Rocks of Daggerfall

Show off your mod creations or just a work in progress.
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BadLuckBurt
Posts: 554
Joined: Sun Nov 05, 2017 8:30 pm

Re: Rocks of Daggerfall

Post by BadLuckBurt » Wed Oct 16, 2019 5:48 pm

Kamer wrote:
Wed Oct 16, 2019 2:31 pm
I don't use Distant Terrain myself. It seems it ignores any new location loaded by Uncanny's Location Loader and doesn't have its ground leveled out as it should be. You can still sue distant terrain but you can't use the heightmaps from it. Mountain and Hills + Distant Terrain seems to be the only way.
Thanks for the tip, I don't mind switching over to Mountains and Hills. Just gave it a try and it looks great, this is some really awesome stuff and I kinda wish the entire map already had these :D I'll be patiently waiting
King of Worms wrote:
Wed Oct 16, 2019 5:36 pm
Interresting I thought these are not really compatible. Worth a try, thank you ;)
If you disable the 'Enable improved terrain' option in the Distant Terrain settings, you can use Mountains and Hills without any problems. You still get distant land too but the height differences are managed by M&H instead of DT.

- edit

I took a few screenshots while I was out and about, this is mostly around Whitefort, excuse the shitty quality :lol:
Spoiler!

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Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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Kamer
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Re: Rocks of Daggerfall

Post by Kamer » Fri Oct 18, 2019 8:56 am

Demo of Tulune. I'm tired so I'll be sure to release it tomorrow.


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BadLuckBurt
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Re: Rocks of Daggerfall

Post by BadLuckBurt » Fri Oct 18, 2019 9:18 am

Kamer wrote:
Fri Oct 18, 2019 8:56 am
Demo of Tulune. I'm tired so I'll be sure to release it tomorrow.
I'll be patiently waiting! That looks great. I'm curious though, if you did the whole map this way, wouldn't that be a tonne of data to load in?
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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Kamer
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Re: Rocks of Daggerfall

Post by Kamer » Fri Oct 18, 2019 11:06 pm

BadLuckBurt wrote:
Fri Oct 18, 2019 9:18 am
Kamer wrote:
Fri Oct 18, 2019 8:56 am
Demo of Tulune. I'm tired so I'll be sure to release it tomorrow.
I'll be patiently waiting! That looks great. I'm curious though, if you did the whole map this way, wouldn't that be a tonne of data to load in?
Yes it would, I'd like to see how far I can go with this before I hit any roadblocks. I find splitting areas up between multiple files speeds loading up drastically.



Also UPDATE

Download:
Locations Pack.rar
(160.76 KiB) Downloaded 46 times

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Midknightprince
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Re: Rocks of Daggerfall

Post by Midknightprince » Thu Oct 24, 2019 7:14 pm

Kamer wrote:
Wed Oct 16, 2019 6:10 am
Rocks of Daggerfall Version 0.2

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Gavaudon is no longer supported from the first version. it has to be reworked since I'm using new models. This time I return to the Isle of Betony.
Explore Betony, and let me know what you think of the new look. I got a new system to randomly place these mountains and I'm loving the results.
This is sure to help a lot in speeding up the process. Mainly, its because the new way it works is bugless, smoother, and gives a sens of detail while
being open enough not to totally suffocate Tedious Travel players.


Screenshots:
Spoiler!

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Install:
1. Open the folder that matches your operating system (Windows/OSX/Linux)

2. Copy the "Rocks of Daggerfall.dfmod" and "locations loader.dfmod" into your DaggerfallUnity_Data/StreamingAssets/Mods folder

3. Copy the "Locations" file into your DaggerfallUnity_Data/StreamingAssets/ folder

3. Make sure both dfmod files are enabled



Download:[url=http://www.mediafire.com/file/wgjk83iuy ... _.rar/file[/url]
I have been waiting for this one..
Thank you Kramer for all you do, I'll try and give it a good go before Halloween, but no promises, as it's Halloween...
MUWAHAHAHA
Check out my YouTube Channel!

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Midknightprince
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Re: Rocks of Daggerfall

Post by Midknightprince » Thu Oct 24, 2019 7:43 pm

This thing should be on the mods page so when I forget it's in here I can still find it there.. :D

Just a suggestion, and I know it's a wip, but it's a good wip..

But it is......
Check out my YouTube Channel!

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Midknightprince
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Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
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Re: Rocks of Daggerfall

Post by Midknightprince » Thu Oct 24, 2019 7:45 pm

This thing, and the trees mod....

This weekend is going to be insane ( or more insane than it already is)...
Check out my YouTube Channel!

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BadLuckBurt
Posts: 554
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Re: Rocks of Daggerfall

Post by BadLuckBurt » Thu Oct 24, 2019 8:21 pm

Kamer wrote:
Fri Oct 18, 2019 11:06 pm
Yes it would, I'd like to see how far I can go with this before I hit any roadblocks. I find splitting areas up between multiple files speeds loading up drastically.
That does seem to be the way to go. Dragontail or Wrothgarian mountains might make for a nice stress test as those areas should be pretty rocky. I'll have to take a trip to Tulune this weekend too, that used to be my home region for characters that follow Julianos.

I don't suppose I could give you an incentive to do Menevia next? ;) j/k, work on whatever region you want to, I can almost buy a boat so travel won't be as tedious anymore :D
Daggerfall Unity on UESP: https://en.uesp.net/w/index.php?title=T ... fall_Unity
Daggerfall Unity on Nexus Mods: https://www.nexusmods.com/daggerfallunity
My github repositories with mostly DFU related stuff: https://github.com/BadLuckBurt

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