KoW - D.R.E.A.M.

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King of Worms
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KoW - D.R.E.A.M.

Post by King of Worms » Sun Jul 01, 2018 7:47 pm

Daggerfall Remaster Enchanted Art Mod.jpg
Daggerfall Remaster Enchanted Art Mod.jpg (524.25 KiB) Viewed 36066 times
Description
This mod consists of:
7130 Various Sprites, Menu tabs & Portraits
1472 Textures
2129 Additional textures for materials (Occlusion, Emission, Height, Metallic, Normals, Roughness, Specular)

What does D.R.E.A.M stand for?
Daggerfall Remaster Enchanted Art Mod

What is included in the D.R.E.A.M?
DREAM RC6 is divided into the 11 selectable DFMOD packages:

Music
ByteMixers "Daggerfall Remastered Music Project" is the official Dream music. Preview: https://soundcloud.com/j-bot-1/sets/dag ... ject-final

Sound
Based on Pangos "Cleaned Sound Clips (CSC)" viewtopic.php?f=27&t=1692 but further improved - CSC were originally based on Helegads "Tamriel Mixdown" viewtopic.php?f=14&t=1333&hilit=tamriel+mixdown Very clean and mastered sound.

Cinematics
All ingame cinematics have been up-scalled or recreated and the original sound was cleaned.
Thanks "Phredreeke" for upscaling the missing videos and "Pango" for cleaning the sound and converting vids for Linux.
Ive created the two "dream" videos anew and added a music which was not used ingame previously.
All vids were remuxed with the new sound, and further tweaked... Daggerfall intro videos by "Rhymer".

Textures
Mix of brand new textures and upscales of the old ones with added detail maps on top of them, all textures are materialized with combination of normal maps, height maps, oclussion, roughness and smoothness settings.

Sprites
Just every sprite in-game, all ingredients, trees, dungeon props, furniture, animals, loot piles, spell effects, artifacts, blood splatters.. up-scaled, redrawn in many stages, lots of manual input

Handheld - 2 parts
The 1st person handheld weapons, all of them! This is a result of cooperation with Megaten, who created lots of weapons. Ive added their magic variants, staffs and bows plus some tweaks of colors/brightness, bug fixes and optimalization

MOBs
All animated enemies and their corpses have been AI up-scaled and manually tweaked for a best vanilla-like look, thanks MasonFace!
Corpses have been adjusted to match the living MOBs size and colours more precisely, correcting some vanilla bugs as well

NPCs
Up-scaled, manually redrawn in many stages, vanilla based look

Commoners
Towns Folk, AI Up-scaled, manual touch for close up frames by Adrinus

Portraits
Up-scaled, manually tuned. Most of the Royals and VIPs have new high detail portraits

HUD & MENU
Loading screens, Inventory, Maps, Character backgrounds, All kinds of buttons & tabs, Spell book, Log book, Compass etc

Recommended PC Specs
Windows, OSx or Linux
4GB VRAM
8GB RAM+
SSD
or better...

Recommended ingame Advanced Settings
GAMEPLAY
Dungeon textures - CLIMATE
(With a "CLASSIC" setting, swamp and woodland texture sets are unused, thats bad for this mod)
Splell lightning/shadows - ON
INTERFACE
Geographic backgrounds - OFF
ENHANCEMENTS
Everything ON but "Compress modded textures"
Dungeon & Night Ambient light = 1.0
Player Torch Light = 0.6
Item Based player torch = ON (And lit those torches in your inventory)
VIDEO
Quality - Beautiful
Filters - Trilinear
Terrain distance = 2 (for distant terrain mod and medium HW)
FOV - 66 (on 16:10 monitors)
Shadows - High (bit softer than very high)
Dung/Interior light shadows = ON
POSTPROCESSING MOD SETTINGS
Antialiasing - FXAA 4x OR OFF is you using the Reshade
Ambient Occlusion - Medium, Intensity 0.8, Radius 0.4(this removes AO banding artefacts on NPCs)
Motion Blur - 10 (if you play 60fps)
Vignette - ON 10% intensity
Depth of field - OFF
Eye adaptation - OFF
Bloom - OFF
Dithering - ON
Screen-space reflections - OFF
NVIDIA CONTROL PANEL
Force Anisotropy = 16x
Max prerendered frames - 4
Texture filtering - High quality preset
Texture filtering Negative LOD bias - CLAMP
Anisotropic/Trilinear Optimalization - OFF
Triple Buffering - ON

Recommended Audio/Visual Mods - Use my DREAM presets
Enhanced Sky (Nystul, Uncanny) viewtopic.php?f=27&t=1542
Birds in Daggerfall 2.0 (Uncanny_Valley) viewtopic.php?f=27&t=2214
Distant Terrain (Nystul) viewtopic.php?f=27&t=10 OR Mountains & Hills (Uncanny_Valley) for lesser HW viewtopic.php?f=27&t=1008
Model replacement Project (AlexanderSig) viewtopic.php?f=27&t=583
Post processing effects (The Lacus) viewtopic.php?f=27&t=694
Real Grass 2 (The Lacus) viewtopic.php?f=27&t=964
Vibrant Wind (The Lacus) viewtopic.php?f=27&t=532
Loading screen (The Lacus) viewtopic.php?f=27&t=469 Default values
Improved Interior Lighting (ShortBeard) viewtopic.php?f=27&t=2479

