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File credits
= DREAM TEAM CREDITS =
= TECHNICAL =
King Of Worms (KoW) - Robert Chrz Czech Republic project leader
Interkarma tech support
The Lacus tech support, scripting
Quasifex tech support 1st set of advanced materials
= DREAM BASE =
King Of Worms 7000 sprites, menu tabs & portraits 1500 textures 2000 additional textures for PBR materials 16 000 paperdoll sprites new sounds, videos & more
= ARTIFICIAL INTELLIGENCE UP-SCALING TEAM =
Masonface AI project lead
MrFlibble AI upscaling specialist
Phredreeke AI upscaling specialist / alpha mask generator
Thanks to the PVE AI UP-scalling team, DREAM uses beautiful Artificial Intelligence up-scaled MOBs! It is 8x the resolution of original 1996 sprites.
Adrinus initial export & AI upscale of the paperdoll items
= SOUND ENGINEERING =
Helegad Tamriel Mixdown
Pango Cleaned Sound clips
King of Worms further improved the sound quality & variability
= MUSIC PRODUCTION & ENGINEERING =
ByteMixer "Daggerfall Remastered Music Project" viewtopic.php?f=27&t=921 SoundCloud https://soundcloud.com/j-bot-1/sets/dag ... ject-final
= ANIMATIONS & FMV SEQUENCES =
Rhymer recreated the intro videos
King of Worms recreated the dream sequences, vid/sound remux
Phredreeke AI upscaled rest of the cca 30 videos
Pango cleaned up the original sound, converting for Linux
Sitrus Paperdoll project buddy - female clothing, lots of weapons, female bodies... 1000s of files!
Adrinus perfect final touch, adjustments & corrections on NPCs, magical artifacts and some items/nature sprites as well.. (well over 150 files+)
Alexander Sig hand-painted town ex/interiors (100+ files - Adjusted) sets 079, 082, 085, 164, 312, 314, 326, 338, 342, 364, 369, 374
VM Blast travel map remaster new mouse cursor mages guild texture set no.337, tavern set no.360, 4x doors (17 files) + donated set of textures I used further on
Ghostline vintage temperate Terrain ground set (56 files - Adjusted)
Gadel his animals pack (archive 201 viewtopic.php?f=14&t=2115) is used I altered the brightness and saturation to fit better in the game. Have not used his dogs.
AXO animated NPCs - Mage no.177_0-* & Smith no.177_5-*
Lutojar (DaggerXL) AKA Asknarin (DFU) main character conversation portraits (32 files - adjusted, not all were used) viewtopic.php?f=14&p=21287#p21287
Levethian desert building textures (11 files - Adjusted)
Arl base for HD HUD Replacement - Adjusted
MasonFace AI Up-scaling of menu tabs not previously covered by Arl 182_33-0 dancer body selected AI character portraits
Izendel 100s of portraits were corrected/updated corrected eyes of NPC 184_4 HD flute playing lady in 2 variants HD Coven Witch guard lady 179_4 corrected Redguard 182_57/357_10 improved the looks of "turning-head blue lady" 357 HD animated Hircine Daedra sprites (based on PhobosA art) 175_3 HD animated Daedra (based on PhobosA art) 175_9 HD animated Mage Lady 177_3
= PLAYER FACE PAINTING TEAM =
King of Worms Faces not mentioned bellow - 100 faces total
Red Hook Ghost HD paperdoll player heads - 32 faces 2x Mord male 9x High elf male 10 x Wood elf male 7x Khajiit male 4x Vampire
Sitrus HD heads for female Dark elves & Wood elves - 24 faces
Vomitaburger Paperdoll heads for Male/Female Bretons - 21 faces
Blazer Steppo HD paperdoll player heads - 6 faces 3x Nord Male 2x Khajiit male 1x Khajiit female
Merlkir 2 HD nord male heads 1 HD male high elf head
Fosley 1 redguard head
N_Molson created faces of male Redguards which I transplanted to my paperdoll heads
= VARIOUS Cjavascript-event-stripped
Mosin Nagant SLADE editor tutorial which helped me optimize DREAM a lot and get rid of vanilla magenta compression artifacts + 4 textures of swamp temple which started it all!
