I need a little bit of help. When I rebuild mod in the new Unity and when I put it back in the mod's folder in the DFU, it just do not register in the main mod dialog (in the DFU main menu) and I really dont know why.. Any idea why and how to fix this?
[MOD] Trees Of Daggerfall
- VMblast
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Re: [MOD] Trees Of Daggerfall
- Hazelnut
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Re: [MOD] Trees Of Daggerfall
I wonder if you've switched to the new default location for the dfmod.json files? Does it run fine as a virtual mod before you build it, or do you not do that? I'm just guessing here, hard to say without seeing your setup.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- TheLacus
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Re: [MOD] Trees Of Daggerfall
Hi!
Can you make sure that you tried with Daggerfall Unity 0.10.25 and not an older version? This is the first build with engine upgrade, so the mod created with Unity 2019 won't work with older versions.
If that's not the issue, i suggest to check the log. You can post it here or send it to me via pm if you prefer.
- VMblast
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Re: [MOD] Trees Of Daggerfall
Updated Trees Of Daggerfall mod.
viewtopic.php?f=27&t=1826
viewtopic.php?f=27&t=1826
Hey guys, you did a terrific job. Mod runs superbly on new 0.10.25. Even on terrain distance of 4, the performance is super high....at least thats what I've tested on my machine.
- VMblast
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Re: [MOD] Trees Of Daggerfall
Ive just tested it with Distant Terrain and Mountains & Hills MODs, on 1080p and Terrain Distance of 4 setting, it gives me 60fps+ (tho I would say 75+, as this is refresh rate of my monitor). This version of DFU is huge improvement in performance. Im really impressed.
So not to rebake MOD just to change text, I would delete previous recommendation for terrain distance (up to 2) and go full 4 easily. Tho take this with grain of salt, if you have worst machine than me (my stats on the first page).
So not to rebake MOD just to change text, I would delete previous recommendation for terrain distance (up to 2) and go full 4 easily. Tho take this with grain of salt, if you have worst machine than me (my stats on the first page).
- Pollskii
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Re: [MOD] Trees Of Daggerfall
runs great pogpogpog
- emmathepony
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Re: [MOD] Trees Of Daggerfall
I've always wanted to try this out, any ETA on the winter/desert trees update?
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Re: [MOD] Trees Of Daggerfall
Just tested this.. Goes full 60FPS 1920x1200 resolution with Distant Terrain, Mountains and hills mods
Ryzen 7 3700x and a GTX 1070 card
Ryzen 7 3700x and a GTX 1070 card
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Re: [MOD] Trees Of Daggerfall
These trees are amazing, thank you so much for this!
I'm running TerrainDistance=4 and have distant terrain/mountainshills/enhanced sky on an R9290 and i7. This screenshot is at about 47fps.
I actually want to explore the wilderness now
The only bit of constructive criticism I'd like to add is that I think the "branches blowing in the wind" effect is a little too rapid, giving it a somewhat artificial look. If you were to slow that down a bit, this would be absolutely perfect IMHO.
Thank you again!
I'm running TerrainDistance=4 and have distant terrain/mountainshills/enhanced sky on an R9290 and i7. This screenshot is at about 47fps.
I actually want to explore the wilderness now
The only bit of constructive criticism I'd like to add is that I think the "branches blowing in the wind" effect is a little too rapid, giving it a somewhat artificial look. If you were to slow that down a bit, this would be absolutely perfect IMHO.
Thank you again!
- Attachments
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- Daggerfall's looking better than ever!
- Lookin Good.jpg (462.34 KiB) Viewed 3172 times
- King of Worms
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Re: [MOD] Trees Of Daggerfall
Tg, try setting this:
Recomendations
[*]Use Vibrant Wind MOD (set the values of Speed/Bending/Size/Force between 0.1 and 0.3-0.4)[/list]
Recomendations
[*]Use Vibrant Wind MOD (set the values of Speed/Bending/Size/Force between 0.1 and 0.3-0.4)[/list]
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DREAM Forums viewtopic.php?f=27&t=1168
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DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz