- The issue when starting a new game with this mod enabled seems to be a conflict with Red Brick Replacer. I removed that mod, and it resolved it, though red brick is still replaced (maybe this mod already does it? I haven't tried disabling it to see if it's actually this mod). - I picked this mod over Improved Interior Lighting in the end (due to their conflict) and still found interior lighting pleasing enough and worth it for the 3D models - I also experience the issue where the dungeon map is blank when installing the latest version. Downgrading to 2.10b also resolved this for me, so I recommend doing that if you experience this issue (I haven't experienced any significant issues with 2.10b so far).
I think Dream has by default a red brick door replacement texture, it looks like a starry black portal. I also had trouble with black screen when loading inside a dungeon, in my case the conflict seems to be with the improved interior lighting mod, but even with the latest version of hand painted models I was able to arrange their order (I think by putting improved lighting at the bottom) and could load the saves. Problem is that, like someone else commented here a bit below this, initially both mods seem to work together first time you start the game, but if you reload, I had the issue that the lighting around these 3d models seems to reset to a lower level, I think they just eliminate the contribution from the improved interior lighting, and you would have to restart the game to get it working again. Just checking if your experiences might match with this.
For some reason, this mod's base component causes any quest that teleports me to a dungeon to drop me off at the entrance without fail. Same for the random dungeon start mod: any random dungeon drops me at the entrance.. The buildings component also leaves city gates open throughout the night. I don't know why either of these things happen, but this is the mod I narrowed it down to.
Hi, I feel like this is more likely to be a novice modder question than a mod issue or bug. After having downloaded roughly 200 mods that look like they're right for my playthrough, I've found that the game refuses to start with handpainted models. Load order doesn't seem to have any effect, though I haven't tested every possible spot. Moving up or down in increments of one without drag and drop or over orgasational schema is... Certainly something that I hope later iterations of DFU improve upon, bahaha!
Anyway, here is the issue when starting.
Character creation goes as it should, all is done, and then the pov freezes. No quest or mod popups, no tutorial prompt, nothing. Just the cursor being movable, without being able to move the camera or in-game interact with anything. The cursor moves; the camera doesn't. Trying to enter the console has the console window popped up, but any menu keys for the player or actions don't work. The only way to escape is alt-f4, or ctrl-shift-esc task manager and forcing a close.
If anyone else has had a similar issue and maybe knows a work-around, I'd appreciate it, as this is a very pretty mod with a gorgeous effort to it!
Good idea, thanks; unfortunately, no dice... But, I think it might be due to the potential incompatability listed below, with Improved Interior Lighting. I'm going to try messing around with the load order for a bit and see if I can fix it. If I do, I'll mention what worked here!
I have this exact problem; Since it's a freeze, not a crash, it doesn't make a crashlog and I can't pin down the issue. Disabling IIL didn't work, I'm going to try completely uninstalling it.
Having the same problem. It works fine if I load up an old save, but any time I try to start a new game it locks up as described above. I've been trying to get it to work for over an hour, disabling other mods, but it just refuses to cooperate.
literally fiddlifunking with this now and it seems the Red Brick Replacer mod is the one that caused my game to freeze right after loading after character creation.
There's an open vertical standing coffin model with a skeleton in it, with possibly a buggy LOD, which probably is the cause of automap bug. When you look at this coffin from a distance (~10-15 m), the skeleton disappears. I've posted screenshots in the Lysandus' Tomb Discord for you
I love the models but I'm afraid I can confirm a number of issues other commenters have already reported: the Automap isn't loading properly and unlike others who have reported reverting to a previous build fixed it, nothing works for me but disabling the mod entirely. Automap looks normal without Handpainted Models, so it's pretty safe to assume that's the culprit. The other thing is invisible walls. For example, the hidden bookcase area in Privateer's Hold is impossible to enter (after activating and opening the passage). Going through normaly when HM disabled. Haven't confirmed other examples yet but it's more then likely not an isolated instance.
I hope there's a way to make these mechanisms work with the mod because it's a shame to play without the beautiful models. It just isn't worth the trade off of trying to navigate the nightmare of Daggerfall's dungeons with the automap like this.
I found what causes THIS PROBLEM, the reason is a conflict with these mods: Adamantine Tower Redone, Forts Overhauled - Woodborne Hall. I tested these mods on a clean version of Daggerfall Unity 1.1.1 using only your mod. I conducted tests in various random dungeons. There were no such conflicts with version 2.10b.
I'm getting this bug (automap not updating) after the 2.20 update as well, and I don't use the other mods you listed (though I do use numerous other model/building like DREAM, 'fixed' series, 'beautiful' series, lively cities, varied wealthy homes, betony, windmills, paintings, UBLaMF, WoD). Only change was this mod update, and restarting the game only temporarily resolved it.
