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Description
Changes strength of wind according to current weather.
Features
Dynamically change wind strength, from a calm breeze for a sunny day to a violent wind for snowstorms.
Supports TerrainData wind (grass) and WindZone (trees and particles).
Set a custom range and interpolation: choose a wide range of speeds or a light breeze with minor variations.
Terrain: set Speed, Bending and Size separately for further customization.
Prerequisites
Daggerfall Unity 0.5.33
While there are no other technical requirements, this mod is supposed to be a complementary to a vegetation mod, such as Real Grass.
Quick Setup
Adjust min and max values of range to achieve the desired speed. Choose distant values for a wide range of speeds, near values for minor variations.
Use set_weather 0-6, vwind_debug 2 to test in game.
Nice, this makes the world more immersive / atmospheric. I also wonder if such a effect (maybe less pronounced) could be applyed to some of the terrain flats like the trees, bushes and flowers, excluding rocks etc...
It makes me sort of want to determine that the speed of the movement per object would be in inverse proportion to the size of its image; very large trees would blow little, and tiny bits of grass would move a lot.
...which sounds very laborious on the technical side, I venture Another great mod!
Farewell DFU community! My time here has been a joy.
Thomas_Eric wrote:I wonder if this would be compatible with a future better fog or/and better smoke mods that someone may do.
Sure
King of Worms wrote:Nice, this makes the world more immersive / atmospheric. I also wonder if such a effect (maybe less pronounced) could be applyed to some of the terrain flats like the trees, bushes and flowers, excluding rocks etc...
Jay_H wrote:It makes me sort of want to determine that the speed of the movement per object would be in inverse proportion to the size of its image; very large trees would blow little, and tiny bits of grass would move a lot.
...which sounds very laborious on the technical side, I venture Another great mod!
Meshes affected by wind need informations on how to reacts to it, so different tree models would surely wave differently as they're supposed to.
Applying wind on daggerall billboard trees seem very tricky tough; the biggest problem is that you don't have any separation between rigid parts and foliage, it's just a texture on a plane. Maybe something can be done with the little flowers..
Mod System documentation - Learn how to create mods for Daggerfall Unity. Modder Discussion - General help and discussion for the mod system. Github Issues - Submit a bug report for the game, including the mod system.
King of Worms wrote:Nice, this makes the world more immersive / atmospheric. I also wonder if such a effect (maybe less pronounced) could be applyed to some of the terrain flats like the trees, bushes and flowers, excluding rocks etc...
If someone made animated sprites for flats why not
Error (1061): Type `DaggerfallWorkshop.Game.Utility.ModSupport.Mod' does not contain a definition for `MessageReciver' and no extension method `MessageReciver' of type `DaggerfallWorkshop.Game.Utility.ModSupport.Mod' could be found. Are you missing an assembly reference?
Error (): 0(78,14): VibrantWind.VibrantWind.Start()
For some reason, the gif isn't working for me; all I see is grass and sky in an endless loop of stuttering right one frame, then stuttering left one frame.
Previous experience tells me it's very easy to misunderstand the tone, intent, or meaning of what I've posted. If you have questions, ask.