Search found 32 matches

by CHAPPJO
Tue Jul 16, 2019 9:40 am
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 94
Views: 21600

Re: Roads of Daggerfall

roads.jpg Assuming the green points are settlements and the red dot is a farm or home etc. both the first and second examples do not work as roads. Why? Because roads are built to go somewhere. Not just anywhere. Somewhere specific. Where? The closest place that will provide you a means of living. ...
by CHAPPJO
Mon Jul 15, 2019 7:33 am
Forum: Creator's Corner
Topic: Bad Higher DFU Attributes
Replies: 0
Views: 77

Bad Higher DFU Attributes

Download (Windows & Linux only, no Mac) Very poorly put together mod to increase the max attribute value. -No Mac support due to the lack of the module in my Unity installation. -Skill cap is still 100. -You have to use a different .dfmod file for the different values because I couldn't figure out ...
by CHAPPJO
Sat Jul 13, 2019 12:59 am
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 94
Views: 21600

Re: Roads of Daggerfall

Some people here seem to be proposing some quite complicated ways to try and generate the basic layout of the roads. Trading routes? I'm not a programmer, but I know a bit about some of the stuff. So I thought I'd share my idea to generate the roads. (that probably sucks) This is obviously an imperf...
by CHAPPJO
Sat Jun 29, 2019 3:11 am
Forum: Creator's Corner
Topic: Isle of Betony
Replies: 23
Views: 1481

Re: Isle of Betony

Thanks for the detailed reply, it's good to know it's working well so far! It's looking great from the screenshots BTW.
by CHAPPJO
Sat Jun 29, 2019 1:36 am
Forum: Creator's Corner
Topic: Isle of Betony
Replies: 23
Views: 1481

Re: Isle of Betony

Part of the coast by Yeomhouse Crypts https://media.discordapp.net/attachments/559842137374457880/594275991829086209/unknown.png?width=884&height=500 Sorry, these might seem like a weird questions, but how does this affect performance / loading times? Was UncannyValley's mod designed to be able to ...
by CHAPPJO
Sat Jun 29, 2019 12:18 am
Forum: Help & Support
Topic: Bug with lights and shadows
Replies: 8
Views: 247

Re: Bug with lights and shadows

TheLacus wrote: ↑
Mon Jun 24, 2019 10:21 pm
CHAPPJO wrote: ↑
Sun Jun 23, 2019 9:50 pm
I've also personally had some issues with vibrant wind, so you might want to try diabling that too.
If you report these issues i will have a look at them ;)
I know I should've, sorry. Unfortunately that was on an old PC that I don't have anymore.
by CHAPPJO
Sun Jun 23, 2019 9:50 pm
Forum: Help & Support
Topic: Bug with lights and shadows
Replies: 8
Views: 247

Re: Bug with lights and shadows

Thank you! I have: convenient clock distant terrain enhanced sky mountains and hills post processing realgrass handpainted models vibrant wind DREAM This bug appear only with realgrass and Handpainted models I have heard that distant terrain + mountains and hills can cause issues together, try diab...
by CHAPPJO
Sat Jun 15, 2019 4:18 am
Forum: Modder Discussion
Topic: Modding Tutorials
Replies: 84
Views: 36680

Re: Modding Tutorials

Edit: looks like this formula just wasn't implemented in the build I was testing with, it seems to work with the new one, I'll try releasing this soon. Recently I wanted to have a go at modding something, and since no one seems to had made even a partial replacement mod for dfskills, I though I woul...
by CHAPPJO
Fri Jun 14, 2019 3:38 am
Forum: Mods & Features General
Topic: "Classic" shading/lighting (without the plastic feel).
Replies: 6
Views: 337

Re: "Classic" shading/lighting (without the plastic feel).

What about a mip-map adjust option? This isn't really related to lighting (probably a better fit in the 320x200 topic) but you are correct that default mipmaps cause textures to look more blurry than they should. What I can do is add a negative mip bias to textures on import when retro mode is enab...