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

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King of Worms
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Re: KoW - D.R.E.A.M.

Post by King of Worms »

Seferoth wrote: Fri Dec 24, 2021 12:10 pm We can wait! Again, thanks for the new version. :)
Was my pleasure 😊 its already up for windows, linux will follow today (its uploading and takes hours) OSX tomorrow.

This update will have nice date on it 😊

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

Post by Seferoth »

King of Worms wrote: Fri Dec 24, 2021 3:31 pm
Seferoth wrote: Fri Dec 24, 2021 12:10 pm We can wait! Again, thanks for the new version. :)
Was my pleasure 😊 its already up for windows, linux will follow today (its uploading and takes hours) OSX tomorrow.

This update will have nice date on it 😊
Perfect date indeed. Made a donation for you as well. Merry Christmas and thanks for the wonderful present for us Daggerfall lovers. :)

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King of Worms
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Re: KoW - D.R.E.A.M.

Post by King of Worms »

Wow thats nice of You :)
Thanks a lot! I really appreciate anyone who actually decides to donate or say something kind back to me. I hope u will enjoy new version! Merry Christmas 😇

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

Post by emmathepony »

I had a friend who uses PP to donate on my behalf, too!

Is there a changelog for the new version?

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King of Worms
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Re: KoW - D.R.E.A.M.

Post by King of Worms »

Thanks a lot for support :)
It did not feel like it was actually one year process to release this version, time runs by too fast :X
Ive added change log to the nexus few hours ago, its also added to the downloaded package but will paste it here as well for convenience.

DREAM 2022 v1.0 CHANGELOG
Spoiler!
= DREAM 2022 v1.0 - RELEASE NOTES =

= I - GENERAL =
Another year of work :)
Rebuilt whole DREAM mod in latest supported Unity version 2019.4.28f1


= II - TEXTURES =
- GENERAL:
Remade all shaders so it takes advantage of new DFU Linear lighting system
Corrected textures properties for Linear scene lighting
Corrected brightness on many base textures to better fit the new scenes
Corrected some oversharpened textures
AI Removed JPEG artifacts from many selected textures


- EXTERIORS:
Remade desert Mages guild exterior to fit the desert biome

Improved texture tiling on all building walls
Removed Magenta tint on some wall textures

Improved the Straw roof look on all buildings
Improved look of all wooden panels and wood in general

Improved the windows reflections
Added reflective interior/exterior windows where possible
Added missing Mip-Maps on windows emissions, no more shimmering at night
Corrected some winter buildings being too shiny

Added secondary detail normal maps layer to marble surfaces
Added secondary detail normal maps layer to various surfaces


- DUNGEONS:
Improved the trapdoor texture detail
Improved shaders for all sewers dungeon biomes
Created better teleport portal
Created better emission maps for the endgame Fire pit
Created better texture and emmisions for endgame Star pit

Dungeon 019 better 2nd variant of wall
Dungeon 020 better 2nd variant of wall

Dungeon 022 improved whole set color coherency
Dungeon 023 improved whole set color coherency
Dungeon 024 improved whole set color coherency

Dungepm 119 improved alternative walls/ceiling, new floor, colors
Dungeon 120 improved whole set color coherency, improved textures
Dungeon 122 improved color coherency & alternative walls
Dungeon 123 improved floor to fit better the rest of the set
Dungeon 319 Improved wall textures, ceiling and all colors
Dungeon 320 set created completely a new, old one was bad - new one is creepy af!
Dungeon 322 set created completely a new, old one was a copy/paste of 424 dungeon
Dungeon 368 better ceiling textures
Dungeon 324 improved whole set color coherency and minor texture details
Dungeon 419 improved whole set color coherency
Dungeon 420 improved whole set color coherency
Dungeon 422 sharpened walls + corrected alternative wall, new normals etc
Dungeon 423 improved whole set color coherency + sharpening of walls and ceiling, new wall
Dungeon 424 improved whole set color coherency

Sewer 168 improved colors, remade textures
Sewer 468 improved colors and texture quality

Torturing devices detail maps + new normal maps, improved textures


- INTERIORS:
TEMPLES are now diversified across the climate zones - no more same temple interiors
Temple 063 - Desert - Remade to reflect the desert exterior, new alternative walls
Temple 163 - Mountain - Improved colors, changed floor and ceiling, new alternative walls
Temple 363 - Mainland - Corrected colors, improved textures, fitted the set, new alt walls
Temple 463 - Jungle - Remade the walls, fitted colors, new alt walls

Tavern (desert) new floor and ceiling textures/materials
Corrected desert city buildings tiling seams (extetior & interior)

Added secondary detail normal maps layer to all tapestries
Added secondary detail normal maps layer to all paintings
Improved all paintings resolution and quality considerably
Created normal maps for all 20 painting canvas, tweaked painting smoothness

