KoW - Daggerfall Remaster 3.0

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King of Worms
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Location: Scourg Barrow

KoW - Daggerfall Remaster 3.0

Post by King of Worms » Sun Jul 01, 2018 7:47 pm

Daggerfall Remaster v3 small.jpg
Daggerfall Remaster v3 small.jpg (450.12 KiB) Viewed 7704 times
This mod consists of 8000+ vanilla based Sprites and Textures!
It is still a work in progress. Ive spend cca 1 year of dedicated work creating this pack.

Important - flickering town NPCs fix
This bug will be fixed in some future build of Daggerfall Unity. Unfortunatelly, I cant do nothing about it, as it is not caused by the textures itself.

Workarounds - (B) is recommended

A) disable compression - set "compress modded textures - disabled" in a game options. This will require a hefty amount of RAM/VRAM

B) sort the textures in the "...streaming assets/textures" by a name and than find and delete archives:
381_0-0 till 399_19-0 (451 files) AND
451_0-0 till 456_5-1 (132 files)
TLDR: remove town folks textures (.png and .xml files whose names start with numbers in ranges 381~399 and 451~456)

What is new in v3.0?
100s of new textures and enhancement of the current ones

Another huge optimalization pass without any compromise in a visual fidelity, resulting in a smaller archive size while containing more actually used textures (removed another redundant files as well)

Corrected the pink artefacts on the original based textures which were caused by Bethesda strange colour compression used in 1996 and converted those files back to the original Daggerfall palette - resulting in a smaller size while looking exactly the same.

Faster loading & less memory needed. Still at least 8gb RAM is recommended! With 16gb Ram you will be all set and you can disable the texture compression in the options! This will further improve the loading times.

Extended animation frames count where possible.

Imported higher res sources from the unused sources posted http://web.archive.org/web/199612201703 ... /features/

And much more!!

Unfortunatelly, this is not in a DFMOD package as I encountered some problems on the way and basically run out of time. I will update it laters when I return after cca 3 weeks. IF anyone can make a DFMOD from this and drop a link here in the thread while Im away, It will be appretiated!

Recommended PC Specs
or more...

Recommended Settings
Texture compression - ENABLED (You can run without compression now in v3.0)
Dungeon texture table - CLIMATE
With a "CLASSIC" setting, swamp and woodland texture sets unused, thats BAD. Other settings are too wild.

Antialiasing - SSAA
Main Filter - Trilinear or Point for sharper image
Ambient Occlusion - High, Radius 2.0 and Intensity 0.6
Motion Blur - 25
Eye adaptation - Disabled

Recommended Mods
Mountains & Hills 1.01 (Uncanny_Valley)
Model replacement Project 1.42 (AlexanderSig)
Post processing effects 0.3.1 (The Lacus)
Real Grass 2.2 (The Lacus)
Vibrant Wind (The Lacus)
Birds in Daggerfall (Uncanny_Valley)
and others...

Contribution & Support

tech support

The Lacus
tech support, scripting

beautiful hand drawn terrain sprites sets (248 files)
504 Temperate Woodland + 505 Snow Woodland
506 Woodland Hills -- - - - - 507 Snow Woodland Hills
508 Haunted Mountains -- - 509 Snow Haunted Mountains
510 Mountains -- - - - - - - - 511 Snow Mountains
NPC no.182_17-0

Final touch & adjustments on NPCs, shading, hair, faces, hands.
Animated trader & Smith sets 182 & 334
NPCs no. 182_(3, 7, 8, 9, 12, 13, 16, 18, 19, 20, 23, 24, 26, 29, 31, 32, 34, 36, 54, 55, 56)
183_(0, 1, 2, 3, 4, 7, 10, 11, 14, 15, 18, 20)
184_(2, 3, 6, 7, 8, 9, 10, 11, 17, 18, 20, 27, 28, 29, 30, 31, 32, 33)
334_(1, 7, 15, 16)
346_(4, 5, 6, 7, 8, 9, 10)
357_(5, 7, 14)
(84 files)

Alexander Sig
Handpainted town exteriors (35 files)
sets 079, 082, 085, 164, 312, 314, 326, 338, 342, 364, 369, 374

VM Blast
Mages guild texture set no.337, tavern set no.360, 4x doors (17 files)
+ Donated set of textures I used further on

Temperate Terrain ground set (56 files - Adjusted)

Desert city building textures (12 files)

NPCs no.182_1-0 & 182_10-0 & 182_11-0 (3 files)

Animated NPCs - Mage no.177_0-* & Smith no.177_5-*

Main character conversation portraits (32 files - adjusted)

Mosin Nagant
for his SLADE editor tutorial which helped me to optimize this pack a lot viewtopic.php?f=22&t=818&p=9571#p9571
for his 4 textures of swamp temple which started it all!

