I think I'm having a mod conflict somewhere as I'm seeing sunken houses with only rooftops above ground in some villages with this one installed. I'm guessing its clashing with City Overhaul, Varied Wealthy Homes or World of Daggerfall?
Can you allow us to download your previous archived version, for this mod and your cities mod as well? I'm on android and I'm using a older version of DET for compatibility reasons.
Some Inns at regional tavern locations are being replaced with houses, interior as well Npc inside functions as an inn keeper. Tested a bit only using the required mods and am using DET legacy alongside the updated expanded textures Not sure if its load order issues or some other oddity
The mod is fantastic. Am experiencing some performance issues in some taverns (I'm on an M3 Mac) due to some of the enhanced interiors. Tried to access an older version but it seems the File Archive does not contain links. Can we access older versions if newer builds do cause performance issues? I don't want to play without this wonderful mod.
With Beautiful Villages enabled, fast-traveling to the port city of Ripmore in Daggerfall puts me in wilderness terrain about a minute away from an empty patch of land where I assume Ripmore is supposed to be. Disabling Beautiful Villages puts me in front of the gate of Ripmore after fast travel.
I'm using Beautiful Cities, Archaeologists, and Bards and Balladeers with their compatibility patches, and I am using the latest versions of all requirements. Ripmore is the first broken location I've encountered in a couple dozen hours of play.
I see the following messages in Player.log when entering Ripmore with Beautiful Villages enabled, and the exception constantly repeats: ... Found DFLocation override, region:17, index:1238 variant: Found a new DFBlock: WALLAA08.PORT.RMB, (assigned index: 1500) Found DFLocation override, region:17, index:1239 variant: ... (90+ lines omitted) DFTFU 1.9.2: Unknown block 'WALLAA08.PORT.RMB'. System.Exception: GetCompleteBuildingData() could not read block WALLAA08.PORT.RMB at DaggerfallWorkshop.Utility.RMBLayout.GetLocationBuildingData (DaggerfallConnect.DFLocation& location) [0x0012b] in <10d69f57d88e45598ab36ac2d243732c>:0 at DaggerfallWorkshop.Game.ExteriorAutomap.CreateExteriorLayoutTexture (System.Boolean showAll, System.Boolean removeGroundFlats, System.Boolean createNameplates) [0x0003c] in <10d69f57d88e45598ab36ac2d243732c>:0 at DaggerfallWorkshop.Game.ExteriorAutomap.LoadAndCreateLocationExteriorAutomap () [0x000c3] in <10d69f57d88e45598ab36ac2d243732c>:0 at DaggerfallWorkshop.Game.ExteriorAutomap.OnMapPixelChanged (DaggerfallConnect.Utility.DFPosition mapPixel) [0x0001f] in <10d69f57d88e45598ab36ac2d243732c>:0 at (wrapper delegate-invoke) <Module>.invoke_void_DFPosition(DaggerfallConnect.Utility.DFPosition) at DaggerfallWorkshop.PlayerGPS.RaiseOnMapPixelChangedEvent (DaggerfallConnect.Utility.DFPosition mapPixel) [0x00007] in <10d69f57d88e45598ab36ac2d243732c>:0 at DaggerfallWorkshop.PlayerGPS.Update () [0x0003e] in <10d69f57d88e45598ab36ac2d243732c>:0 Entering new map pixel X=285, Y=213
Edit: It looks like an unwanted file was included in the mod, affecting Ripmore alone. Loading Beautiful Cities after Beautiful Villages allows it to override the misplaced data.
Hey I noticed that some buildings in the Wilderness (usually just some distance away from Cities or Villages) are not enterable. Example: I went to Hawkford Hall for a quest and noticed a building not too far away from the main buildings in the area, this building didn't show up on the Map however so I found that peculiar, I went to interact with it and it had this ERR:010 text on the tooltip.
Another example, I was in the Wrothgarian Mountains and went to Merlech. Now after going to the Eastern wall and climbing it, I noticed some kind of hut in the distance when I was looking North-East, I went over to it and got the same thing. Is this normal or supposed to happen? I'm not sure if this is caused by BCOD or BVOD but I did deduce that since the building has Chimneys, it was probably added by either of the two.
The only other mods that I'm using that edit RMB Blocks in some way or other are: BCOD, Lively Cities and Varied Wealthy Homes. I'm not using any other Terrain mods besides the WOD Terrain module. I also have all the required mods installed (for both BCOD and BVOD) and all of them are also up-to-date.
I do want to make it clear, this isn't a huge issue or anything, just found it odd so I wanted to report it. Thanks for reading and have a nice day!