Jayhova font I used for texts in a new menu tabs (Headline font adjusted by VMBlast, font color by King of Worms)
AmmoniumDichromate provided beautifully rendered Load/Save/Exit intro screen for RC6 on on, Thank you!
Pango DREAM used to be merged with his beautiful Charcoal Ghosts mod viewtopic.php?f=27&t=1526 Thanks Pango! (this is not used anymore as we switched to AI Upscaled mobs but it happened! )
Fosley provided me with 170 assorted save files to help me test every possible character within a paperdoll system. HD parchment background files for the pop-up tabs extensive bug reports
Joshcamas created a script which allows paperdoll backgrounds to have a day/night/weather/location variants
Shapur bug fixed and extended the dynamic background script
Donation Points system
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Changelogs
Version 2022-v1.0
= 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 Dungeon 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
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
= 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)
= 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! :)
Version 2020-R3
=DREAM 2020/R3 - RELEASE NOTES=
= I - GENERAL= Switched to 2020/R3 Recompiled on 2019.4.10f1 LTS Unity to ensure compatibility with new DFU build and other mods Changed Unity texture compression from Normal quality (DXT5) to High quality (BC7) DREAM is now 5,3gb in size unpacked (was 3gb) but updated RAR5 compression reduced that to 3,8gb Changed flag to Read/Write on the animal sprites as per Log suggestion
Found DFU Paperdoll bugs > reported > DFU v0.10.28+ will have fixes > more clothing variants Found DFU Paperdoll bugs > reported > DFU v0.10.xx will have fixes > better alpha sorting
= II - NEW FUNCTIONS= Joshcamas created a script which allows paperdoll backgrounds to have a day/night variants Further improvements of script - weather variants, dungeon variants and more
Creation of night variants for all Paperdoll character backgrounds Creation of rainy day variants Creation of rainy nights variants Creation of stormy day Creation of stormy night Creation of foggy day Creation of foggy night Creation of overcast day Creation of overcast night Creation of dungeon variant of background
= III - COMPATIBILITY= Moved Guard sprites to COMMONERS part of mod to ensure better compatibility with VIO DREAM is now "Basic Roads" & "Travel Options" ready - HD HUD Parts in DREAM Style (NOT WORKING yet)
= IV - PAPERDOLL PROJECT= -General: Corrected size of some sprites to ensure they can be compressed
-Weapons: All female weapons re-possitioned to better fit the hands /240 XML files
-Heads: Created almost 100 new HD heads Corrected all 160 heads possitions/dimesions so they fit helmets/bodies better Finetuned colors/brightness of heads so they fit bodies and look better
-Bodies: Created a new female Khajiit body so clothing fits better Finetuned & Corrected Argonian female/male bodies for better looks and clothing fit Corrected unrealistically tight waist on male Dark/Wood/High elve and Khajiit bodies Corrected most of the bodies necks for a better fit of heads Improved Male Nord body & The rest of the male bodies details
-Clothing Female: All fem Khajiit bodytype clothing refitted and bugfixed /600 XML files All fem Breton bodytype clothing refitted and bugfixed /600 XML files All fem DarkElf bodytype clothing refitted and bugfixed /600 XML files All fem Argonian bodytype clothing refitted and bugfixed /600 XML files
10 new color variants of FullBody suits for all fem bodytypes /40 files 10 new color variants of both variants of fem vests for all bodytypes (be4 only green) /80 files 10 new color variants for noble robes v1 (previously only 1 variant) /40 files 10 new color variants for noble robes v2 + HD /40 files Created new & fitting fullbody suit for Argonian females /10 files Added 40 missing masks for female cloaks for better look
New XML files for "Plain Robe-hood off" so it fits "hood on" version better /40 XML Files New XML files for Cloak, so "hood off" vs "hood on" fits better /40 XML files New Masking files for a "hood on" version of the cloak, so it masks hair better /40 masks Improved Argonian cloak interior fit to body /10 files Improved all female cloaks exterior fitting details