Dream Team Credits

Technical support

King Of Worms
project leader

Interkarma
tech support

The Lacus
tech support, scripting

Quasifex
tech support, creation of 1st set of advanced materials & making the DFMOD work...
lots of consultation/guidance in regards to this area


Artists

King Of Worms
DREAM BASE
- over 7000 Sprites, Menu tabs & Portraits
- 1472 Textures
- big part of those 2129 additional textures for PBR materials


Artificial Inteligence upscaling team
Masonface - AI project lead
MrFlibble - AI upscaling specialist
Phredreeke - AI upscaling specialist and alpha mask generator
Thanks to the PVE AI UP-scalling team, DREAM now rocks the beautiful Artificial Intelligence up-scaled MOBs!
This version was created specifically for a high end focus of the DREAM mod and is 8x the resolution of original 1996 sprites.
Optionally, you can download the 4x version from the PVE Mod page
viewtopic.php?f=27&t=1956

Music Production & Engineering
ByteMixer
DREAM is now merged with his outstanding "Daggerfall Remastered Music Project" viewtopic.php?f=27&t=921
SoundCloud preview https://soundcloud.com/j-bot-1/sets/dag ... ject-final


Painters team
Jman0war
beautiful hand drawn terrain sprites sets (248 files)
504 Temperate Woodland + 505 Snow Woodland
506 Woodland Hills -- - - - - 507 Snow Woodland Hills
508 Haunted Mountains -- - 509 Snow Haunted Mountains
510 Mountains -- - - - - - - - 511 Snow Mountains
NPC no.182_17-0


Adrinus
perfect final touch, adjustments & corrections on NPCs - For ex.:
Animated trader & Smith sets 182 & 334
NPCs no. 182_(1, 3, 7, 8, 9, 11, 12, 13, 16, 18, 19, 20, 21, 23, 24, 25, 26, 29, 31, 32, 34, 35, 36, 39, 43, 46, 53set, 54, 55, 56)
183_(0, 1, 2, 3, 4, 7, 8, 10, 11, 14, 15, 18, 20, 21, 52set )
184_(0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 15, 16, 17, 18, 19, 20, 22, 23, 25, 26, 27, 28, 29, 30, 31, 32, 33)
334_(1, 5, 7, 12set, 15, 16)
346_(4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 18set)
357_(4, 5, 7, 14)
Selected artifacts from sets 432/433
Final touch on some item/nature sprites as well..
(well over 150 files+)


Alexander Sig
handpainted town ex/interiors (100+ files)
sets 079, 082, 085, 164, 312, 314, 326, 338, 342, 364, 369, 374


VM Blast
travel map remaster
new mouse cursor
mages guild texture set no.337, tavern set no.360, 4x doors (17 files)
+ donated set of textures I used further on


Ghostline
vintage temperate Terrain ground set (56 files - Adjusted)

Gadel
His animals pack (archive 201 viewtopic.php?f=14&t=2115) is used, I altered the brightness and saturation to fit better in the game. Havent used his dogs.
I still wait his approval tho! He said "Feel free to use thoses textures replacement" but Id still prefer a direct approval in regards to the PM Ive send him.


Poberun
desert city building textures (12 files)

Epicurius7
NPCs no.182_1-0 & 182_10-0 & 182_11-0 (3 files - Adjusted)

AXO
animated NPCs - Mage no.177_0-* & Smith no.177_5-*

Lutojar (DaggerXL) AKA Asknarin (DFU)
main character conversation portraits (32 files - adjusted, not all were used)
viewtopic.php?f=14&p=21287#p21287

Levethian
desert building textures (11 files - adjusted)

Arl
HD HUD Replacement textures - adjusted

MasonFace
AI Up-scaling of menu tabs not previously covered by Arl
182_33-0 dancer body


Various contributions

Pango
DREAM is now merged with his beautiful Charcoal Ghosts mod viewtopic.php?f=27&t=1526
Thanks Pango! (this is not now used because we switched to AI Upscalled mobs)


Mosin Nagant
SLADE editor tutorial which helped me optimize DREAM a lot and get rid of vanilla magenta compression artifacts
+ 4 textures of swamp temple which started it all!


Jayhova
font I used for texts in a new menu tabs (Headline font adjusted by VMBlast, font color by King of Worms)

AmmoniumDichromate
Provided beautifully rendered Load/Save/Exit intro screen for RC6. Thank you!

Thank you guys, all your contributions took the mod to another level, plus it was a motivation at the later stages of development for me to push and make this insane thing a reality. Its the biggest modding project I ever did and Im happy for everyone who joined in.. feels much better to me, when its a community effort... epic sh1t, thank you!



