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HDHQ - Textures/Lighting/Environment


DUST2DEATH
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just stumbled upon this one, seems very promising!!

one question for installation though,

 

am I right (and no, I'm not using the mod launcher),

- I do need ONE of the following: 2K OR 4K ressource files, which need OVERRIDE the original files (so a backup should be made prior)

- and from the modlet sets also ONE of the following: BASELINE OR REDUX (with Redux is the better grafical wise)

- and the optional Vehicles-DF can be ignored when not using that Darkfalls Mod

right?

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Thanx!

As the Biome and main Texture Mods/Modlets are stand alone,

I do plan to integrate your vehicle modlet with a compatibility patch into my own mod,

for the Gun textures on the other hand could I just use only part of your mod (that is just the (complete) ressource files and icons without the xml files)?

(of course with proper credit given)

Reason is there's too much changes I had to apply to make it compatible...

Thank you!

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Thanx!

As the Biome and main Texture Mods/Modlets are stand alone,

I do plan to integrate your vehicle modlet with a compatibility patch into my own mod,

for the Gun textures on the other hand could I just use only part of your mod (that is just the (complete) ressource files and icons without the xml files)?

(of course with proper credit given)

Reason is there's too much changes I had to apply to make it compatible...

Thank you!

 

Replied to your PM.

 

When using this with Darkness Falls Overhaul mod you are unable to collect Tree Sap from the trees. Just a notice as both this mod and DF say they are 100 percent compatible with each other.

 

I'll get this patched ASAP. Thanks for the notice :)

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Hi Dust2death,

 

Your overhaul looks amazing, I am very keen to try it with darkness falls, is the sap self fixable while we wait for you to provide an update?

 

Thanks

 

Right now Im trying to determine the best way to approach the biomes with the patch.

 

What you will need to do is find is drinkJarEmpty and add the new trees to the list of Focused_blocknames that the action applies to.

 

<item name="drinkJarEmpty">
<property name="HoldType" value="3"/>
<property name="Meshfile" value="Items/Food/emptyJarPrefab"/>
<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
<property name="Material" value="Mglass"/>
<property name="Stacknumber" value="500"/> <!-- STK resource -->
<property name="Weight" value="10"/>
<property name="EconomicValue" value="6"/>
<property name="CraftingIngredientTime" value="9"/>
<property class="Action0"> <!-- UseAction -->
	<property name="Class" value="ExchangeItem"/>
	<property name="Delay" value="1.0"/>
	<property name="Change_item_to" value="DFbottleSap"/>
	<property name="Do_block_action" value="deplete1"/>
	<property name="Focused_blockname_1" value="treeJuniper4m"/>
	<property name="Focused_blockname_2" value="treeOakSml01"/>
	<property name="Focused_blockname_3" value="treeOakMed01"/>
	<property name="Focused_blockname_4" value="treeOakMed02"/>
	<property name="Focused_blockname_5" value="treeOakLrg01"/>
	<property name="Focused_blockname_6" value="treePlantedOak1m"/>
	<property name="Focused_blockname_7" value="treePlantedOak08m"/>
	<property name="Focused_blockname_8" value="treePlantedOak16m"/>
	<property name="Focused_blockname_9" value="treePlantedOak27m"/>
	<property name="Focused_blockname_10" value="treePlantedOak41m"/>
	<property name="Focused_blockname_11" value="treeMountainPine12m"/>
	<property name="Focused_blockname_12" value="treeMountainPine19m"/>
	<property name="Focused_blockname_13" value="treeMountainPine27m"/>
	<property name="Focused_blockname_14" value="treeMountainPine31m"/>
	<property name="Focused_blockname_15" value="treeMountainPine41m"/>
	<property name="Focused_blockname_16" value="treeMountainPine48m"/>
	<property name="Focused_blockname_17" value="treeFirLrg01"/>
	<property name="Focused_blockname_18" value="treePlantedMountainPine1m"/>
	<property name="Focused_blockname_19" value="treePlantedMountainPine12m"/>
	<property name="Focused_blockname_20" value="treePlantedMountainPine19m"/>
	<property name="Focused_blockname_21" value="treePlantedMountainPine27m"/>
	<property name="Focused_blockname_22" value="treePlantedMountainPine41m"/>
	<property name="Focused_blockname_23" value="treeWinterEverGreen"/>
	<property name="Focused_blockname_24" value="treeWinterPine13m"/>
	<property name="Focused_blockname_25" value="treeWinterPine19m"/>
	<property name="Focused_blockname_26" value="treeWinterPine28m"/>
	<property name="Focused_blockname_27" value="treePlantedWinterPine1m"/>
	<property name="Focused_blockname_28" value="treePlantedWinterPine6m"/>
	<property name="Focused_blockname_29" value="treePlantedWinterPine13m"/>
	<property name="Focused_blockname_30" value="treePlantedWinterPine19m"/>
	<property name="Focused_blockname_31" value="treePlantedWinterPine28m"/>
	<property name="Focused_blockname_32" value="treePlantedWinterPine1m"/>
</property>

 

and also the same thing for DFemptyBowl

 

