Tabletop Simulator

Tabletop Simulator

Coco's Cutaway Buildings [Witcher 3]
60 Comments
GaPrVi 8 Feb, 2024 @ 7:58am 
For some reason, half of the interior layout is error :(
Newbyte 20 Jul, 2023 @ 4:33am 
Most things seem to appear, but I get a lot of errors when loading this, so I'm not sure everything is appearing correctly?
K2 Saint 1 May, 2022 @ 6:17am 
Changing sates works completely fine but as soon as i try go down by a number the model can't find the textures and disappears entirely is this something I am not doing correctly?

Really love the concept and models!
Coconutsales  [author] 24 Jul, 2021 @ 8:10pm 
Hmm, that might be an issue with CaptainCobop's workshop, because the models are imported from his assets. (That is, if this is still a valid error - I am working in a National Park right now with terrible internet connection!)
Auce 26 Jun, 2021 @ 2:42pm 
Your wonderful models for the ground/grass/dirt have stopped working. Any chance of a fix?
Archibot 4 May, 2021 @ 12:25am 
Hi, didn't you have another, bigger mod with just a lot of assets? I used to have it saved but can't find it anymore. Would you mind pointing me in the right direction?
Coconutsales  [author] 29 Nov, 2020 @ 11:31am 
Also I was in err when I said the loading is due to a bug in the steam cloud service - it is rather a bug inherent in Unity itself, which TTS runs on. My bad :tshock:
Coconutsales  [author] 29 Nov, 2020 @ 11:26am 
There are way too many textures in these models for me to wrap my head around making a texture atlas to import everything as a .obj file :tcry:

I don't even know how to make a texture atlas in the first place, so to retroactively apply that to everything would be a monstrous nightmare.
motte 29 Nov, 2020 @ 9:35am 
1.st of all, thank you for your work. I know how much work it is to implement stuff into TTS. Never heared about a Asset bug / that steam service can't handle single workshop items (only complete workshops had some problem). Maybe (and that is an option if you like your workshop) implement objects not as an assetbundle to prevent that problem. Implement them as figurines (mesh[.obj]+UV). Never had problems with that. But can understand when you do not want to invest the time. Stay healthy, stay sane! :lunar2019coolpig:
Coconutsales  [author] 28 Nov, 2020 @ 6:08am 
Everything is uploaded to the steam cloud, if things aren't loading that's due to the asset bug that the steam cloud service has where cached items don't load.
motte 27 Nov, 2020 @ 1:28pm 
Workshop broken atm. Could not load a lot of assets. Most of them were uploaded on 3rd party sided and TTS has restricted acces to those, means can not load the files. PLZ use the 100GB steamcloud that you got for free to upload stuff :lunar2019grinningpig:
Jamster 11 Oct, 2020 @ 12:56pm 
A lot of the houses don't seem to be loading for me now.
Emil 26 Aug, 2020 @ 2:13am 
Awesome work!!!

is there a chance you save the houses as .obj files for us?
This way I could work on them in blender and crate some ruin houses that our group needs for M
Mordheim.

thank you in advance for answering.
Greentongue 23 Aug, 2020 @ 8:32am 
Excellent resources!
Coconutsales  [author] 4 Aug, 2020 @ 4:50pm 
It's a common bug with TTS, devs have no idea why it happens. Like I said, something to do with an error on the client when loading assetbundles from a cache. Nothing I could do, glad it sorted itself out :D
Gondor72 4 Aug, 2020 @ 2:56pm 
I am not sure if it was you, but it works great now. Thanks.
Gondor72 3 Aug, 2020 @ 7:27pm 
In all it said 20 assets. It was odd, because I was looking at it 2 days ago. Level 1 of the brothel is gone. Whatever was between the long bridge and the gate. The sample in the corner is gone.
Coconutsales  [author] 3 Aug, 2020 @ 7:05pm 
@Gondor72 All the assets load correctly on my end, which ones are you having issues with? It might be the infamous cache error, and therefore on your end :tcry:
Gondor72 3 Aug, 2020 @ 4:22pm 
I think some of the links got broken
Gondor72 30 Jul, 2020 @ 6:06pm 
Well done
☩ PJ ☩ 24 Jul, 2020 @ 1:08pm 
These are so beautiful man, thanks so much!
Benethor 20 Jun, 2020 @ 3:31am 
Coconutsales  [author] 17 Jun, 2020 @ 4:00pm 
That's awesome to hear! I'd love to see screenshots of how you utilize the assets. Always fun to see how they look in use :)