If anyone feels like donating, I would indeed be VERY grateful! It took me years to create this..
But the DREAMing is free for everybody and that will never change ;)
Thank you!
https://www.paypal.com/cgi-bin/webscr?c ... source=url


BONUS - High res Ai Sharpened Daggerfall posterhttps://mega.nz/#!vjJ3BSba!5vXUTQ15AA9v ... 9Pl7RzF7A8

DOWNLOAD MIRROR: NEXUS MODS:

https://www.nexusmods.com/daggerfalluni ... ?tab=files


Installation notes
Please read the included INSTALLATION GUIDE.txt for further info!

Copy "Mods" "SpellIcons" and "Presets" folders to the

"..Daggerfall\DaggerfallUnity_Data\StreamingAssets"

so it ends up like this:
"..Daggerfall\DaggerfallUnity_Data\StreamingAssets\Mods"
"..Daggerfall\DaggerfallUnity_Data\StreamingAssets\SpellIcons"
"..Daggerfall\DaggerfallUnity_Data\StreamingAssets\Presets"




And this is how it all started!
Textures
viewtopic.php?f=14&t=632
Sprites
viewtopic.php?f=14&t=817




From the depths of the Scourg Barrow Dungeons
= King of Worms Dream Team =
.
Dream Team.jpg
Dream Team.jpg (290.47 KiB) Viewed 36058 times
Last edited by King of Worms on Thu Nov 14, 2019 9:44 pm, edited 202 times in total.

User avatar
King of Worms
Posts: 2483
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms » Sun Jul 01, 2018 7:49 pm

Screenshots - Outdated
Spoiler!
NPCs.jpg
NPCs.jpg (376.83 KiB) Viewed 51563 times
Interiors.jpg
Interiors.jpg (826.51 KiB) Viewed 51563 times
Dungeons.jpg
Dungeons.jpg (598.21 KiB) Viewed 51563 times
Last edited by King of Worms on Thu Mar 07, 2019 6:58 pm, edited 1 time in total.

Seterwind
Posts: 23
Joined: Mon Mar 12, 2018 12:39 am

Re: KoW - Daggerfall Remaster 3.0

Post by Seterwind » Sun Jul 01, 2018 11:18 pm

Happy to see the update. Great work as always KoW!

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Interkarma
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Joined: Sun Mar 22, 2015 1:51 am

Re: KoW - Daggerfall Remaster 3.0

Post by Interkarma » Sun Jul 01, 2018 11:40 pm

Looking forward to playing with this later. Great work KoW! :D

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King of Worms
Posts: 2483
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms » Mon Jul 02, 2018 4:09 pm

Thanks guys, I hope you enjoy! And Id be glad for any feedback, screens etc. See you in 3 weeks :twisted:

Kaiser Kia
Posts: 2
Joined: Tue Jul 03, 2018 11:21 pm

Re: KoW - Daggerfall Remaster 3.0

Post by Kaiser Kia » Tue Jul 03, 2018 11:29 pm

Hello. First post here, but I'm very excited to see a community growing around Daggerfall again.

Unfortunately, I seem to have run into a problem. When I have these textures running, the villagers "flicker" as they walk around town. That's the only way I can think to explain it, I would guess that some of the walking textures aren't being rendered?

I don't know if the problem is on my end or not, but it works just fine when I'm using the default sprite models, so I figure this is the best place to let someone know.

Everything looks fantastic otherwise though, thanks for all the hard work! :D

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Jay_H
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Joined: Tue Aug 25, 2015 1:54 am

Re: KoW - Daggerfall Remaster 3.0

Post by Jay_H » Wed Jul 04, 2018 5:56 pm

Turn off compressed textures in the Daggerfall Unity configuration :) And welcome to the forums!

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ByteMixer
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Location: Philadelphia, PA, USA
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Re: KoW - Daggerfall Remaster 3.0

Post by ByteMixer » Sat Jul 07, 2018 9:02 am

Great work, KoW. Looking forward to popping these into the game.
"Whatever you do, make good art." - Neil Gaiman

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Midknightprince
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Re: KoW - Daggerfall Remaster 3.0

Post by Midknightprince » Fri Jul 13, 2018 11:34 pm

Tested on PreAlpa 0.5 #124 02-Jul-18 X64
So the town NPCs blink, but the guards don't, when texture compression is on.
But if it's not, it crashes in some dungeons (scourge barrow for one).
Otherwise it works fine.
Thanks for finishing up the terrain stuff, looks awesome..

It seems like turning on compression is the best way to go, so just take the NPCs walking around town out of the folder for the time being.
Unless you want the npcs, then turn it off, and take the monster and enemy sprites out.
Check out my YouTube Channel!

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Midknightprince
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Re: KoW - Daggerfall Remaster 3.0

Post by Midknightprince » Sat Jul 14, 2018 12:55 am

Hey, why don't you just get the 3d walls and stuff from the pack I made, and make it KOW extreme texture pack ?
Its mostly your stuff anyways, that way people don't get confused, and i can just tell em to get your stuff.
I just think some people might like the 3d walls, it is pretty...
Check out my YouTube Channel!

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