Remade all wooden pillar tops textures in HD (found in garrisons etc) tex.: 321_3/4/5/6/7/8
Remade the stone wodden pillar base in HD (146_3-0) + 146_2-0 used elswhere ingame

Improved brightness/saturation/hue on most of buildings interiors textures for better looks
Created some new interior variants for increased diversity
Created alternative interior building wall variants in case they were same as main texture

Created doors 056_6-0 and 332_2-0
Corrected brightness across all the doors


- MAIN QUEST LOCATIONS:
Added exterior Ivy greenery details:
Direnni Tower
Shedungent
Scourg Barrow
Castle Llugwych
Reworked Mantellan Chest



= III - MOBS =
- BLOOD:
Detected a DFU bug which was causing a 1 of 5 blood splatter animation sprites to be missing
Improved all blood splatter animation sprites
Improved all hit blood splatters on all MOB frames + new non-front facing sprites (better infighting)
Fixed 483_11-0 (female thief hit frame) being completely incorect (vanilla bug)


- CORPSES:
Improved all corpses shading to better fit the scene
Created new Ghost/Wraith carcass - pile of ash (In vanilla it was generic skull & bones pile 306_0-0)


- FACES:
Detailed Nymph face
Detailed City Guard face
Improved Imp face
Improved Giant Bat face
Added HD face to Seducer on flying/attack/transformation frames


- FIXES:
Removed white sprites on Rat, Spriggan
Corrected Tiger attack overbright sprite

Fixed Vampire Female - head being visible thru hood
Fixed Ancient Lich - skull being visible thru green hood
Fixed Female Spellsword - head being visible thru green hood
Fixed Female Spellsword v2 - head be visible thru blue hood
Fixed Female Druid - head being visible thru blue hood



= IV - SPRITES=
Moved all sprites towards the bottom of the canvas so they are less floaty
Added shading to sprites to improve fitting in the scene/inventory

Created new HD "skeleton on pike" sprite 206_10-0 (253_76-0) based on real skeleton
Created "hand bone" prop based on real skeleton + posterized
Posterized some skulls which looked too photorealistic before

Remade 2 cats so they dont look like monkies when u drink too much whiskey :)
Improved 2 dogs
Corrected all piles of bodies so they fit better at the ground



= V - NPCS=
All static NPCs - refined edges, smoother faces, edge shading for better fit in scene
Improved hair/facial hair on all NPCs
Added depth shading pass to add pop to the sprites
All statues - added shading for better fit in scene
Refited all NPCs towards the bottom of canvas to make em less floaty ingame

HD Night Mother (176_6) remade (thanks Izendel)
HD Courtier lady in blue robes 180_1 (Izendel)
HD Animated sitting/praying temple woman (181_1) remade based on Gadels drawings
HD AI Temple praying guy 181_0-0 - used to be low quality xBRZ upscale
HD AI courtier 180_3-0 - used to be low quality xBRZ upscale
HD AI courtier 180_2-0 - used to be low quality xBRZ upscale
HD AI Dark Brotherhood 176_0, 176_1, 176_5 - used to be low quality xBRZ upscale
HD AI Necromancers 178_0/1/2/3 (ex-xBRZ low quality)
HD AI Witches coven 179_0/2 (ex xBRZ LQ)

Corrected too bright skin color on some NPCs
Corrected yellow skin on all dancers towards red (to be more inline with the rest of NPCs)

Added golden trinket to flute player lady 182_50-0 forehead to match portrait (Izendel)

Improved faces of following NPCs based on Izendels portraits
182_20-0
184_4-0
184_17-0



= VI - PORTRAITS=
Many of the portraits redrawn fully (Izendel)
100s of original NPC portraits further polished and corrected (Thanks Izendel!)
Redrawn hair on most of the NPCs
Added depth shading
Cleaned NPC portraits of excessive god rays effect
Normalized some portraits brightness
Added golden lining to all portraits - makes em look and fit better in various tabs



= VII - COMMONERS=
All commoners Waifu Upscaled and manually cleaned the distant frames for better looks
Manually improved the close front facing frames
Added missing detailed faces to front facing distant frames of commoners 397 + 398



= VII - HUD=
DYNAMIC BACKGROUNDS:
Created new dynamic interior backgrounds for: Castle, Shop, House, Temple, Tavern
Created winter exterior day/night backgrounds
Many backgrounds visual improvements

Extended dynamic background script to include new interiors/exteriors (Thank You Shapur)
Corrected dynamic bckgrnd script so Werewolf/Wereboar images work correctly in interiors (Shapur)
Various script fixes (Shapur)

VARIOUS:
Improved the looks and readability of the MAP
Improved the visuals on "dead" "court" and "prison" screens

Added missed HD Inventory Magic-items "electricity" effect
Resized this effect for better fit in inventory tiles (vanila bug)
Added shadow and glow to this effect for better looks

