Certain trees cause the player to shoot up them (sort of reminds me of those super steep slopes in dungeons), which is a pretty big problem if the tree is tall enough to cause fall damage.
Pretty much makes it incompatible with travel options accelerated travel currently.
I really like this mod - it is kind of essential for me because the tree billboards give me a vertigo / motion sickness feeling. However, I think you should reduce the size of a lot of the trees and foliage to more vanilla scales because it doesn't play well with interiors at all.
Hello! I’ve been thinking about starting a Patreon, but before launching it, I want to make sure I can work on mods regularly. It’s a time-consuming process, and because various reasongs I’ve had to take breaks while working on this one. Still, a bit of financial support would definitely help and motivate me to spend more time creating models. In any scenario, I’m willing to keep making more 3D mods for Daggerfall in future.
With the 0.97 update I have a periodic issue where I will fall through the geometry into the void when it appears to be loading in new trees (it happens when I'm lagging) and have to reload (groundme and teleport don't resolve it). At first I thought maybe it was related to Travel Options since it was happening when I was doing time-accelerated travel, but it also occurred when I was just in the wilderness normally. Switching back to the 0.95 version appears to resolve this.
I uploaded an update that should fix this issue. I was pushing performance too hard and overlooked some things that could break. Let me know if you’re still experiencing this issue—it might happen due to two reasons:
CPU lag preventing physics calculations – This can cause clipping through the ground, especially if Travel Options' speed acceleration is set too high.
Terrains not fully initializing when you reach them – This also occurs when the settings are too high, making initialization too slow. In the new hotfix, I separated tree initialization from terrain initialization, so terrain collisions now activate with a very short delay. This should prevent clipping through the ground—unless you're running at giga-super-Sonic speed. Also raised up the speed the trees are getting instanced by 50% (This most likely will be adjustable in the future).
Regarding the OptionsTab Customization is important to let players balance performance and visuals. However, it’s still too early for that—I need more feedback to stabilize the experimental version before deciding what settings should be customizable. For example, turning off tree collisions while using Travel Options is tricky. As far as I’ve found, disabling tree collisions also disables terrain collisions. The best workaround I’ve come up with is stopping the extra update that enables tree collisions on newly generated terrains. This means that once you leave the current and nearby terrain, the next one won’t have tree collisions. If you stop for some reason, the extra update will apply to your current terrain. It’s not the most elegant solution, but it should work. I may find a better way to handle collisions in the future. Thanks for letting me know about the issue!
Thanks, the update largely seems to resolve this. If I set the Travel Options speed too high it'll still every once in a while fall into the void, but I'm not too bothered by that since its a stuttery mess at that point anyway. And I am definitely noticing and greatly appreciating the performance improvement on this version.
I'm so glad this mod is getting updates! I it! That permanent place in my load order is well earned :)
I know everyone is super stoked to finally have collisions and I admit they are cool and well made, but It would be really awesome if they were an optional thing. They interfere a bit with travel options, like, they wont stop you or anything they're just in the way a little. (A settings page would be nice, just so you dont have to make 12 million download links each time a new version's out)
Again, hands down the best 3d foliage mod on the dfu nexus. Keep up the good work!
Totally agreed. A settings page would be very welcome.
I'm also thinking that a way to disable the mod in runtime would be nice. Might it be feasible to detect when we're using mods like Travel Options and, while traveling, skip the whole 3d trees replacement so that the lag and collision while traveling isn't even present? It would make using Travel Options sort of a low-detail representation of travel, and when you get an encounter there would be that momentary pause while it shows you a popup, and when you click out of it the full detail trees have already rendered.
My final thought on this is that it might be nice to keep the 2D billboards as a long-distance LOD, to even further enhance performance.
I will definitely implement this option in a future update but it might be a bit tricky due to the way Unity handles terrain collisions(which include tree collisions). For now I'm cautious to add too many experimental features at once, as it could create a lot of issues if something goes wrong.
Oh, I understand all too well. I've tried my hand at modding Daggerfall myself, in the past. If you ever need a guinea pig I'm more than willing to help with a second test case.
Edit: This last update lowered my lag when using Travel Options from a stuttering 2 seconds to around a half a second hitch. Minimal change in quality at the default settings. The Pixelated version very closely matches the aesthetic of DREAM 90s, too. Overall very successful, I'll try changing some settings around and see what I can do.
Edit2: Yeah, I can reliably reproduce the "Falling through the world" glitch on traveling by setting the "Detail" slider to 3/5. If I have it set right there, I fall through the world, every time. Increasing it higher or lowering it down does prevent this, at least for me, even at Travel Options' 50x speed.
Edit3: It seems like a reliable method of avoiding this is lowering the Terrain Distance in the Video options. This should make the terrain load faster since there is less to load, and avoid the worst of this glitch.