Improved looks of all variants of fluffy bra /40 files Corrected breast area of the golden garments 435 436 437 438 /40 files Optimized the resolution of many clothing to be more inline with the rest of the clothing/paperdoll
-Clothing Male: Checked most of the clothing for errors /1000s New Full body suits for Elves + XML fitting + 10 Color variants /20 files Removed white dot artifacts from all golden/black vests /40 files Removed white dot artifacts on blue sandals (short/tall) Got angry and removed white dot artifacts from all blue clothing /400 files
Created 10 color variants for all the gold/black vests /40 files Created new variants for golden shields + and cleaner look /40 files Cleaned upscaling artifact on all male cloaks at the neck area /80 files Cleaned some issues in the blue cloak interiors
-Armor: Improved helmet hair/body masking on: all full helmets /160 masks
Corrected edge-artifacts of all Kite shields /80files Corrected some chains on the male lower trousers Corrected chains on the lower female chest armor /40files Improved the borders of the male chest armor piece /40files
-Magic Artifacts: Added 10 missing (weapon/shield/armor) artifacts for each gender Weapon artifacts now have similar magic glow in inventory as they have when equipped in 1st person Corected vanilla bug of "Hircine ring" displayed as a Shield -> Created new lore-friendly ring Created unique SpellBreaker shield look Improved the looks of many other artifacts
= V - MOBS= Improved emission maps on Skeleton Darkened emission maps on Giant Rat
Removed cyan tint on Skeleton & Mummys heads
Corrected brightness issue on Flame Elemental & Fire/Frost Daedras 1st frames Corrected holes in the Fire Daedra mob frames
Added a HD face to Daedra Seducer front facing animations Improved the body of Daedra Seducer Created HD Flying form of Daedra Seducer Added missiong emission maps for Daedra Seducer /40files
Added HD eyes to the Tiger mob Added HD eyes to the Bear mob
= VI - HANDHELD= Tuned down brightest parts of all weapon frames for better blending in the game world Corrected rogue white sprite on iron swords tip Corrected light issues on the non magical silver/elven swords & staffs
= VII - NPCs/PORTRAITS= Upscaled all NPCs to 2x the size New HD fluete playing lady in 2 variants 182/357 (Izendel) New Coven Witch guard lady 179_4 (Izendel) Corrected Redguard 182_57/357_10 (Izendel)
Created many variants of NPCs which were previously just duplicates of each other Slightly improved the looks of many NPCs Created lots of new HD statues
Improved the looks of "turning-head blue lady" (arch 357) (thanks Izendel) New animated Hircine Daedra (based on PhobosA art) (arch 175_3) (thanks Izendel) New animated Daedra (based on PhobosA art) 175_9 (thanks Izendel) New animated Mage Lady 177_3 (thanks Izendel)
New animated Temple Kid 181 (+ new 45 degrees head frame by Izendel for improved smoothness) New animated Temple Monk 181 New Mage 177 based on one old frame from Axo, recreated the 10 animation frames a new New portrait for this mage based on his actual face New Minisera (Daggerfall Castle) sprite + generic variant
Changed settings for Weaponsmith 177 to better fit with the rest of NPCs
Ive eased up on the glass effect on some of the portraits. 163 portraits were corrected/updated - thanks a lot Izendel Despecled/Smoothened cca 50% of the portraits to make the whole set more even and natural looking Created better looking golden frames for VIP portraits which were previously AI generated Changed Karethys NPC in Wayrest backroom to be a dark elf according to lore Changed Karethys NPC portrait accordingly - HD VIP quality
= VIII - COMMONERS= Distant front-facing sprites facial upgrade based on close-up detailed frames /100 files
= IX - SPRITES= TLDR: These 3 biomes were previously a MESS, and Ive cleaned it up a new, switched sprites around, changed colors, sizes, added new sprites... lots of stuff to make it work and look good.