Some places in this mod are really really nice, I found some inns at the lakes or ponds, it looked like a relaxation resorts... really great work on the mod. I think lots of ppl including me had no idea, how good this is :D
Hello again carademono. I think I may have stumbled upon another bug, but it might be a "storage-saving feature" of the original game...
I've come across two shops so far that are duplicated in different towns. "Bedynak's Finest Used Supplies" in Holmarket (buildingKey 131072 in DiscoveryData.txt) and "Rodore's Books" in Newtower (also buildingKey 131072 in the DiscoveryData). buildingKey 196864 is being shared by "Doctor Tristoryan's Used Merchandise" in Newtower and "The Essential Jewelry Shop" in Longwark. "Agryrick's Athenaeum" in Chesterwark shares its buildingKey with "The Bank of Daggerfall" in Daggerfall, etc.
I tripped on this when I went into a shop I hadn't been in before ("The Essential Jewelry Shop" ) and discovered that A: it had no money left for me to sell anything to it, and B: I had somehow already invested in it the exact amount I'd put into "Doctor Tristoryan's Used Merchandise" in Newtower.
Yes, I'm using the Limited Gold in Shops mod. I suspect, if I wasn't using that mod, the fact that some shops share buildingKeys wouldn't matter or ever be noticed, beause the vanilla behaviour is for every shop to have uinlimited gold, is it not?
Is that data even within the scope of this mod? Is making every building key unique feasible? If it's merely exceptionally time-consuming, can I help?
Something about this mod is changing the vanilla item shop qualities of some villages for me. I have no idea if this is expected behavior or not but I'll detail it here to ask the question.
Example: In the village of Arkmarket in Wayrest, there are three Pawn Shops, one at a quality of 2 (Rusty Relics), one at 13 (Practical and straightforward) and one at 19 (Incense and soft music). In vanilla DFU this works as expected. (The exact numbers can be exposed in-game with the Better Quality Descriptions mod, shop qualities range from 1 to 20 or something like that, with 5 flavor descriptions that cover that range).
Enabling Beautiful Villages (and its prerequisite mods, nothing else in the load order) moves around the locations of the shops in the town but doesn't change how many of them there are, however all three Pawn Shops in the village of Arkmarket are now "Practical and straightforward" with qualities of 12, 10 and 12 respectively.
My question is; is this expected behavior for this mod to change item shop qualities? If so, does this mean that the old lists found on UESP and some very old Web 1.0 sites (an example, though there are more like this) in relation to vanilla Daggerfall are now completely useless with this mod?
If this is expected behavior, could I make the suggestion to revert it, or at least include an option to keep the original shop qualities in each city or village? It's much more interesting for the shops to have more diverse qualities as in the original Daggerfall, and it would be nice if the shop qualities were consistent with vanilla Daggerfall.
Excellent observation and a good idea! I'll see what I can do about reverting building qualities to vanilla in the next update (hopefully in January). Building positions will still be changed, of course.
Well, Arkmarket's shop qualities seem to be in order now with Beautiful Villages at the very least, so far so good. I'll continue to play with this (and cities) and if I notice any major discrepancies I'll let you know.
88 comments
I'm guessing its clashing with City Overhaul, Varied Wealthy Homes or World of Daggerfall?
RMB Resource Pack (https://www.nexusmods.com/daggerfallunity/mods/528)
or
Daggerfall Expanded Textures (https://www.nexusmods.com/daggerfallunity/mods/307)
Both are required for this mod.
Thanks!
Npc inside functions as an inn keeper.
Tested a bit only using the required mods and am using DET legacy alongside the updated expanded textures
Not sure if its load order issues or some other oddity
Thanks for clearing that up
I'm using Beautiful Cities, Archaeologists, and Bards and Balladeers with their compatibility patches, and I am using the latest versions of all requirements. Ripmore is the first broken location I've encountered in a couple dozen hours of play.
I see the following messages in Player.log when entering Ripmore with Beautiful Villages enabled, and the exception constantly repeats:
...
Found DFLocation override, region:17, index:1238 variant:
Found a new DFBlock: WALLAA08.PORT.RMB, (assigned index: 1500)
Found DFLocation override, region:17, index:1239 variant:
... (90+ lines omitted)
DFTFU 1.9.2: Unknown block 'WALLAA08.PORT.RMB'.