Thank you for testing this. My laptop is quite old. I usually play with the draw distance set to 1 and without grass mods which is why the previous version ran into issues with the higher draw distance, so I have to upload the hotfix today. Glad to hear the prblem is solved (mostly)! If you're interested in helping test experimental versions in the future, that would actually be incredibly helpful! Let me know if you have time or would like to try a newer version—I’d be happy to share it with you when it’s ready.
Thank you for testing this. My laptop is quite old. I usually play with the draw distance set to 1 and without grass mods which is why the previous version ran into issues with the higher draw distance, so I have to upload the hotfix today. Glad to hear the prblem is solved (mostly)! If you're interested in helping test experimental versions in the future, that would actually be incredibly helpful! Let me know if you have time or would like to try a newer version—I’d be happy to share it with you when it’s ready.
My apologies for not replying to your comments over the past couple of months. I got a bit overwhelmed with real life and didn’t pay much attention to this page. As many people have asked before, I want to clarify that adding settings for customizing parts of the mod is planned:
I plan to make the spawn chances of certain terrain objects adjustable, so you can increase or decrease trees, rocks, and foliage. I’m also considering presets with more fine-tuned settings (still need to figure out how).
An option to disable the tree collision updater while using Travel Options or Tedious Travel.
Control the speed at which trees are instanced into the scene, or disable asynchronous instancing.
Thank so much for your supportive comments and for sharing positivity, I really appreciate it!
228 comments
Pretty much makes it incompatible with travel options accelerated travel currently.
- CPU lag preventing physics calculations – This can cause clipping through the ground, especially if Travel Options' speed acceleration is set too high.
- Terrains not fully initializing when you reach them – This also occurs when the settings are too high, making initialization too slow. In the new hotfix, I separated tree initialization from terrain initialization, so terrain collisions now activate with a very short delay. This should prevent clipping through the ground—unless you're running at giga-super-Sonic speed. Also raised up the speed the trees are getting instanced by 50% (This most likely will be adjustable in the future).
Regarding the OptionsTabCustomization is important to let players balance performance and visuals. However, it’s still too early for that—I need more feedback to stabilize the experimental version before deciding what settings should be customizable.
For example, turning off tree collisions while using Travel Options is tricky. As far as I’ve found, disabling tree collisions also disables terrain collisions. The best workaround I’ve come up with is stopping the extra update that enables tree collisions on newly generated terrains. This means that once you leave the current and nearby terrain, the next one won’t have tree collisions. If you stop for some reason, the extra update will apply to your current terrain. It’s not the most elegant solution, but it should work. I may find a better way to handle collisions in the future. Thanks for letting me know about the issue!
I know everyone is super stoked to finally have collisions and I admit they are cool and well made, but It would be really awesome if they were an optional thing. They interfere a bit with travel options, like, they wont stop you or anything they're just in the way a little. (A settings page would be nice, just so you dont have to make 12 million download links each time a new version's out)
Again, hands down the best 3d foliage mod on the dfu nexus. Keep up the good work!
I'm also thinking that a way to disable the mod in runtime would be nice. Might it be feasible to detect when we're using mods like Travel Options and, while traveling, skip the whole 3d trees replacement so that the lag and collision while traveling isn't even present? It would make using Travel Options sort of a low-detail representation of travel, and when you get an encounter there would be that momentary pause while it shows you a popup, and when you click out of it the full detail trees have already rendered.
My final thought on this is that it might be nice to keep the 2D billboards as a long-distance LOD, to even further enhance performance.
Edit: This last update lowered my lag when using Travel Options from a stuttering 2 seconds to around a half a second hitch. Minimal change in quality at the default settings. The Pixelated version very closely matches the aesthetic of DREAM 90s, too. Overall very successful, I'll try changing some settings around and see what I can do.
Edit2: Yeah, I can reliably reproduce the "Falling through the world" glitch on traveling by setting the "Detail" slider to 3/5. If I have it set right there, I fall through the world, every time. Increasing it higher or lowering it down does prevent this, at least for me, even at Travel Options' 50x speed.
Edit3: It seems like a reliable method of avoiding this is lowering the Terrain Distance in the Video options. This should make the terrain load faster since there is less to load, and avoid the worst of this glitch.
If you're interested in helping test experimental versions in the future, that would actually be incredibly helpful! Let me know if you have time or would like to try a newer version—I’d be happy to share it with you when it’s ready.
If you're interested in helping test experimental versions in the future, that would actually be incredibly helpful! Let me know if you have time or would like to try a newer version—I’d be happy to share it with you when it’s ready.
As many people have asked before, I want to clarify that adding settings for customizing parts of the mod is planned:
Thank so much for your supportive comments and for sharing positivity, I really appreciate it!
Would it be feasible to take damage when you run into a tree, by foot or while riding a horse ?
Also, I've noticed that Elizay Island near Tulune still has 2D billboards instead of 3D trees.