Reverted back to 2.10b and it never happened up again.
My only guess is whatever changes were made to fix the white models on the map caused it to randomly bug out, possibly when encountering said model(s). If it's a mod conflict, then it's gonna be a nightmare to diagnose.
Yes, I know, for me this problem hasn't disappeared completely either. I just stopped writing about it because the author seems to ignore my comments, and who knows if he will fix it. I'll have to downgrade to the old version as well, it's more stable.
Not sure what could cause this. I did fix one thing related to the automap in this update but that was just removing an invisible block from the coffin model. This mod doesn't affect any code related to the automap, it only replaces models using the method provided by the Daggerfall Unity engine and unfortunately that method can be buggy. It would be helpful if someone can find out in which situations this is happening.
It is in a certain square room. There is a coffin in it with a skeleton. When you enter that room it will map the room. however it will prevent the rest of the dungeon from being mapped. You have to restart your game every time you enter the room in order for the automap to work
After the last update I found the following problems: HERE I can't go any further for some reason, as if there is some invisible barrier; and HERE the lever stopped working, and this is all in the starting dungeon. It would also be nice if your mod was fully compatible with mods like Kleptomania and Locked Loot Containers.
Strange, lever and map weren't modified in this update and still work fine for me (Windows). I can't see the first screenshot, need access to the Google Drive file. Thanks for the report, I will look into this.
Edit: regarding the invisible wall near the bookshelf. Is this near the circle of skulls where you rotate the shelf? Collisions work fine for me, no invisible walls. Could it be some mod conflict?
I don't know, when I rolled back to 2.10b, these problems disappeared. It might be a mod conflict, but I don't know which one because I have a collection of over 100 mods.
That's disappointing. Some people reported an invisible wall with the last version but I've never been able to reproduce the bug myself so I dont know what caused it, I wonder if simply restarting the games fixes this?
I did fix the city wall model in this version which was definitely creating some invisible walls outside.
Я перевстановив мод, зайшов у підземелля, спочатку все було добре, але через деякий час карта підземелля перестала відтворюватися. Ця проблема зникає, на деякий час, коли ви зберігаєте гру і перезапускаєте її, але потім вона все одно з'являється.
174 comments
- The issue when starting a new game with this mod enabled seems to be a conflict with Red Brick Replacer. I removed that mod, and it resolved it, though red brick is still replaced (maybe this mod already does it? I haven't tried disabling it to see if it's actually this mod).
- I picked this mod over Improved Interior Lighting in the end (due to their conflict) and still found interior lighting pleasing enough and worth it for the 3D models
- I also experience the issue where the dungeon map is blank when installing the latest version. Downgrading to 2.10b also resolved this for me, so I recommend doing that if you experience this issue (I haven't experienced any significant issues with 2.10b so far).
After having downloaded roughly 200 mods that look like they're right for my playthrough, I've found that the game refuses to start with handpainted models.
Load order doesn't seem to have any effect, though I haven't tested every possible spot.
Moving up or down in increments of one without drag and drop or over orgasational schema is...
Certainly something that I hope later iterations of DFU improve upon, bahaha!
Anyway, here is the issue when starting.
Character creation goes as it should, all is done, and then the pov freezes.
No quest or mod popups, no tutorial prompt, nothing.
Just the cursor being movable, without being able to move the camera or in-game interact with anything.
The cursor moves; the camera doesn't.
Trying to enter the console has the console window popped up, but any menu keys for the player or actions don't work.
The only way to escape is alt-f4, or ctrl-shift-esc task manager and forcing a close.
If anyone else has had a similar issue and maybe knows a work-around, I'd appreciate it, as this is a very pretty mod with a gorgeous effort to it!
When you look at this coffin from a distance (~10-15 m), the skeleton disappears.
I've posted screenshots in the Lysandus' Tomb Discord for you
The other thing is invisible walls. For example, the hidden bookcase area in Privateer's Hold is impossible to enter (after activating and opening the passage). Going through normaly when HM disabled. Haven't confirmed other examples yet but it's more then likely not an isolated instance.
I hope there's a way to make these mechanisms work with the mod because it's a shame to play without the beautiful models. It just isn't worth the trade off of trying to navigate the nightmare of Daggerfall's dungeons with the automap like this.
Reverted back to 2.10b and it never happened up again.
My only guess is whatever changes were made to fix the white models on the map caused it to randomly bug out, possibly when encountering said model(s). If it's a mod conflict, then it's gonna be a nightmare to diagnose.
Edit: regarding the invisible wall near the bookshelf. Is this near the circle of skulls where you rotate the shelf? Collisions work fine for me, no invisible walls. Could it be some mod conflict?
I did fix the city wall model in this version which was definitely creating some invisible walls outside.