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: 3161
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

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

Post by King of Worms » Wed Apr 08, 2020 7:59 am

Theres no such setting, you mistake it with something else.)

Piecia
Posts: 8
Joined: Sun Aug 25, 2019 9:50 am

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

Post by Piecia » Wed Apr 08, 2020 8:11 am

I'm talking about this https://imgur.com/a/9H5lMPV

User avatar
King of Worms
Posts: 3161
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

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

Post by King of Worms » Fri Apr 10, 2020 6:39 am

Ok. Well set it as u feel like ;) Its a setting which was not there in a time I wrote the manual I guess... its evolving fast. My settings prefer quality, so indeed I would suggest turning it ON. Thanks for info about it.

User avatar
King of Worms
Posts: 3161
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

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

Post by King of Worms » Sat Apr 11, 2020 4:54 pm

Uploading 2020 r2 to nexus... will be up in few hours.

The release is fat and a bit overwhelming to me, so I just pray it works... but thats how it always was, and usually it ended up well.

2020/R2 Release notes:
Spoiler!
---------------------------------------------
= DREAM 2020/r2 - RELEASE NOTES =
---------------------------------------------
------------------------
= MOBS & CORPSES=
------------------------
All MOBs and their corpses - new shader effects for improved looks & blending into scene

2866 frames - AntiAliasing 4 better blending on sprites - parts which missed it

All front facing hit frames - better hit effects


New emission maps:
Lich & Ancient Lich - maps for magic attacks, glowing eyes and glowing staff
Orc Shaman - for staff, magic attacks, glowing red amulet
Imp - maps for magic attacks, emissive eyes

Mummy - emissive eyes
Vampires - improved eyes
Lamia - attack glowing eyes
Daedra seducer - for magic attack

All emissive maps of mobs have been finetuned.


Removed magenta color tint from:
Fiery dragon - is no longer pink
Vamprire female - is no longer red skinned
Centaur - no pink legs
Tiger - no discolouring


Improved visuals:
Tiger looks improved - sprites brightness and colors corrected so the
light is the same from all angles. Vanila Daggerfall issue.

Bear - changed the unnatural yellow tint to less shiny brown

Nymph, Werebeasts - general finetuning

Centaur - darkened the white lines he had around his hair/tail

Fiery dragon - new AI upscale and manually reprocessed


----------
= HUD =
----------
New HD Potion maker, ensured its function with HD ingredients (ty Lacus)
Tweaked character backgrounds to better fit the Paperdoll

New character background for High Elf
Changed backround for Wood Elf

Improved looks of big static images (court, death, prison)

Improved Bio tab, giving it more depth

Improved tabs inside trade windows

Added shader effects on menu tabs to better match the backgrounds

Darkened Book & Notebook and all similar backgrounds for better reading
Adjusted Spelbook shading colors/brightness, made DELETE and EXIT buttons red

Changed Wereboar player portrait to Black to go with 2020/r1 change of Wereboar MOB


--------------
= SPRITES =
--------------
Improved outline on most of the sprites
Improved 300+ sprites shading
Recreated selected sprites using AI
All flying spell sprites recreated using the AI and manual drawing
New cats and dogs using AI, shading and manual drawing

Implemented the hand drawn terrain sprites for desert regions made by Jman0War
(mixed with a bits of my desert sprites)

Cave stalactites - new shading

New golden and ivory bricks items in inventory

Tweaked some ingredients for better look

Blood splash and hit effects improved :)


---------
=NPCs=
---------
All animated NPCs have new cleaner outline and shading
Some summoned daedras were improved using AI upscaling and hard manual labor


------------------
= PORTRAITS =
------------------
All portraits received re-processing and have new
shader effects for improved looks and blending into the UI


--------------------
= COMMONERS =
--------------------
All commoners - shader effects for improved looks and blending into scene

Lady with super yellow hair recolored to resemle character portraits better
The same with yellow haired guy

Improved facial matching of closeup frames with distant ones

Removed magenta tint from all commoners sprites


-----------------
= TEXTURES =
-----------------
All terrain textures now use Array system, that ensures better performance

Terrain textures have been tweaked to get closer to vanilla where possible

Removed blue snow arifact present on some buildings walls, now all snow is white


--------------------------------
= 1st PERSON HANDHELD =
--------------------------------
Optimalization:
identified unused archives
removed them from the pack to save some space and remove bloat
This allowed to pack whole Handheld in 1 package - previously it was 2 parts

Improved looks of bows
Improved looks of all static frames (when u just walk and hold a weapon)
Improved looks of leg kicks

Casting hands sprites fidelity improved
Horse/Cart riding sprites fidelity improved
Werewolf hands & Player Melee sprites fidelity improved

-------------
= SOUND =
-------------
Adjusted volume on tons of sounds
Improved the weapon draw sounds
Improved the item equip sounds
Improved ambient sounds
Added low frequency boost to some sounds so they have some weight
Better thunder roll sound
Lots of general finetuning and polish

-----------------
= ICON PACK =
-----------------
Improved look of all Spell Icons by creating their glass frames

---------------------
= MOD PRESETS =
---------------------
Mod presets have been updated

--------------------------
= RESHADE PRESETS =
--------------------------
Finetuned presets! Now it uses Eye Adaptation which actually works. It darkens the brightests spots during the
maximum sunshine. In dungeons, it brightens the darkest spots. Its set up in a way you will most likely not
even notice its there. Performance impact of this is close to zero.

