 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.
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.
EDIT: I think it was race height, my bad
Thanks