I'm itching to get back to getting a third content update but there are just so many games holding my attention, especially now that Hardspace: Shipbreaker came out :meadowfrog:

But yeah don't worry more is to come. I have no ETA but thankfully I have refined the process to a point where I can knock out a whole lot of props in a short amount of time, assuming no additional detailing work is required.
Hades 17 Jun, 2020 @ 1:17pm 
Just wanted to let you know that these updates have been tight and have been a godsend for making convenient D&D maps. My players are always tickled pink by how seamless so much of this is. Tons of props, my guy! Always hoping to see more.
Coconutsales  [author] 28 May, 2020 @ 5:58am 
My three favorite buildings in the next set to be worked on, are this windmill ( https://i.imgur.com/YRJZ54p.png ), these very unique peat-walled homes ( https://i.imgur.com/yJLF1tF.png ) and, while technically not buildings or a cutaway, these log palisade wall pieces, which will make for a great modular set! ( https://i.imgur.com/DthokC7.png )
Coconutsales  [author] 28 May, 2020 @ 5:53am 
https://i.imgur.com/0eYTQq7.png This is Popiel Tower, the haunted and rat-infested castle located on Fyke Isle, the large island in the center of the lake that is hard to miss when looking at a map of TW3. While actually very complete, for whatever reason the asset is missing the first floor where the entrances are. I cannot tell why it's missing, because the model is otherwise all very complete. This is a sad one, because the tower makes an amazing cutaway.
Coconutsales  [author] 28 May, 2020 @ 5:53am 
Overall - yes, I'm not done with the assets I have already, but this week there won't be anything. Once I exhaust all the assets I have I am going to see if I can use the Witcher 3 Modding tools to get more small buildings, and find the assets needed to complete some of the buildings that have no interior (when there should be interiors)

On that latter note, here are two of my favorite models I have that are partially complete [ missing some interiors ]

https://i.imgur.com/2Ub1t9V.png This is the Golden Sturgeon, one of Noivgrad's largest taverns, with three floors. All I have in this model is the ground floor, but the lower and second floor are missing from the assets I have.
[comment split because it was too long]
Benethor 28 May, 2020 @ 1:43am 
Is there more content to be expected right now? :)
McHolty 23 May, 2020 @ 7:23pm 
These are some of the best buildings for TTS. Well done sir!

I will be looking forward to you making your own stuff and using your Patreon.
¢ 22 May, 2020 @ 10:31pm 
Well I'll keep on the lookout for that and your stream! :csdsmile:
Coconutsales  [author] 22 May, 2020 @ 8:54am 
Perhaps if I get proficient enough at these programs, and I can start producing my own assets from scratch, then I may consider getting a Patreon page since then I can say for sure that the content I would be making is 100% my own design.
Coconutsales  [author] 22 May, 2020 @ 8:52am 
@¢ I don't. The closest would be my tip jar on my twitch page, but I don't really seek reward for this project considering all I am doing is modifying existing content. I'm doing this for my own entertainment, and if my boredom produces something someone else can use for free then that's all the bonus I need.
¢ 22 May, 2020 @ 6:11am 
Do you have a patreon? This is incredible.
Coconutsales  [author] 21 May, 2020 @ 7:07am 
The largest I have is the merchant ship unfortunately. When I exhaust my assets I'm planning on figuring out the Witcher 3 modding tools so I can get more assets (and complete a lot more of the buildings, because most of what I have has broken or nonexistant exteriors and interiors)
Benethor 21 May, 2020 @ 5:00am 
Any chance of a bigger ship coming aswell by the way? Dont remember if there were bigger ships in Witcher 3
Benethor 21 May, 2020 @ 4:50am 
Amazing, i am just building the entire Waterdeep Campaign and those assets are like a gift from god, thank you so much for this awesome work!
Toph 20 May, 2020 @ 11:42pm 
Amazing work @Coconusales ! I'm amazed by the first time you uploaded this and now you ADDED MORE STUFF - you have a generous heart sir ! Thank you !
Coconutsales  [author] 20 May, 2020 @ 10:40pm 
The 1.1 update is here! Check out the full list of additions in the changelog here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2097520428
Coconutsales  [author] 20 May, 2020 @ 6:20pm 
Currently just quality checking all the assets. Here's a peak! https://i.imgur.com/KBhclU3.png [This is not anywhere close to all of the assets in today's update. :) ]
DefCon07 20 May, 2020 @ 8:45am 
Its fine now, Internet hickup i guess or this bug you mentiond. It just showed me this "Custom Model" window on loading and to be honest i'm not that skilled with model an texture stuff.
Coconutsales  [author] 19 May, 2020 @ 9:33pm 
I also have two completed ship states, one is a merchant ship with an enterable cargo hold, and the other is a ship wreck (one might know what I am talking about if you have been to the Ice Giant ship in the Skellige Isles in the TW3 DLC) as well as a number of simple rowing boats with otherwise no interior.