Ive updated the bloom effects - its still VERY subtle, as all changes here. It enhances certain scenarios only.

Ive created TWO PRESSETS
- preffer performance - has bloom disabled as it is quite demanding and subtle
- preffer looks - has bloom enabled, this is how I play the game


--------------------------------------------------------------------
= PAPERDOLL - Finalization of project - public release =
--------------------------------------------------------------------
--------------------------------
= PAPERDOLL CLOTHING =
--------------------------------
Added detail textures & shading to all AI clothing 3130 files
Surface light blur pass to even out the new details
Improved the shape and look on 100s of male clothing pieces

Corrected all cloaks interior parts causing transparency issues
Darkened cloak interior parts to look more natural
Tuned cloak variants colors to better match each other


Corrected brightness on all female clothing
Palete change on all Aquamarine colors Female to better match the vanila
Reduced saturation by -20 on all Red and Purple Female color
Reduced lightness -5 saturation -10 of female purple clothing
Reduced saturation -20 added lightness +5 to all Green Female colors
Reduced brightness on some female white/aquamarine clothes
Refined edges on all AI golden tunics

Created 40 missing masks for the AI cloaks sets 239, 240, 241, 242
Cloaks 242_47 - all variants were bugged > remade + masks
Cloaks 241_24 - all variants were bugged > remade + masks
Improved cloak interiors to better fit exteriors
Skirts 240_101_0-Blue - corrected dimensions
Male sandals remade (tall version) to better fit various trousers


NEW VARIANTS:
Female leather trousers 40 color variants
Female golden suit - created all 40 color variants
Hide bra - shader, created all 40 color variants
Spiked bra - shader, created all 40 color variants
Flower bra - corected, added missing parts, shader, all 40 color variants
All female boots - added 440 color variants
Golden parts - mix of shader, detail textures. 200 new color variants
All male trousers, boots, suits, 520 clothing color variants


Corrected vanilla bug causing body switch with shirt 241_58 (all colors)
Corrected many miscleanious bugs in male clothing
Completed overlooked missing pieces

Removed unused black & orange clothing color variants (Sitrus) 1300 files


--------------------------------------
= PAPERDOLL BODIES & FACES =
--------------------------------------
Created last missing body in Sitrus style for female wood elf
Tweaked all left hands of female bodies so the weapons fit a bit better
All bodies - new shaders and detail textures
Tweaked Dark elf male bodies colors
Argonian faces detail textures and shading


Dark Elf new male/female faces in HD
Redguard new female faces HD
Nord new female faces HD


Corrected faulty outlines on the character faces
Rescaled Sitrus faces roughly towards the 512*512 resolution
Corrected Sitrus bodies dimensions and placement in the canvas
Created clothed variants for Sitrus bodies (with underwear)
Scratched the versions with underwear for everyone for now...

-----------------------------
= PAPERDOLL ARMORS =
-----------------------------
Detail texture layers and additional shading pass on all armors
Refined edges on all armors - 1280 parts

Improved masking on all helmets, getting rid of most of white outlines
All 600 helmet variants re-seated to the character bodies using the XML files

Finetuned all armor sets brightness across the parts
Corrected all female armor bugged colors due to wrong export script

All Chain armors completely remade, inconsistent vanilla transparency corrected
Further improved chain armor transparency

Improved hide armor legs chain transparency

Corrected wrong vanila placement of female full body armors (rotation)

Removed 500 redundand sprites & 4 masks


-------------------------------
= PAPERDOLL WEAPONS =
-------------------------------
AA on some missing weapons
All blade weapons - remade the tips
All short and long bows remade - better colors and shapes

Reseated all weapons placement in character hands via XML files (560 files)
All weapons with new shaders and detail textures

Tweaked all dwarven weapons blade colors towards darker shade (2nd pass)

Corrected bug on all rapiers causing a discoloration around the arm
Corrected some shields missed in a previous runs

Removed weapon set 233 which was NOT USED in the game (280 images)
Re-introduced 233 set-it was DFU bug, now its properly implemented in 0.10.22 :)


PLUS LOTS OF GENERAL POLISH AND BUG FIXING :)

User avatar
BadLuckBurt
Posts: 533
Joined: Sun Nov 05, 2017 8:30 pm

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

Post by BadLuckBurt » Sat Apr 11, 2020 5:05 pm

King of Worms wrote:
Sat Apr 11, 2020 4:54 pm
Uploading 2020 r2 to nexus... will be up in few hours.

