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

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sebastian7
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Joined: Fri Nov 23, 2018 2:24 am

Re: KoW - Daggerfall Remaster 3.0

Post by sebastian7 »

Hey! I am so glad I found this - I remember playing daggerfall as a kid and discovering this remake on unity is amazing. Super excited to check this mod out. Is it compatible with the Enhanced sky mod and the questpack mod - also is there a particular load order I need to put my mods in for the game to work? I am totally new to all this, just discovered this project today. Thanks for the help ahead of time! :D
Check out my let's play series of modded daggerfall where I showcase all the great work people here have done: https://www.youtube.com/playlist?list=P ... hwqq1ioAdW

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Jay_H
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Re: KoW - Daggerfall Remaster 3.0

Post by Jay_H »

All three mods you named are intercompatible. Run any build order, that's no issue :) Welcome to the forums!

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Adrinus
Posts: 289
Joined: Mon Oct 01, 2018 2:28 am

Re: KoW - Daggerfall Remaster 3.0

Post by Adrinus »

I've made some more for ya:
Spoiler!
Image

Image

https://www.mediafire.com/file/zhjpeoyo ... 3.zip/file



Getting very close to complete. Only a Few more left to do:

Image

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Adrinus
Posts: 289
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Re: KoW - Daggerfall Remaster 3.0

Post by Adrinus »

Finished em all. 66 textures touched up or otherwise generally improved.

1 Texture is a replacement for the star-gate portal thing into something hopefully a bit more fitting.
41 are mainly facial improvements as well as general fixes to weird artifacts.
25 are touch-ups, for various NPCs that looked odd in the current pack. (gave the guards chiropractic adjustments, made faces blend with the skin-tones of the bodies etc.)
Spoiler!
Image
I'll give a couple different links for people to use:

All 66:
https://www.mediafire.com/file/rq1w42h8 ... e.zip/file

The 41 enhanced NPCs:
https://www.mediafire.com/file/uc1y0xbp ... 1.zip/file

Just the Touchups:
https://www.mediafire.com/file/1fd5bnj2 ... s.zip/file

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms »

Marvelous job my friend!!!

Ive been working a bit on it as well, small touchups of your previous touchups :) Its just the stuff nobody will notice, but its necessary for me to be content with the final presentation. The straight lines must be removed, because they mess up with a sprites blending into the world for example. Plus they look not realistic ofc..
01.jpg
01.jpg (204.29 KiB) Viewed 1652 times
And just general work like this
02.jpg
02.jpg (102.16 KiB) Viewed 1652 times
or this
03.jpg
03.jpg (258.24 KiB) Viewed 1652 times


I must say you did AWESOME JOB!!! And its so appreciated!!!
I will just do few bits like this here and there. So I can be 100% content with it.
It will be all used in a next version, and you will be in the credits, with your work described there, thats for certain.

Thank you! I hope you had fun with it! I know it can be joyful :) Ive just spend way too much time with it, plus my RL is rough atm, so my pace has diminished. For now...

But it will all be finished. One way or another.

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pango
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Re: KoW - Daggerfall Remaster 3.0

Post by pango »

A good news is that newest build contains a modification by TheLacus that should work around the blinking town people issue;
So with the latest build one should no longer have to choose between textures compression and town people modding!
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms »

Yes, that would be awesome!!!
Last thing we really need for this all to work is to make the trees from a DFMOD package be shown ingame. Sofar, only the loose files are shown. When packed to DFMOD, it gets replaced with vanila low res.

These things prevent me to creating the pack. Because I dont want ppl to complain that this or that doesnt work, than finding workarounds etc.

In the meantime, I SLOWLY make things more complete, experiment with various settings in ModMaker etc...

Its not on hold, just the progress is not seen atm.
I also fixed some bugs which were reported etc.

Thanks for letting me know!

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms »

Comparison of my old NPC and a NPC after Adrinus work. This one just popped out! Excelent shading and work!!
Art is heavily compressed by giphy, its just for a general showcase...
https://gph.is/2SHn1Ys

Example of a "face transplant" by Adrinus - I was not able to draw faces like this. So the NPCs without a fitting ingame portrait files to trasplant had +/- blank faces like this one. No more :)
https://gph.is/2C6HfoK

Thats how it looks full res (warning, nude)
Spoiler!
182_32-0.png
182_32-0.png (1.07 MiB) Viewed 1632 times

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Adrinus
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Re: KoW - Daggerfall Remaster 3.0

Post by Adrinus »

King of Worms wrote: Wed Dec 12, 2018 11:45 am Ive been working a bit on it as well, small touchups of your previous touchups :) Its just the stuff nobody will notice, but its necessary for me to be content with the final presentation. The straight lines must be removed, because they mess up with a sprites blending into the world for example. Plus they look not realistic ofc..

I will just do few bits like this here and there. So I can be 100% content with it.
Oh wow! I had no idea there were little imperfections there, but loaded em up and set a black background and sure enough... I'm sorry I left some of the edges straight. Luckily though, I usually corrected them, so it shouldn't be too much to do.

Nice touches though, and good catches.

King of Worms wrote: Wed Dec 12, 2018 2:08 pm Comparison of my old NPC and a NPC after Adrinus work. This one just popped out! Excelent shading and work!!
Art is heavily compressed by giphy, its just for a general showcase...
https://gph.is/2SHn1Ys

Example of a "face transplant" by Adrinus - I was not able to draw faces like this. So the NPCs without a fitting ingame portrait files to trasplant had +/- blank faces like this one. No more :)
https://gph.is/2C6HfoK
Neat! I would keep the original up on my second monitor in the windows image preview thing. So I'd only get one quick flash of the change... This is cool! I love seeing it just pop out like that!

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pango
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Re: KoW - Daggerfall Remaster 3.0

Post by pango »

King of Worms wrote: Wed Dec 12, 2018 2:03 pm Last thing we really need for this all to work is to make the trees from a DFMOD package be shown ingame. Sofar, only the loose files are shown. When packed to DFMOD, it gets replaced with vanila low res.
Has this problem been reported? Just to be sure it's not forgotten
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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