Desert building textures (11 files - adjusted)

HD HUD Replacement textures - adjusted

Thank You All for your EPIC contributions!

Installation notes

Extract the package and copy the files to the "...\Daggerfall\DaggerfallUnity_Data\StreamingAssets\Textures" folder in your game root so it looks like this:
Instal.jpg (74.57 KiB) Viewed 7704 times

https://www.moddb.com/mods/daggerfall-u ... emaster-30

With best regards
King of Worms, Scourg Barrow
Last edited by King of Worms on Sat Dec 15, 2018 5:10 pm, edited 13 times in total.

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms » Sun Jul 01, 2018 7:49 pm

NPCs.jpg (376.83 KiB) Viewed 7697 times
Interiors.jpg (826.51 KiB) Viewed 7697 times
Dungeons.jpg (598.21 KiB) Viewed 7697 times

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Re: KoW - Daggerfall Remaster 3.0

Post by Seterwind » Sun Jul 01, 2018 11:18 pm

Happy to see the update. Great work as always KoW!

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Re: KoW - Daggerfall Remaster 3.0

Post by Interkarma » Sun Jul 01, 2018 11:40 pm

Looking forward to playing with this later. Great work KoW! :D

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King of Worms
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Re: KoW - Daggerfall Remaster 3.0

Post by King of Worms » Mon Jul 02, 2018 4:09 pm

Thanks guys, I hope you enjoy! And Id be glad for any feedback, screens etc. See you in 3 weeks :twisted:

Kaiser Kia
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Re: KoW - Daggerfall Remaster 3.0

Post by Kaiser Kia » Tue Jul 03, 2018 11:29 pm

Hello. First post here, but I'm very excited to see a community growing around Daggerfall again.

Unfortunately, I seem to have run into a problem. When I have these textures running, the villagers "flicker" as they walk around town. That's the only way I can think to explain it, I would guess that some of the walking textures aren't being rendered?

I don't know if the problem is on my end or not, but it works just fine when I'm using the default sprite models, so I figure this is the best place to let someone know.

Everything looks fantastic otherwise though, thanks for all the hard work! :D

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Re: KoW - Daggerfall Remaster 3.0

Post by Jay_H » Wed Jul 04, 2018 5:56 pm

Turn off compressed textures in the Daggerfall Unity configuration :) And welcome to the forums!
Try over 120 all-new quests in the first Daggerfall Unity Quest Pack.

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Re: KoW - Daggerfall Remaster 3.0

Post by ByteMixer » Sat Jul 07, 2018 9:02 am

Great work, KoW. Looking forward to popping these into the game.
"Whatever you do, make good art." - Neil Gaiman

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Re: KoW - Daggerfall Remaster 3.0

Post by Midknightprince » Fri Jul 13, 2018 11:34 pm

Tested on PreAlpa 0.5 #124 02-Jul-18 X64
So the town NPCs blink, but the guards don't, when texture compression is on.
But if it's not, it crashes in some dungeons (scourge barrow for one).
Otherwise it works fine.
Thanks for finishing up the terrain stuff, looks awesome..

It seems like turning on compression is the best way to go, so just take the NPCs walking around town out of the folder for the time being.
Unless you want the npcs, then turn it off, and take the monster and enemy sprites out.
Check out my YouTube Channel!

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Re: KoW - Daggerfall Remaster 3.0

Post by Midknightprince » Sat Jul 14, 2018 12:55 am

Hey, why don't you just get the 3d walls and stuff from the pack I made, and make it KOW extreme texture pack ?
Its mostly your stuff anyways, that way people don't get confused, and i can just tell em to get your stuff.
I just think some people might like the 3d walls, it is pretty...
Check out my YouTube Channel!

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