[MOD] Trees Of Daggerfall

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Firebrand
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Re: [MOD] Trees Of Daggerfall

Post by Firebrand »

Harold Of Old wrote: Mon Aug 12, 2019 9:53 am The 3D trees simply aren't appear for me, could I have some help?
Not sure if I should give a list of all the mods I'm currently using, as they're just KoW - D.R.E.A.M and the recommended mods for it.
You should just put the appropriate .dfmod for your OS (ex. Windows) in the subfolder:

DaggerfallUnity_Data\StreamingAssets\Mods

When you start DFU this mod should appear in the mod list you can access pressing the MODS button. Check if the MOD is enabled (should be enabled by default), then just start the game :)

Harold Of Old
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Re: [MOD] Trees Of Daggerfall

Post by Harold Of Old »

I did exactly that, but it seems to no avail; perhaps I need to enable a setting in the option, Or my load order is bad?

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King of Worms
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Re: [MOD] Trees Of Daggerfall

Post by King of Worms »

Harold Of Old wrote: Mon Aug 12, 2019 12:21 pm I did exactly that, but it seems to no avail; perhaps I need to enable a setting in the option, Or my load order is bad?
Forget about trees, its not even alpha version

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pango
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Re: [MOD] Trees Of Daggerfall

Post by pango »

On my rig (GTX 960) I get 24~25 fps out of it in a large walled city, with all my usually settings except terrain distance lowered to 1.
Which is playable, but about 1/3 of my fps with standard 2D trees...

I don't play that often beside Daggerfall, so I don't know how it compares with what my hardware is capable of, though.
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Harold Of Old
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Re: [MOD] Trees Of Daggerfall

Post by Harold Of Old »

I'll just wait and see, I will probably have much better performance as a result of not having it anyway; I was just curious how well it would run, to see if I get above 60 fps with an I7- 6700k GTX 770 2GB and 8GB ram.

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King of Worms
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Re: [MOD] Trees Of Daggerfall

Post by King of Worms »

Harold Of Old wrote: Mon Aug 12, 2019 1:34 pm I'll just wait and see, I will probably have much better performance as a result of not having it anyway; I was just curious how well it would run, to see if I get above 60 fps with an I7- 6700k GTX 770 2GB and 8GB ram.
No 60 fps 4 u ,)
Lets wait till this matures a bit

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VMblast
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Re: [MOD] Trees Of Daggerfall

Post by VMblast »

King of Worms wrote: Mon Aug 12, 2019 1:38 pm Lets wait till this matures a bit
This MOD will never mature unless people dont lend a hand, as I am not tech savy. Im hitting the wall with this unfortunately (Ive tried everything that crossed my mind).
Ive opened tech help page for this MOD:
viewtopic.php?f=22&p=29137#p29137


Anw, new build is up 0.9b. Ive managed to squeeze even more performance out of it. I think now it even loads faster, since Ive resized all the tree textures.

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King of Worms
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Re: [MOD] Trees Of Daggerfall

Post by King of Worms »

I know mate, and Im aware of that thread. I have written all my opinions there already. Fingers crossed.

Just... it does not make sense to troubleshoot this guys problems atm. He just wants to test his HW, gets 15fps and disables the mod right away.

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VMblast
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Re: [MOD] Trees Of Daggerfall

Post by VMblast »

King of Worms wrote: Mon Aug 12, 2019 7:27 pm I know mate, and Im aware of that thread. I have written all my opinions there already. Fingers crossed.
Yeah, sorry man, my head is all over the place these days. :P

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pango
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Re: [MOD] Trees Of Daggerfall

Post by pango »

I think that this mod description should start with a fat red blinking warning about performance issues (and probably not mention the "beta" term for the moment). Well, maybe not blinking.

I mean, the wording is okay for forum old timers, but it needs to be absolutely obvious for people that just found out about Daggerfall Unity when it reached alpha, are coming to the "Released Mods" subforums for mods shopping, and may miss the fine print. it happened before.

With all that I forgot to mention I like the 0.9.x improvements :oops:
I wanted more subtle branches movements, and I'm really pleased with the new settings.
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