Real grass

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Stalin Brando
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Re: Real grass

Postby Stalin Brando » Wed Sep 13, 2017 5:09 am

All sounds like good ideas. Vanilla Daggerfall doesn't offer enough to Ranger or Druid type characters. There should be hunting, camping, dangerous animals etc. Give a reason to see the landscapes you've put so much effort into. Make quick travel feel like the backup option. The original Daggerfall creators probably wanted us to travel but ran out of resources, computer power and/or time. Now anything is possible.
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TheLacus
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Re: Real grass

Postby TheLacus » Wed Sep 13, 2017 2:07 pm

Jay_H wrote:More great additions. Are there any future plans for this mod?

I intend to revisit all water plants and release a graphic update for version 2.1. It will take a while :)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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Midknightprince
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Re: Real grass

Postby Midknightprince » Wed Sep 13, 2017 2:12 pm

TheLacus wrote:I intend to revisit all water plants and release a graphic update for version 2.1. It will take a while :)


Take your time, this one is still burning in 8-)
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ifkopifko
Posts: 66
Joined: Thu Apr 02, 2015 9:03 am

Re: Real grass

Postby ifkopifko » Wed Sep 13, 2017 4:57 pm

I have been wondering... adjustable height of grass is very nice. However, I can not seem to find a good value. Tall grass in towns looks very weird, and short grass in the wilderness also is not the best choice. Would it be possible to have separate height settings for general terrain and city blocks?
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TheLacus
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Re: Real grass

Postby TheLacus » Wed Sep 13, 2017 7:59 pm

ifkopifko wrote:I have been wondering... adjustable height of grass is very nice. However, I can not seem to find a good value. Tall grass in towns looks very weird, and short grass in the wilderness also is not the best choice. Would it be possible to have separate height settings for general terrain and city blocks?

This would make even more visible the hard border between towns and streamingworld, not really found of the idea. My suggestion is to choose a relatively wide range while still keeping low values. The result is a varied grass, like you'd expect it to be if not maintained, but at the same time it doesn't clip too much in cities.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
ifkopifko
Posts: 66
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Re: Real grass

Postby ifkopifko » Thu Sep 14, 2017 5:38 am

Will try it out, thanks. :-)
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Nystul
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Re: Real grass

Postby Nystul » Thu Sep 14, 2017 6:47 am

TheLacus wrote:
ifkopifko wrote:I have been wondering... adjustable height of grass is very nice. However, I can not seem to find a good value. Tall grass in towns looks very weird, and short grass in the wilderness also is not the best choice. Would it be possible to have separate height settings for general terrain and city blocks?

This would make even more visible the hard border between towns and streamingworld, not really found of the idea. My suggestion is to choose a relatively wide range while still keeping low values. The result is a varied grass, like you'd expect it to be if not maintained, but at the same time it doesn't clip too much in cities.

Unless you blend average grass height between both heights for let's say one rmb block
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TheLacus
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Re: Real grass

Postby TheLacus » Fri Oct 06, 2017 4:34 pm

What do you think ?

salad.png
salad.png (1.9 MiB) Viewed 101 times


NikitaTheTanner wrote:
Add alchemy like in later tes games with pick flowers and stuff?

Why not? You can literally pick up flowers from dead bodies in original game, like roses, for example, so why not give players an ability to pick up flowers in the wild? There is nothing in the wilds right now, but it would give at least one reason to walk around in the woods. And for people who don't like doing it, there will always be shops and dungeons/enemies to get the same ingredients from.

This is probably outside the scope of this particular mode, but similar algorithms can be applied to spread harvestable plants around.


I believe farms are the best place to start something like this. I'm not making any promise but if i decide to look into this, do some of you have some pratical suggestions like a list of existing ingredients which make sense to harvest from a salad etc?
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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StarMadeKnight
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Joined: Tue Oct 03, 2017 6:09 am

Re: Real grass

Postby StarMadeKnight » Fri Oct 06, 2017 5:52 pm

Are the crops gonna be a separate option in the menu like the water plants and flowers? They look phenomenal, but i am partial to the old-school flats.
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TheLacus
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Re: Real grass

Postby TheLacus » Fri Oct 06, 2017 6:20 pm

Yes, they're optional ;)
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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