<item name="DFemptyBowl">
<property name="CustomIcon" value="bowl" />
<property name="DescriptionKey" value="emptyBowlDesc"/>
<property name="Meshfile" value="Items/Food/emptyJarPrefab"/>
<property name="Material" value="MresourceClayLump"/>
<property name="HoldType" value="3"/>
<property name="Stacknumber" value="500"/> <!-- STK resource -->
<property name="Weight" value="10"/>
<property name="EconomicValue" value="5"/>
<property name="CraftingIngredientTime" value="10"/>
<property class="Action0"> <!-- UseAction -->
	<property name="Class" value="ExchangeItem"/>
	<property name="Delay" value="1.0"/>
	<property name="Change_item_to" value="DFbowlSap"/>
	<property name="Do_block_action" value="deplete1"/>
	<property name="Focused_blockname_1" value="treeJuniper4m"/>
	<property name="Focused_blockname_2" value="treeOakSml01"/>
	<property name="Focused_blockname_3" value="treeOakMed01"/>
	<property name="Focused_blockname_4" value="treeOakMed02"/>
	<property name="Focused_blockname_5" value="treeOakLrg01"/>
	<property name="Focused_blockname_6" value="treePlantedOak1m"/>
	<property name="Focused_blockname_7" value="treePlantedOak08m"/>
	<property name="Focused_blockname_8" value="treePlantedOak16m"/>
	<property name="Focused_blockname_9" value="treePlantedOak27m"/>
	<property name="Focused_blockname_10" value="treePlantedOak41m"/>
	<property name="Focused_blockname_11" value="treeMountainPine12m"/>
	<property name="Focused_blockname_12" value="treeMountainPine19m"/>
	<property name="Focused_blockname_13" value="treeMountainPine27m"/>
	<property name="Focused_blockname_14" value="treeMountainPine31m"/>
	<property name="Focused_blockname_15" value="treeMountainPine41m"/>
	<property name="Focused_blockname_16" value="treeMountainPine48m"/>
	<property name="Focused_blockname_17" value="treeFirLrg01"/>
	<property name="Focused_blockname_18" value="treePlantedMountainPine1m"/>
	<property name="Focused_blockname_19" value="treePlantedMountainPine12m"/>
	<property name="Focused_blockname_20" value="treePlantedMountainPine19m"/>
	<property name="Focused_blockname_21" value="treePlantedMountainPine27m"/>
	<property name="Focused_blockname_22" value="treePlantedMountainPine41m"/>
	<property name="Focused_blockname_23" value="treeWinterEverGreen"/>
	<property name="Focused_blockname_24" value="treeWinterPine13m"/>
	<property name="Focused_blockname_25" value="treeWinterPine19m"/>
	<property name="Focused_blockname_26" value="treeWinterPine28m"/>
	<property name="Focused_blockname_27" value="treePlantedWinterPine1m"/>
	<property name="Focused_blockname_28" value="treePlantedWinterPine6m"/>
	<property name="Focused_blockname_29" value="treePlantedWinterPine13m"/>
	<property name="Focused_blockname_30" value="treePlantedWinterPine19m"/>
	<property name="Focused_blockname_31" value="treePlantedWinterPine28m"/>
	<property name="Focused_blockname_32" value="treePlantedWinterPine1m"/>
</property>

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Ive uploaded Compat Patch Modlets for Darkness Falls Sap Collection from trees. (gitlab/launcher)

 

Now the catch.

 

The way the sap collection works needs a sequential order of numbers in the xml. There is no way for me to check what blocks exist.

For that reason the patch modlets assume that you have all the biome modlets installed.

 

Specifically:

Alpine

Desert

Pine.

 

If you only use a few or one of the biome modlets, you *MUST* remove the other biomes from the patch and renumber the entries correctly. (skipping a number will break sap collection).

Blocks that do not exist, will cause NRE spam.

 

I have commented the patch xml to make it easy to remove biomes you dont want.

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Ive uploaded Compat Patch Modlets for Darkness Falls Sap Collection from trees. (gitlab/launcher)

 

Now the catch.

 

The way the sap collection works needs a sequential order of numbers in the xml. There is no way for me to check what blocks exist.

For that reason the patch modlets assume that you have all the biome modlets installed.

 

Specifically:

Alpine

Desert

Pine.

 

If you only use a few or one of the biome modlets, you *MUST* remove the other biomes from the patch and renumber the entries correctly. (skipping a number will break sap collection).

Blocks that do not exist, will cause NRE spam.

 

I have commented the patch xml to make it easy to remove biomes you dont want.

 

If I understand you correctly, I won't have this issue if I install ONLY the main pack (no modlets)? Is my understanding correct?

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If I understand you correctly, I won't have this issue if I install ONLY the main pack (no modlets)? Is my understanding correct?

 

Correct.

If you arent using any of the biome modlets, then you wont need the patch to enable sap collection from new trees in Darkness Falls.

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All modlets are compatible wtih 17.2 b20. No changes.

 

I will have a update to the Guns soon. Fixed icons, individual maps etc. About 60% done.

 

WOOHOO !!!!

+1

 

Can't wait!!! Need more Gun-Textures!!! ;-)

 

(Q: do you plan to make the new textures f.e. on Scopes aswell?)

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Ah! Thank you. Tried earlier but had issues - chrysanthemum was wind enabled yet no hover name and no collect, cotton no wind and no name/collect, goldenrod had name and could collect but no wind. Was going to post earlier but busy here and figured Guppy would notify.

I'll give it another go!

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