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

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms »

Thanks :)

Problem is I cant really create a DFMOD, spend whole weekend on it, with a tragical results and Im beyond frustrated with this. This is by far not as easy as selecting textures and creating a mod from them.

So this is a official statement, if anyone wants 4.0, than I will send you the whole package divided into the 7 sections and you create a DFMOD for us to enjoy. Otherwise, this will never happen as Im officially retiring from any further attempts to do so for the sake of my own and Lacus sanity.

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms »

New Hoodies for everyone, thats 164 entries...
I want to make those 577 portraits look good somehow... tedious work. At the end of the day, I only used just a few HD portraits from Lhutojar, and made sure they really fit the game. And I adjusted many of the basic portraits as good as I can, smudging out the sharp color gradients manually. They look better now thats for sure. But its a brickloads of work tho.
Hoods.jpg
Hoods.jpg (443.49 KiB) Viewed 7733 times
OLD ONES
TFAC00I0.RCI_71-0.png
TFAC00I0.RCI_71-0.png (34.93 KiB) Viewed 7731 times
TFAC00I0.RCI_190-0.png
TFAC00I0.RCI_190-0.png (24.63 KiB) Viewed 7731 times

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms »

Oh and good news! Quasifex offered his help to put this gargantuan collection to a DFMOD, as Im not able to do so by any means by far :oops:

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms »

Few examples of manualy adjusted portraits - remember they are actually very small ingame..
Spoiler!
FACES.CIF_57-0.png
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FACES.CIF_6-0.png
FACES.CIF_6-0.png (76.69 KiB) Viewed 7716 times
TFAC00I0.RCI_387-0.png
TFAC00I0.RCI_387-0.png (115.66 KiB) Viewed 7716 times

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms »

Last sprite added to 4.0 and one of few which are complete swap, not based on original. 4.0 is packed and uploading so Quasifex can make a DFMOD from it hopefully.

I never liked the generic green Spellbook which looked almost the same as all the other green books... Its just a small icon tho, nothing stellar, but I like how it looks in the inventory.
209_4-0.png
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Hazelnut
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Re: KoW - Daggerfall Remaster 3.0

Post by Hazelnut »

Regarding the mob sprites, I thought that enemies could engage each other in some circumstances - am I thinking of other games? I've not played original DF enough to know.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Jay_H
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Re: KoW - Daggerfall Remaster 3.0

Post by Jay_H »

It's extremely rare. The only case I've seen is with the Sanguine Rose, which summons an allied Daedroth. I know of no other case.

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pango
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Re: KoW - Daggerfall Remaster 3.0

Post by pango »

The Skull of Corruption can also summon a double of an enemy that will go fight against him/her. Very similar
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ByteMixer
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Re: KoW - Daggerfall Remaster 3.0

Post by ByteMixer »

It's been too long since I've played the original and used the magic system, but was it possible to design spells that summoned certain monsters, like a spider or scorpion, or other? Maybe it was very rare, but in those cases the monster side/rear attack animations were used? I just don't remember.

And as was mentioned, using the skull or staff to summon.

But yeah, the only time I see side/rear/ or 3/4 perspective views of the sprites is either standing or walking around when I've had a high enough sneak skill that they don't notice me. (I actually managed to backstab a harpy the other night, woohoo!)
"Whatever you do, make good art." - Neil Gaiman

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Jay_H
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Re: KoW - Daggerfall Remaster 3.0

Post by Jay_H »

No, Daggerfall didn't use summoning besides the Summon Item spell. It'd be a thrill to make a conjurer later on with the use of mods, though I wonder how pathing and so on would work.

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