Search found 1040 matches

by Midknightprince
Sun Jun 02, 2019 1:31 am
Forum: Released Mods
Topic: Warm Ashes: Dangerous Dungeon Exteriors
Replies: 118
Views: 17180

Re: Warm Ashes: Dangerous Dungeon Exteriors

This thing is frigging sweet, you are awesome dude !
by Midknightprince
Wed May 29, 2019 6:49 am
Forum: Released Mods
Topic: Tedious Travel 0.4.1 (2019-06-08)
Replies: 170
Views: 19483

Re: Tedious Travel 0.4.0 (2019-05-29)

And done. Sorry everybody this update took so long. Most of this update is really by Kaedius, I just pulled the map through a diff in the end to adapt to the new way the overlay panel is handled to enable mod support. A pitty visual studios diff tools are somewhat rudimentary... Also, promptly ran ...
by Midknightprince
Sun May 19, 2019 4:31 pm
Forum: Released Mods
Topic: Warm Ashes: Dangerous Dungeon Exteriors
Replies: 118
Views: 17180

Re: Warm Ashes: Dangerous Dungeon Exteriors

So with warm ashes Wilderness encounters, the best way to do this thing right now is with either tedious travel on or off. On: set it to about 2X speed, if you go any higher you can outrun the spwans, possibly Zone = no encounters, or backtracking every time you get to pop up ( not efficient and bor...
by Midknightprince
Wed May 15, 2019 2:02 am
Forum: Released Mods
Topic: [MOD] Post Processing Effects
Replies: 126
Views: 30743

Re: [MOD] Post Processing Effects

I was wondering if you could incorporate the Birds Mod into this... The birds in Daggerfall mod has not worked for quite a while and it did add a lot of Ambience to Daggerfall Unity. Would it be possible to just do it through post-processing effect, make it part of this mod and sort of Do Your Own T...
by Midknightprince
Sun May 12, 2019 12:50 am
Forum: General
Topic: Closed: New Console Commands
Replies: 9
Views: 2913

Re: Closed: New Console Commands

MasonFace wrote:
Fri May 10, 2019 2:26 am
Here you go:

viewtopic.php?f=23&t=1957

Sweet, thank you man !
by Midknightprince
Fri May 10, 2019 6:15 pm
Forum: Released Mods
Topic: [MOD] Trees Of Daggerfall
Replies: 96
Views: 9003

Re: [MOD] Trees Of Daggerfall

It's using my processor maybe 60 or 70%, 3D card is like 15%. Maybe turn off the animations, and see what happens ? If you want to do just the big trees like KOW said "lets try it", I think you should leave those piles of the thick branches though, they look really sweet... I like it but it's not ev...
by Midknightprince
Fri May 10, 2019 2:18 am
Forum: General
Topic: Closed: New Console Commands
Replies: 9
Views: 2913

Re: Closed: New Console Commands

I saw on GitHub a few months ago, somebody added spawning enemies in. I forgot what you entered in the console and there was no list for what enemies you could spawn. Does anybody have any info on that or maybe a post dealing with that you could link here ? I'm just curious, but from what I understa...
by Midknightprince
Thu May 09, 2019 11:57 pm
Forum: Help & Support
Topic: First level up delayed 0.7.126 WIN10X64
Replies: 6
Views: 237

Re: First level up delayed 0.7.126 WIN10X64

Okay, here's the save..
This is the same guy on first lvl up (I found a save).
I've exited privateers hold, completed a quest, cruised around the world a bit, all before lvl 2..
It is A LOT of skill increases...
by Midknightprince
Thu May 09, 2019 11:47 pm
Forum: Released Mods
Topic: [MOD] Trees Of Daggerfall
Replies: 96
Views: 9003

Re: [MOD] Trees Of Daggerfall

Can you make a version of .08 with the trees not animated ? I'd like to try it if I could, maybe it's the trees blowing in the wind, but it should at least cut back on performance hopefully.. Anyways, I'm eager to help in that way if I could.. The trees in .08 look really good. *EDIT* it seems like ...