System.Exception: GetCompleteBuildingData() could not read block WALLAA08.PORT.RMB
at DaggerfallWorkshop.Utility.RMBLayout.GetLocationBuildingData (DaggerfallConnect.DFLocation& location) [0x0012b] in <10d69f57d88e45598ab36ac2d243732c>:0
at DaggerfallWorkshop.Game.ExteriorAutomap.CreateExteriorLayoutTexture (System.Boolean showAll, System.Boolean removeGroundFlats, System.Boolean createNameplates) [0x0003c] in <10d69f57d88e45598ab36ac2d243732c>:0
at DaggerfallWorkshop.Game.ExteriorAutomap.LoadAndCreateLocationExteriorAutomap () [0x000c3] in <10d69f57d88e45598ab36ac2d243732c>:0
at DaggerfallWorkshop.Game.ExteriorAutomap.OnMapPixelChanged (DaggerfallConnect.Utility.DFPosition mapPixel) [0x0001f] in <10d69f57d88e45598ab36ac2d243732c>:0
at (wrapper delegate-invoke) <Module>.invoke_void_DFPosition(DaggerfallConnect.Utility.DFPosition)
at DaggerfallWorkshop.PlayerGPS.RaiseOnMapPixelChangedEvent (DaggerfallConnect.Utility.DFPosition mapPixel) [0x00007] in <10d69f57d88e45598ab36ac2d243732c>:0
at DaggerfallWorkshop.PlayerGPS.Update () [0x0003e] in <10d69f57d88e45598ab36ac2d243732c>:0
Entering new map pixel X=285, Y=213
Edit: It looks like an unwanted file was included in the mod, affecting Ripmore alone. Loading Beautiful Cities after Beautiful Villages allows it to override the misplaced data.
Another example, I was in the Wrothgarian Mountains and went to Merlech. Now after going to the Eastern wall and climbing it, I noticed some kind of hut in the distance when I was looking North-East, I went over to it and got the same thing. Is this normal or supposed to happen? I'm not sure if this is caused by BCOD or BVOD but I did deduce that since the building has Chimneys, it was probably added by either of the two.
The only other mods that I'm using that edit RMB Blocks in some way or other are: BCOD, Lively Cities and Varied Wealthy Homes.
I'm not using any other Terrain mods besides the WOD Terrain module.
I also have all the required mods installed (for both BCOD and BVOD) and all of them are also up-to-date.
I do want to make it clear, this isn't a huge issue or anything, just found it odd so I wanted to report it. Thanks for reading and have a nice day!
I've come across two shops so far that are duplicated in different towns. "Bedynak's Finest Used Supplies" in Holmarket (buildingKey 131072 in DiscoveryData.txt) and "Rodore's Books" in Newtower (also buildingKey 131072 in the DiscoveryData). buildingKey 196864 is being shared by "Doctor Tristoryan's Used Merchandise" in Newtower and "The Essential Jewelry Shop" in Longwark. "Agryrick's Athenaeum" in Chesterwark shares its buildingKey with "The Bank of Daggerfall" in Daggerfall, etc.
I tripped on this when I went into a shop I hadn't been in before ("The Essential Jewelry Shop" ) and discovered that A: it had no money left for me to sell anything to it, and B: I had somehow already invested in it the exact amount I'd put into "Doctor Tristoryan's Used Merchandise" in Newtower.
Yes, I'm using the Limited Gold in Shops mod. I suspect, if I wasn't using that mod, the fact that some shops share buildingKeys wouldn't matter or ever be noticed, beause the vanilla behaviour is for every shop to have uinlimited gold, is it not?
Is that data even within the scope of this mod? Is making every building key unique feasible? If it's merely exceptionally time-consuming, can I help?
thanks.
Example:
In the village of Arkmarket in Wayrest, there are three Pawn Shops, one at a quality of 2 (Rusty Relics), one at 13 (Practical and straightforward) and one at 19 (Incense and soft music). In vanilla DFU this works as expected. (The exact numbers can be exposed in-game with the Better Quality Descriptions mod, shop qualities range from 1 to 20 or something like that, with 5 flavor descriptions that cover that range).
Enabling Beautiful Villages (and its prerequisite mods, nothing else in the load order) moves around the locations of the shops in the town but doesn't change how many of them there are, however all three Pawn Shops in the village of Arkmarket are now "Practical and straightforward" with qualities of 12, 10 and 12 respectively.
My question is; is this expected behavior for this mod to change item shop qualities? If so, does this mean that the old lists found on UESP and some very old Web 1.0 sites (an example, though there are more like this) in relation to vanilla Daggerfall are now completely useless with this mod?
If this is expected behavior, could I make the suggestion to revert it, or at least include an option to keep the original shop qualities in each city or village? It's much more interesting for the shops to have more diverse qualities as in the original Daggerfall, and it would be nice if the shop qualities were consistent with vanilla Daggerfall.