Desert, Desert Jungle, Swamp Biomes optimalization: Resized a lot of sprites to make actually sense - no more some flower being bigger than trees etc Complete color normalisation inside each biome Tweaked all nature sprites lightness/contrast/saturations
Moved mossy stones from Desert Jungle (subtropical) to raiforest Desert Jungle has now desert color of stones Moved Purple Mushroom from Desert Jungle to Rainforest Moved duplicate flover from Rainforest to Desert Jungle instead of the Mushroom Changed the flower color to brown-ish on some desert plants Changed colors of stones from which the flowers grow to desert color Changed some swamp colors of stones to green-ish for better diversity Removed rotten tree barks from desert jungle Added dead animal skeleton sprite to desert Added new palm trees instead of duplicates Improved looks of many sprites in these biomes Added 1 bird to 1 tree in each biome but desert
Resized all sprites inside canvas to prevent top being cut + better original-like size/proportions Updated Desert, Jungle, Swamps sprites sets to handpainted - (thanks JmanOwar) Increased resolution of tall trees which were only 1024 height
Increased resolution of some dungeon sprites Increased resolution of spell effects Created new spell cast effect (spider attack etc) Corrected size of some sprites so they can be compressed
+ lots of other changes I cant be abothered to write down
= X - TEXTURES= Finetuned various PBR materials properties New variant of dungeon EXIT for small crypts including emission maps Added snow on winter variants of ruins (archives 108, 308, 408 - vanila was only summer) Created missing winter variants of temple building 462 (vanila was only summer) New variant of doors - 056_7 covered in moss instead of rust
Created green emission maps for temples & mages guild night windows Created new unique jungle Mages Guild Interriors Improved look of all main story castles/towers (not wayrest,dagger,senti etc) Improved look of desert castle 009 - added blown sand layer to the textures Added detail textures to castle 109 exterior Added iron graves to all Castle windows + new emission maps for night Added some missing emission maps to buildings
Darkened the desert terrain set Darkened the mountain terrain set road Created all terrain textures in new arrays so new better BC7 compression is enabled
Darkened desert city walls top texture Improved look of desert building set 064/65/66 - added blown sand layer to textures Corrected colors of desert building 43/44 exterior
Matched some building interiors to exteriors (344, 440) Darkened some straw roofs Darkened set 144 building exterior stone
Changed color/brightness of doors 074_1-0 to better match rest of the interior doors Improved color of door 74_3 (used in temples) & 074_1 Brightned stone temple floor 163 to better match the walls
Increased contrast of 123_3 dungeon ceiling to better match the walls/floors Changed colors of 022_3 dungeon ceiling/walls/floor to better match each other Changed colors of 119 dungeon set
Tweaked summer/winter roof reflections
= XI - HUD & MENU= Improved main Travel map Subtropical & Swamp look to beter reflect how game looks there Reduced the brightness of main Travel map to better fit rest of the game Reduced brightness of support stone borders MBRD00I0.IMG to better fit map stone borders
Resized cursor from 64x64 to 32x32 to make it same size as in older versions The perchament background of all the pop-up tabs has been remade to HD - thanks Fosley!