Added missing HD Inventory "Buy item" rotating coin sprites
Resized these sprites for better fit in inventory tiles (vanila bug)
Added shadow so it has some depth



= VIII - 1ST PERSON HANDHELD=
All 1st person handheld - white straight lines around items seen in dark FIXED
All 1st person handheld - pixel wide white outlines (non magical) seen in dark FIXED
Created 4 HD shield types so DREAM works with Ambidexterity Shield Mod laters



= IX - SOUND=
New argonian female sounds
Tweaked some player vocalization sounds
Added low end bass to some sounds



= X - PAPERDOLL=
Made a 2nd round of fitting on all 180 faces to their bodies
Added shader pass to all faces so they fit better the scene
Added shader pass to all bodies so they fit better the scene
Improved look of many faces on this polishing run as well

Corrected Male Khajiit Full helms possitions

Created and fitted the missing 12 HD Vampire faces
Created missing 4 HD Children faces (seen in some missions)

47 NEW HD FACES:
Portrait Artists Credits:
RED HOOK GHOST - 38 faces

(Nord Male)
FACE02I0.CIF_8-0
FACE02I0.CIF_9-0

(High Elf Male)
FACE04I0.CIF_0-0
FACE04I0.CIF_1-0
FACE04I0.CIF_2-0
FACE04I0.CIF_3-0
FACE04I0.CIF_4-0
FACE04I0.CIF_5-0
FACE04I0.CIF_6-0
FACE04I0.CIF_7-0
FACE04I0.CIF_9-0

(Wood Elf male)
Whole set FACE05I0

(Khajiit Male)
FACE06I0.CIF_3-0
FACE06I0.CIF_4-0
FACE06I0.CIF_5-0
FACE06I0.CIF_6-0
FACE06I0.CIF_7-0
FACE06I0.CIF_8-0
FACE06I0.CIF_9-0

+ 4 Vampire faces


BLAZER STEPPO - 6 faces

(Nord Male)
FACE02I0.CIF_1-0
FACE02I0.CIF_6-0
FACE02I0.CIF_7-0

(Khajiit Male)
FACE06I0.CIF_1-0
FACE06I0.CIF_2-0

(Khajiit Female)
FACE16I0.CIF_9-0


MERLKIR - 3 faces

(Nord Male)
FACE02I0.CIF_0-0
FACE02I0.CIF_4-0

(High Elf Male)
FACE04I0.CIF_8-0



= XI - DREAM PRESETS=
Finetuned new Interior Light preset so it works with new Linear scene lighting
Updated all presets so it works with latest mod versions
Created a DREAM preset for Convenient clock



MODs SUPPORT/COOPERATION
(Some in Progress)
Created new terrain tile sets so DREAM is compatible with Wilderness mod extended terrains
Created new terrain tile sets so DREAM is compatible with Splat Terrain texturing mod
Created Uncany Inventory Dream patch
Supported the Bestiary mod + created Dream Patch
Supported the Compass minimap mod visuals
Supported the Ambidexterity Shield Mod HD visuals
Small support towards the Wilderness project

DFU GENERAL
Supported the Translations projects
Reporting bugs (more frames for blood splatters yay! etc)
Suggesting changes/improvements (underwater fog is finally new! etc)
Feedback on Distant terrain bugs
Feedback on Handpainted models bugs

NEXUS
Updated credits at the NEXUS
Updated ingame settings at NEXUS
Updated recommended mods at NEXUS

2022 v1.0 CONTRIBUTORS recap:
Izendel - lots of work on portraits/npcs
Redhook Ghost - major contribution of player faces
Shapur - script extension and bugfix
Merlkir - 3 players faces
Blazer Steppo - 4 players faces
Pizzaman - one ingame painting

Thanks a lot to all contributors! Great job everybody! :)

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

Post by emmathepony »

So basically lots more content, better and fixed more broken vanilla assets. :mrgreen:

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

Post by Ragavar »

Woah, grats on the new release KoW! Love the work you've put into this project.

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

Post by Daedrix »

Hello everyone and thanks to KoW for sharing his D.R.E.A.M. with all of us! :P

I'm going to post a personal review of DREAM v1.00 with my opinions on what I've found so far, with suggestions on what could be changed or added in the next release.
Please KoW keep in mind that anything I'm going to write I do with my utmost respect towards you and your amazing work.

Textures

First of all, I found a texture bug in the Gaerhalt Vaults in the Daggerfall region:
Image
Image

They look like the new textures used inside the mainland temple type.

