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

A curated forum for approved mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forum area.
Post Reply
User avatar
King of Worms
Posts: 1277
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

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

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

Daggerfall Remaster v3 small.jpg
Daggerfall Remaster v3 small.jpg (450.12 KiB) Viewed 14833 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 in the D.R.E.A.M dude?
It is divided in 7 optional DFMOD packages:

Textures - Mix of brand new textures and upscale of the old ones, Material properties for everything (PBR)
Commoners - Up-scaled, manual tweaks for close up frames
MOBs - All animated enemies have been upscaled and manually tweaked for a best vanilla like look
NPCs - Up-scaled, manually redrawn in many stages, vanilla based look
Portraits - Up-scaled, manually tweaked. Most of the Royal and VIPs have new high detail portraits
Sprites - Just every sprite ingame, upscaled, lots of manual input
HUD & MENU - Loading screens, Inventory, Maps, Character backgrounds, All kinds of buttons & tabs, Spell book, Log book, Compass etc (Its over 150 entries)

New building windows night/day emission maps
Extended animation frames count where possible (animated static NPCs)
Imported higher res Daggerfall sources from internet archives (which are now gone)
Lots of general optimalizations and polish
..and much more!!

Things to fix
Initialization of the mod takes a minute as the packages are being imported - you will see just a blue cursor so wait a bit pls

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

Recommended Settings
Dungeon texture table - CLIMATE
(With a "CLASSIC" setting, swamp and woodland texture sets are unused, thats bad for this mod)

Antialiasing - FXAA 4x
Main Filter - Trilinear
Ambient Occlusion - Medium, Radius 1.0 and Intensity 0.4 (this removes AO banding artefacts on NPCs)
Shadows - High (bit softer than very high)
Motion Blur - 20
Eye adaptation - Disabled
FOV - 70
nVidia Control Panel - Max prerendered frames 4, Triple Buffering on, Texture filtering - High quality preset

Recommended Audio/Visual Mods
Enhanced Sky (Nystul, Uncanny) viewtopic.php?f=27&t=1542
Mountains & Hills 1.01 (Uncanny_Valley) 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
Daggerfall Remastered Music Project (ByteMixer) viewtopic.php?f=27&t=921
Cleaned Sound Clips (Pango) viewtopic.php?f=27&t=1692

Contribution & Support
King Of Worms
project leader, work horse

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


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 example:
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 set 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


Pango
DREAM is now merged with his beautiful Charcoal Ghosts mod viewtopic.php?f=27&t=1526
Thanks Pango!


VM Blast
travel Map remaster
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)

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

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


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


Jayhova
font I used for texts in a new menu tabs (Headline font adjusted by VMBlast)

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!


DOWNLOAD LINKS
Latest full release WINDOWS (RC3 - 07th January 2019) :
https://mega.nz/#!TnIngaJS!IqWRASYww6uw ... clpwPafX7c

MAC:

https://mega.nz/#!SuZGxapa!44WeoRDQffUd ... F2vi9tsDzE

LINUX:
https://mega.nz/#!KvwCBYSC!W7yXywvtgFja ... lr498aKl3s



OPTIONAL - DREAM UNITY PACKAGE (only for Modders who want to adjust the project - not needed for a gaming) :
https://mega.nz/#!rrQmCY5D!PN0eAtYKslWP ... LkesYzqXQU

OPTIONAL - EMPTY TABS FOR TRANSLATION (only for modders/translation - PSD files, font, font fx - not needed for gaming) :

https://mega.nz/#!X7ph0QyK!IY9kTT0H6QEx ... 0jkdrQg8QI



Installation notes

Extract the package and copy the files to the "...\Daggerfall\DaggerfallUnity_Data\StreamingAssets\Mods" folder, activate DFMOD packages ingame



With best regards

King of Worms, Scourg Barrow



.
Attachments
Instal.jpg
Instal.jpg (74.57 KiB) Viewed 14833 times
Last edited by King of Worms on Sun Apr 07, 2019 2:10 pm, edited 92 times in total.

User avatar
King of Worms
Posts: 1277
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

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 14826 times
Interiors.jpg
Interiors.jpg (826.51 KiB) Viewed 14826 times
Dungeons.jpg
Dungeons.jpg (598.21 KiB) Viewed 14826 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!

User avatar
Interkarma
Posts: 4130
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

User avatar
King of Worms
Posts: 1277
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

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: 1
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

User avatar
Jay_H
Posts: 2015
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!
Try the first Daggerfall Unity Quest Pack with roughly 210 all-new quests.
I write quests but have no technical knowledge.

User avatar
ByteMixer
Posts: 73
Joined: Sun Mar 25, 2018 4:43 am
Contact:

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

User avatar
Midknightprince
Posts: 989
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

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!

User avatar
Midknightprince
Posts: 989
Joined: Fri Aug 11, 2017 6:51 am
Location: San Antonio TX
Contact:

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!

Post Reply