Added HD RENAME button for new Save/Load screen command Added HD ADVANCED button for new Configure Controls settings button introduced lately Corrected bug in Configure Control settings where it stated "Look around" instead of "Sneak"
Spellbook fonts re-created Tweaked character backgrounds to be more color neutral
Tweaked some texts and tab brightness so all HUD tabs appear more of a same style Removed AI upscaling color artifacts from many stone tabs Added chisel effect on some tabs to make em appear more 3d and in same style as rest Added AntiAliasing to some HUD sprites where I forgot it in the past (better blending)
Increased the resolution of some big tabs to full HD Improved the colors of the load/save/exit menu to better fit rest of the game
= XII - SOUND = New argonian male hit sounds New khajiit female sounds Added 2 missing sounds (17.wav + 21.wav) for endgame
reduced the volume of snow footsteps reduced the volume of wood footsteps reduced volume of birds created new water swim and water exit sounds added new storm/lightning sounds reduced echo on the mouse click sound Changed AmbientCreepyBirdLaughs which is used one time in game to more fitting sound
= XIII - RESHADE= Improved the reshade render fully functional decent Eye Adaptation slight hint of ambient light finetuned other settings
+ lots of things Ive forgotten :)
Version 2020-R2
----------------------------------------------------------- = DREAM 2020/r2 - RELEASE NOTES = ----------------------------------------------------------- --------------------------------- = MOBS & CORPSES= --------------------------------- All MOBs and their corpses - new shader effects for improved looks & blending into scene 2866 frames - AntiAliasing 4 better blending on sprites - parts which missed it All front facing hit frames - better hit effects
New emission maps: Lich & Ancient Lich - maps for magic attacks, glowing eyes and glowing staff Orc Shaman - for staff, magic attacks, glowing red amulet Imp - maps for magic attacks, emissive eyes Mummy - emissive eyes Vampires - improved eyes Lamia - attack glowing eyes Daedra seducer - for magic attack
All emissive maps of mobs have been finetuned.
Removed magenta color tint from: Fiery dragon - is no longer pink Vamprire female - is no longer red skinned Centaur - no pink legs Tiger - no discoloring
Improved visuals: Tiger looks improved - sprites brightness and colors corrected so the light is the same from all angles. Vanila Daggerfall issue. Bear - changed the unnatural yellow tint to less shiny brown Nymph, Werebeasts - general finetuning Centaur - darkened the white lines he had around his hair/tail Fiery dragon - new AI upscale and manually reprocessed
------------- = HUD = ------------- New HD Potion maker, ensured its function with HD ingredients (ty Lacus) Tweaked character backgrounds to better fit the Paperdoll New character background for High Elf Changed backround for Wood Elf
Improved looks of big static images (court, death, prison) Improved Bio tab, giving it more depth Improved tabs inside trade windows Added shader effects on menu tabs to better match the backgrounds
Darkened Book & Notebook and all similar backgrounds for better reading Adjusted Spelbook shading colors/brightness, made DELETE and EXIT buttons red
Changed Wereboar player portrait to Black to go with 2020/r1 change of Wereboar MOB
------------------- = SPRITES = ------------------ Improved outline on most of the sprites Improved 300+ sprites shading Recreated selected sprites using AI All flying spell sprites recreated using the AI and manual drawing
New cats and dogs using AI, shading and manual drawing
Implemented the hand drawn terrain sprites for desert regions made by Jman0War (mixed with a bits of my desert sprites) Cave stalactites - new shading New golden and ivory bricks items in inventory Tweaked some ingredients for better look Blood splash and hit effects improved :)
----------- =NPCs= ------------ All animated NPCs have new cleaner outline and shading Some summoned daedras were improved using AI upscaling and hard manual labor
------------------------ = PORTRAITS = ----------------------- All portraits received re-processing and have new shader effects for improved looks and blending into the UI
--------------------------- = COMMONERS = --------------------------- All commoners - shader effects for improved looks and blending into scene Lady with super yellow hair recolored to resemble character portraits better The same with yellow haired guy
Improved facial matching of closeup frames with distant ones Removed magenta tint from all commoners sprites
---------------------- = TEXTURES = ---------------------- All terrain textures now use Array system, that ensures better performance Terrain textures have been tweaked to get closer to vanilla where possible Removed blue snow arifact present on some buildings walls, now all snow is white
------------------------------------------- = 1st PERSON HANDHELD = ------------------------------------------- Optimalization: identified unused archives removed them from the pack to save some space and remove bloat This allowed to pack whole Handheld in 1 package - previously it was 2 parts
Improved looks of bows Improved looks of all static frames (when u just walk and hold a weapon) Improved looks of leg kicks Casting hands sprites fidelity improved Horse/Cart riding sprites fidelity improved Werewolf hands & Player Melee sprites fidelity improved
----------------- = SOUND = ----------------- Adjusted volume on tons of sounds Improved the weapon draw sounds Improved the item equip sounds Improved ambient sounds Added low frequency boost to some sounds so they have some weight Better thunder roll sound Lots of general finetuning and polish
----------------------- = ICON PACK = ----------------------- Improved look of all Spell Icons by creating their glass frames
----------------------------- = MOD PRESETS = ----------------------------- All recommended mod presets have been updated
------------------------------------ = RESHADE PRESETS = ----------------------------------- Finetuned presets! Now it uses Eye Adaptation which actually works. It darkens the brightests spots during the maximum sunshine. In dungeons, it brightens the darkest spots. Its set up in a way you will most likely not even notice its there. Performance impact of this is close to zero.