Image

Speaking of which, I would have liked if you had given us two versions of the textures, one more vanilla-like, like the one in the 2020 Release, and the 2022 one fully modded, so that we can choose which one to play with.
For now I'm using the 2020 version texture module, but since it was not created with the new linear lighting system in mind, it looks bad in some places, especially with ambient occlusion on.
Still inside the temples, I think the statues of the gods could use an overhaul, since in the current version they just look like normal people

Image

while their vanilla version was more "esoteric" and particular (here I'm using the Pure Vanilla Extract mod)

Image

Still speaking about the statues, some of them look fantastic, a faithful HD representation of their vanilla counterparts

Image vs Image

while others have lost a bit of "character" in the HD transition

Image vs Image

Pink marble was actually historically used Image

NPCs

This dancer character I'm sure it's not yet finished. You could use her portrait from the dialogue screen to finally give her a face :P Image
I like the new faces, but I preferred the old face for this one specific character, it had more personality imo :) but that's just me
Image
vs

Image

HUD and Menu

I like the new "map" background you gave to the local area map,

Image

but I think it would've been cool if you had assigned the vanilla rocky background to another shortkey (F10?) instead of completely replacing it

Image

As of now you can only change the spell icons from the spell book. That doesn't cover the buff and debuff icons though, which remain vanilla and break the coherency of the HUD.
The vanilla interaction icons could also use an HD upscale. Not a full restyle, just a faithful HD recreation, so that they're not the only pixellated element in a pristine HD HUD.
The last HUD nitpick is the Start New Game/Load Game screen. The signature at the bottom kinda breaks the immersion I'm playing a remaster and reminds me I'm playing with a mod. The 2020r version was already perfect imho. It had the intro fmv with your credits, which was skippable, and a clean Start New Game/Load Game screen.

Lastly things that are completely unrelated to DREAM, and depend surely on the new 0.13.4 DFU.
The Anisotropy and Texture Quality settings in the Nvidia Control Panel make no difference in-game. They still worked in 0.12.3. Maybe new Nvidia drivers would fix it??
The Real-Time Reflection mod no longer works in v0.13.4 (I've already posted a message on the mod's Nexus page, as it will surely need an update).
I'm writing these here because you know the inner workings of DFU and what has changed between the old stable version and the new DFU release and why things that used to work no longer do.

Again, I did not write this review with the slightest amount of malice or pretentiousness on your regard.
I'm ever grateful, as everyone here, to you and to your masterful Work.
DREAM is an essential component to spread the knowledge of this wonderful game to the new generations, and to preserve its enjoyability into the coming years.
That's why I wanted to propose my modest opinions on what I think could be done to improve and enrich it even more, giving to those who would prefer a more vanilla-like experience the possibility to enjoy the DREAM to the fullest.

Thank you again :D

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King of Worms
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Re: KoW - D.R.E.A.M.

Post by King of Worms »

Hi :) Thanks for the feedback!

That wooden texture is a bummer indeed :X Did not realize this change will translate elswhere in the world. Blah.

I might take a look at the statues again.

The dancers are really hard to do, its too much frames, the face is facing multiple directions so you cant just paste a face there. Also there are many dancers. I will pass on this for now or maybe someone will help with this. I did what was possible, they still look much better than originals.

Faces I will think about.

Reverting temples back, dont think so really... maybe someone will create a better ones and u can overwrite mine.

The background - if possible, I might assign to f10 but I have no clue on how to do that, as that requires some coding and that I cant do... its VERY hard to find anyone to help me with the project, cheers to the exceptions. But even this fact, that ppl just kind of seem to dissmiss me and myself asking for help, is quite honestly something removing my will to continue on this.

Those base icons are I believe already modded by someone. Just download his mod. I might ask him to merge. Or make em on my own.

No idea on the anisotropy. Thats completely different ballpark than what Im playing at. Same as real time reflections.

Thanks a lot for feedback, I appreciate it. Im just quite tired with the mod atm... seems like a neverending task

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

Post by Daedrix »

Thanks for the answer :)

Pity about the vanilla upscaled temples. Their 2020r version but with the new lighting adjustments would have been the top.
Bah, no matter. I'll just play with the 2020 textures module :P

I can hardly imagine how burnt out you must feel after one year of work on the 2022 release. I've worked on the mods of a few games myself, but nothing even remotely as expansive as DREAM. So I feel you if you want to take a break from modding .

I would gladly help if only I had any idea of what to do, but I've zero experience with Unity.

I couldn't find those buff/debuff icons you are talking about. On this forum I found an old topic of what would have become the spell icons already included in DREAM, and on the Nexus I found various icon packs that add, do not replace, the classic icons.
From that same topic I learned how to replace the classic icons though. So, with the HD icons already included in DREAM, I can assemble an icon pack for buffs/debuffs and tune it to my liking.

If anything decent comes out of it, I can post it here XD

Image

This is the "Orc Strenght" buff.
But since that spell slot is used for other effects, many of which totally unrelated to fighting, I'll need to use another, more abstract, icon that goes well with everything.

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