Enhanced Sky

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Interkarma
Posts: 3592
Joined: Sun Mar 22, 2015 1:51 am

Enhanced Sky

Post by Interkarma » Sun Nov 25, 2018 1:37 am

Enhanced Sky

Description

Replaces low-resolution painted sky backgrounds with a dynamic, procedurally-generated sky dome.


Features
  • Smooth day/night transitions.
  • Sun, stars, and clouds move through the sky.
  • Both moons with lunar cycles.
  • Cloud cover and lighting matches current weather.
  • Highly compatible with other mods.
  • Reduces motion discomfort from classic sky movement.

Downloads
Gallery

Enhance Weather.jpg
Enhance Weather.jpg (679.28 KiB) Viewed 804 times

Credits

Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity.

Note: Overcast blocking of sun flares and moons not implemented in v2.1.0.


Previous Topics

MrDowntempo
Posts: 37
Joined: Fri Sep 15, 2017 4:01 pm

Re: Enhanced Sky

Post by MrDowntempo » Sat Dec 01, 2018 7:07 pm

Might be difficult, but would be super cool to add bright stars that form lore friendly constellations.

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pango
Posts: 417
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Re: Enhanced Sky

Post by pango » Sat Dec 08, 2018 6:26 pm

After several nights traveling into the desert, it feels increasingly weird that stars do not have an apparent movement into the sky...
i know it's a game not an astronomy simulator, so if it takes too much effort or too much performance don't bother...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

jayhova
Posts: 55
Joined: Wed Jul 19, 2017 7:54 pm

Re: Enhanced Sky

Post by jayhova » Mon Dec 10, 2018 3:28 am

is there a plan to have the moons emit light? They seem very dark.

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King of Worms
Posts: 752
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
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Re: Enhanced Sky

Post by King of Worms » Mon Dec 10, 2018 1:33 pm

Im glad this was moved to released, and that the screenshot compilation found its use :)

charlieg
Posts: 33
Joined: Tue Jul 21, 2015 1:12 pm

Re: Enhanced Sky

Post by charlieg » Tue Dec 11, 2018 1:07 pm

pango wrote:
Sat Dec 08, 2018 6:26 pm
After several nights traveling into the desert, it feels increasingly weird that stars do not have an apparent movement into the sky...
i know it's a game not an astronomy simulator, so if it takes too much effort or too much performance don't bother...
When your project is that good that people ask for the stars to move in the sky, you can pat yourself on the back @ DFU team!

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pango
Posts: 417
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
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Re: Enhanced Sky

Post by pango » Tue Dec 11, 2018 1:25 pm

The issue is finding lore accurate (or accurate enough) infos about Nim astronomy...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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pango
Posts: 417
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
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Re: Enhanced Sky

Post by pango » Fri Dec 14, 2018 8:10 pm

It seems that the dev version (0.7.0) broke Enhanced Sky mod, I get the classic sky instead...

Unrelated, but while I'm at it, the JSON mod manifest contains old thread URL as ContactInfo, maybe it should be updated to point to this very one?
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Nystul
Posts: 1184
Joined: Mon Mar 23, 2015 8:31 am

Re: Enhanced Sky

Post by Nystul » Fri Dec 14, 2018 8:21 pm

pango wrote:
Fri Dec 14, 2018 8:10 pm
It seems that the dev version (0.7.0) broke Enhanced Sky mod, I get the classic sky instead...
confirmed, have a fix in the queue but not sure when I will package new mod version - this weekend is quite busy

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pango
Posts: 417
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
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Re: Enhanced Sky

Post by pango » Fri Dec 14, 2018 9:50 pm

Bisected down to

Code: Select all

commit 72dad3ff7285c0288c693c62acfecc21f44de07f
Author: TheLacus <TheLacus@users.noreply.github.com>
Date:   Wed Nov 14 16:21:19 2018 +0100

    ModSettings: Remove support for obsolete features
    
    Old settings files based on INI are now unsupported.
    Mod developers are invited to upgrade with the Mod Settings Editor from "Daggerfall Tools" > "Mod Settings".
    There is a button named "Import Legacy INI" which should help to provide a smooth transition.

:040000 040000 1ee6cf3eddb0b768113e71f30eceed247ac491ca 66dee3f4b4c8b6363ddf811e6340e4aa8ccaf1c4 M	Assets
Distant Terrain is also impacted, but I haven't checked if it comes from the same commit:

Code: Select all

Error (234): The type or namespace name `ImageEffects' does not exist in the namespace `UnityStandardAssets'. Are you missing an assembly reference?
Error (): 3(712,14): DistantTerrain.DistantTerrain.SetUpCameras()
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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