And that's just what I have done as of now! I'm not even done working on this next update. Prepare yourselves for an large amount of new content tomorrow!

I haven't yet made any exports to unity with the files I have done, so it's possible there may be some unforeseen errors, but I don't expect anything that might hold back the update.
Coconutsales  [author] 19 May, 2020 @ 9:33pm 
Good news everyone! I have completed a successful day of working on modifying hundreds of assets! To count, coming tomorrow so far are: over 20 various weapons [including "civilian / farmer" tools], over 100 various objects [may upload to a separate workshop file], and over 15 new structures totaling 40 different model states [ this includes: a 4 story stone lighthouse, an open-wall lumber watermill, a three story rich home, and a city variant lower-class home] There are also three gates with five states each - open, closed, locked, broken down, and no door.
Coconutsales  [author] 19 May, 2020 @ 9:20pm 
@DefCon07 I just checked and I have no issues loading anything. Does it give you errors, or is the model stuck on the white box in an infinite load? If it's the latter, sadly this is a bug with Assetbundles in TTS where locally cached assetbundles don't load correctly. I have no idea if the devs intend to fix it, as there has been zero discussion or even bug reports to my knowledge of this issue.
DefCon07 19 May, 2020 @ 11:29am 
These are awesome my brain was already in must make a map mode, but sadly for 3 buildings state 1 is not loading correctly. i guess no access to asset.
Coconutsales  [author] 19 May, 2020 @ 7:51am 
Here's a taste of something I am working on currently for this simple brick and wood gateway. https://i.imgur.com/14az3iP.png

Expect a bunch of models with various styles of entry.

Fun fact: The ruined brick house already has a home-made modification of sorts to the original source material - I blew down the second-level exterior door that exists on what < was > an inaccessible platform, but in the released model I stretched a small footbridge across - a fun alternative means of entry for the ruined structure!
Benethor 19 May, 2020 @ 3:54am 
Those are absolutely awesome for my DnD table, cant wait for more town buildings like the big one
Coconutsales  [author] 18 May, 2020 @ 11:30am 
@Star-X Hell yeah brother, utilize and credit to your heart's content. I can't wait to see what kinda epic shit people make with these models! I know CaptainCobop is up to some pretty cool stuff already... ;)
Star-X 18 May, 2020 @ 10:11am 
OK if I add this to my Mordheim setup workshop entry at some point? It's frickin perfect for Empire in Flames and its building rules. I'll give credit of course.
Coconutsales  [author] 18 May, 2020 @ 7:14am 
I honestly think Locked physics are the way to play Tabletop RPGs. You can still flick things if you want to simulate something getting royally FUCKED, but objects don't get bungled on accident when you don't purposefully interact with them.
Coconutsales  [author] 18 May, 2020 @ 7:11am 
@Blackeye If you go into Options > Server > and toggle Physics to Locked, then objects with updated surrounding will no longer obey the laws of gravity.