[MOD] Trees Of Daggerfall

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SirDetSilent
Posts: 14
Joined: Fri Dec 13, 2019 11:46 pm

3D trees.

Post by SirDetSilent » Sat Dec 14, 2019 4:49 pm

Any mods for 3d trees, ive seen them in videos but never found any mods for them.

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BadLuckBurt
Posts: 552
Joined: Sun Nov 05, 2017 8:30 pm

Re: 3D trees.

Post by BadLuckBurt » Sat Dec 14, 2019 5:04 pm

Yes, it's in the Released Mods section

viewtopic.php?f=27&t=1826
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

SirDetSilent
Posts: 14
Joined: Fri Dec 13, 2019 11:46 pm

Re: 3D trees.

Post by SirDetSilent » Sat Dec 14, 2019 5:21 pm

BadLuckBurt wrote:
Sat Dec 14, 2019 5:04 pm
Yes, it's in the Released Mods section

viewtopic.php?f=27&t=1826
Got it they arent 3D.

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TheLacus
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Re: 3D trees.

Post by TheLacus » Sat Dec 14, 2019 5:33 pm

SirDetSilent wrote:
Sat Dec 14, 2019 5:21 pm
BadLuckBurt wrote:
Sat Dec 14, 2019 5:04 pm
Yes, it's in the Released Mods section

viewtopic.php?f=27&t=1826
Got it they arent 3D.
As written in the description, this mod is a work in progress and only replaces temperate woodland climate for now. 😉
Merged topics.
Mod System documentation - Learn how to create mods for Daggerfall Unity.
Modder Discussion - General help and discussion for the mod system.
Github Issues - Submit a bug report for the game, including the mod system.

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Soft and wet
Posts: 3
Joined: Sun Mar 24, 2019 11:44 pm

Re: [MOD] Trees Of Daggerfall

Post by Soft and wet » Sat Jan 18, 2020 5:14 am

I swear there used to be two daggerfall 3D tree mods
"Softo Ando Weto"Image

Bushed
Posts: 2
Joined: Sun Jan 26, 2020 9:43 am

Re: [MOD] Trees Of Daggerfall

Post by Bushed » Sun Jan 26, 2020 9:57 am

There is a problem,we players can walk inside the 3D trees.Maybe it shall called "Collision Size“,would there be a way to solve that?

And of course,thanks for your great effort on Daggerfall Unity :D

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pango
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Re: [MOD] Trees Of Daggerfall

Post by pango » Sun Jan 26, 2020 10:12 am

That's on purpose in the wilderness, because beside the added cost, it would just be inconvenient...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

Bushed
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Joined: Sun Jan 26, 2020 9:43 am

Re: [MOD] Trees Of Daggerfall

Post by Bushed » Mon Apr 06, 2020 8:10 pm

hope it could be updated :shock:

RealDave
Posts: 2
Joined: Thu Apr 16, 2020 3:09 pm

Re: [MOD] Trees Of Daggerfall

Post by RealDave » Thu Apr 16, 2020 3:25 pm

Fantastic mod, great work.
Couple of notes, in daggerfall city I kept bumping in to invisible objects. Was able to fix this by putting the mod above handpainted model replacements in the load order, thought I'd post it here since I didn't turn anything up when googleing.
Also for those with performance issues, I'm running a i5-3570 with a radeon r9-270 and was initially getting only ~18 fps vs 40 without. After some playing around I found that turning off real time reflections fixed the issue and now I'm getting around 40 again even with distance set to 4, definitely a worthwhile trade off.
Thanks again for the awesome work, any time frame on winter sets?

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DigitalMonk
Posts: 91
Joined: Sun Nov 10, 2019 8:01 pm

Re: [MOD] Trees Of Daggerfall

Post by DigitalMonk » Thu Apr 16, 2020 4:07 pm

RealDave wrote:
Thu Apr 16, 2020 3:25 pm
Fantastic mod, great work.
Couple of notes, in daggerfall city I kept bumping in to invisible objects. Was able to fix this by putting the mod above handpainted model replacements in the load order, thought I'd post it here since I didn't turn anything up when googleing.
Also for those with performance issues, I'm running a i5-3570 with a radeon r9-270 and was initially getting only ~18 fps vs 40 without. After some playing around I found that turning off real time reflections fixed the issue and now I'm getting around 40 again even with distance set to 4, definitely a worthwhile trade off.
Thanks again for the awesome work, any time frame on winter sets?
I feel like this should be stickied somewhere important, because this seems to address two big issues:
  • Personally, I've had to disable Handpainted Model Replacements (or at least it's biggest piece) for some time because of strange invisible objects in my way. If this load order fixes that, WOOT!
  • I never would have expected Real-Time Reflections to interact with 3D Trees is an FPS crushing way, so great catch there. (I keep turning Real-Time Reflections on and off because apparently I'm too blind or too unsubtle to be able to see what it's actually doing...)
Anyway, thank you very much for sharing these results!

Off-topic for "Trees of Daggerfall", but on-topic for "where could we sticky this":
Would it be worthwhile to make a "mod interaction" topic or wiki page? Does one already exist and I missed it :oops: ? It would be a good place for things like this, and for discussions of using Distant Terrain with Mountains & Hills (I didn't realize until recently that it was meaningful to use both -- I assumed each one would override the other), and so forth... It's not game docs, and it's not really any particular mod's responsibility to document how it interacts with other mods, so we just need a place to go either when we're having problems or when we discover something important about these interactions.

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