Daggerfall Unity Beta 0.11.1
Posted on
February 9, 2021 by
Interkarma
Welcome back everyone to the first release of 2021! Daggerfall Unity Beta 0.11.1 is now available from
Live Builds page. Following is changelist by contributor.
General Fixes & Improvements
Deepfighter
- Include BIOGfix patched BIOG files to base game
Ralzar
- Move skill check for Stealth into Formula Helper to support modding
Ferital
- Ensure both Mages Guild songs can be played
- Fix several naming macros to be more deterministic
- Fix %pcn macro written as %pfn and missing apostrophes
- Fix model 729 entrance left door texture
XJDHDR
- Set DoorModelIndex public for mods
- Add ability to bash doors placed by CustomDoors
Hazelnut
- Fix horse base speed for mods – i.e. galloping fix
- Refactor nature layout to own class and interface to support modding
- Ensure last location is stored when entering a building
- Update paymoney quest action to only allow gold to be accepted if desired
- Adjust position of item-based player torch to throw some visible shadows
- Add NameSeed to building overrides
- Add a way to query for a specific building override without need to set last location first
- Vary NameSeed in world replacement data so names differ in each place block is used
TheLacus
- Store enabled mod build targets in editor
- Fix and improve code XML documentation
- Fix runtime materials when dungeon models used outside of dungeon
- Automatically import mod manifest after creation or changed in editor window
- Refresh cursor at start to fix issue with disabled cursor mods
Pango
- Fix black screen bug with Alternate Music enabled in some dungeons
- Fix improper “you wake up” in rest UI after rest previously being interrupted
- Fix additional seams in classic sky background
- Recursively update MeshRenderers in Automap for better compatibility with modded models
- Fix “can’t carry anymore” when picking up maps
Jefetienne
- Fix multiple bugs with default bindings and primary/secondary bindings
- Set mod warning box default button to “yes”
Inconsolable Cellist
- Fix %pcnf to %pcn typo in dialog file
Kamer
- Fix unused face data for male Nord
Interkarma
- Fix monsters like Atronachs and Dreughs incorrectly hitting for bonus damage even when hit missed
- Use MagicItemTemplates JSON for generating magic items so items are not generated using legacy unpatched gamedata
- Remove per-task click rearming for “clicked npc”, ” clicked foe”, “toting item and clicked npc” to fix click clearing prematurely in some cases
- Use Woodland Hills nature set in MountainWoods biome
- Refactor huge text block in ID 9000 (class questionnaire text) to individual records 9000.1 through 9000.40 for easier editing and formatting
- Travel map now gets location name and initial discovered state from world replacement data
- Spellbook list now always accepts keyboard input, not just when mouse over control
- Refactor BIOG reading to use StreamingData as source over classic gamedata, allowing inclusion of fixed data
New Localization Tutorials
I’ll soon begin posting a new series of localization tutorials to the front page of dfworkshop.net. This will cover the process of creating a text localization mod covering multiple languages. It will show the full process of setting up assets, localizing text, assigning custom fonts, and building your mod for distribution. If you’ve never created mods for Daggerfall Unity, please take a look through the
Modding System documentation. Localization mods need to be built and distributed as .dfmod files, which requires Unity to create and package mod. A lot of the steps for creating a localization mod are common to creating any mod, so it’s helpful to have some experience here.
Once the tutorial series is completed and DFU’s localization system is no longer in preview, this tutorial series will be maintained as part of the Modding System documentation.