The release is fat and a bit overwhelming to me, so I just pray it works... but thats how it always was, and usually it ended up well.
Congratulations :D I know it's been a rough ride but you did an awesome job!
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

User avatar
King of Worms
Posts: 3161
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

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

Post by King of Worms » Sat Apr 11, 2020 7:03 pm

Thank you mate and thanks for the help! (and Hazelnut, Lacus, MasonFace....)
It for sure gave me a kick to push thru the demanding parts.

I know there will be one more release, there are still some things I have not included or stuff I want to work on.
I also already know, that next DFU release will mess up the weapon placements in female hands etc.. :lol:

I think I gave the DREAM what I was able to for now, the finalization was a bit of struggle, so I need to clean my head a bit and get some new inspiration - therefore I really hope 2020/r2 will "just work" without any major issues.

Than I might move on to decorating some interiors, I want to do the temples etc..

Anyway...

DREAM 2020-R2 version for windows is already up
, other systems will follow soon ;)
https://www.nexusmods.com/daggerfalluni ... ?tab=files

User avatar
emmathepony
Posts: 98
Joined: Sat Jun 29, 2019 5:26 pm

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

Post by emmathepony » Sun Apr 12, 2020 4:03 am

You have no idea how long, in years, I've waited for an update like this to happen!!!!!!! :mrgreen: :mrgreen: :mrgreen:

User avatar
King of Worms
Posts: 3161
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

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

Post by King of Worms » Sun Apr 12, 2020 7:29 am

emmathepony wrote:
Sun Apr 12, 2020 4:03 am
You have no idea how long, in years, I've waited for an update like this to happen!!!!!!! :mrgreen: :mrgreen: :mrgreen:
Haha, its nice to see ppl being enthusiastic about it, thank you :)
Well as soon as Ive uploaded Ive found the issue as the dungeon exits reverted to vanilla... so there will be a hotfix released today if I find the cause of it.

If anyone can confirm this issue, Id appreciate it, thanks!

User avatar
pango
Posts: 2329
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

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

Post by pango » Sun Apr 12, 2020 8:38 am

Dungeon exits seems to work fine in general me, using the Linux version, but not with your save. It seems the Vlarcke Tombs problem got worse :(
[Testing some more...] I think I'll take back the idea of the problem being character-related, it seems to happen with cemeteries only, but not "real" dungeons.
I tried with 0.10.14, with 0.10.1, and it didn't work either. Could it be we missed something that obvious for so long?

On a totally different topic, chain armor looks a bit weird. Looks like the AI upscale didn't really pick it's supposed to be a mesh...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

User avatar
King of Worms
Posts: 3161
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

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

Post by King of Worms » Sun Apr 12, 2020 9:18 am

pango wrote:
Sun Apr 12, 2020 8:38 am
Dungeon exits seems to work fine in general me, using the Linux version, but not with your save. It seems the Vlarcke Tombs problem got worse :(
By the way, I think I'll take back the idea of the problem being character-related, it seems to happen with cemeteries only, but not "real" dungeons.

Chain armor looks a bit weird. Looks like the AI upscale didn't really pick it's supposed to be a mesh...
Hmm, so you have the day/night versions working in Linux with the latest version? Because for me, on windows, it reverted to vanilla :D
But Ive found out why I guess - its because I have not included the 095 base material. I thought the 095_day and 095_night materials which Lacus gave me, are enough. So I made a 400kb dfmod with just the 095 base material, load it be4 rest of DREAM packages and now it seems to work...

Deffo need more testing of this :X I had the same issue at cemeteries yesterday... not really sure we missed it the whole time tho, its confusing

The chain material is a story on its own...
No current upscale algo can deal with that material - at least in my hands. I did my absolute best there and it went way beyond the basic AI upscale. Yes, it looks a bit strange at 1st, but u get used to it :D And its the worse armor in the game, so its more acceptable that you look like a nut in it Id say. When you step up a bit and combine it with few leather parts, or some clothing, it looks actually good. I quite like how the better armor you get, the better you look. But if you play a character who can only use chain, Id say invest in some clothing :D

On the brighter side, the vanilla was inconsistent in a sense, that the armors had transparency for some races/genders and no transparency for others, it was quite a mess, so now every chain armor has transparency and you can see whats beneath it.

The only way to make chain armor look actually good, it to completely remake it by hand. I might do it at some point, but it was beyond the alpha version of the Paperdoll. I had to draw a line somewhere, and release it. You can spend your lifetime on the paperdoll project..

Post Reply