Ive updated the bloom effects - its still VERY subtle, as all changes here. It enhances certain scenarios only.
Ive created TWO PRESSETS - prefer performance - has bloom disabled as it is quite demanding and subtle - prefer looks - has bloom enabled, this is how I play the game
----------------------------------------------------------------------------------- = PAPERDOLL - Finalization of project - public release = ----------------------------------------------------------------------------------- ------------------------------------------- = PAPERDOLL CLOTHING = ------------------------------------------- Added detail textures & shading to all AI clothing 3130 files Surface light blur pass to even out the new details Improved the shape and look on 100s of male clothing pieces
Corrected all cloaks interior parts causing transparency issues Darkened cloak interior parts to look more natural Tuned cloak variants colors to better match each other
Corrected brightness on all female clothing Palete change on all Aquamarine colors Female to better match the vanila Reduced saturation by -20 on all Red and Purple Female color Reduced lightness -5 saturation -10 of female purple clothing Reduced saturation -20 added lightness +5 to all Green Female colors Reduced brightness on some female white/aquamarine clothes Refined edges on all AI golden tunics
Created 40 missing masks for the AI cloaks sets 239, 240, 241, 242 Cloaks 242_47 - all variants were bugged > remade + masks Cloaks 241_24 - all variants were bugged > remade + masks
Improved cloak interiors to better fit exteriors Skirts 240_101_0-Blue - corrected dimensions Male sandals remade (tall version) to better fit various trousers
NEW VARIANTS: Female leather trousers 40 color variants Female golden suit - created all 40 color variants Hide bra - shader, created all 40 color variants Spiked bra - shader, created all 40 color variants Flower bra - corected, added missing parts, shader, all 40 color variants
All female boots - added 440 color variants Golden parts - mix of shader, detail textures. 200 new color variants All male trousers, boots, suits, 520 clothing color variants
Corrected vanilla bug causing body switch with shirt 241_58 (all colors) Corrected many miscleanious bugs in male clothing Completed overlooked missing pieces Removed unused black & orange clothing color variants (Sitrus) 1300 files
---------------------------------------------------- = PAPERDOLL BODIES & FACES = ---------------------------------------------------- Created last missing body in Sitrus style for female wood elf Tweaked all left hands of female bodies so the weapons fit a bit better
All bodies - new shaders and detail textures Tweaked Dark elf male bodies colors
Argonian faces detail textures and shading Dark Elf new male/female faces in HD Redguard new female faces HD Nord new female faces HD
Corrected faulty outlines on the character faces Rescaled Sitrus faces roughly towards the 512*512 resolution Corrected Sitrus bodies dimensions and placement in the canvas
Created clothed variants for Sitrus bodies (with underwear) Scratched the versions with underwear for everyone for now...
-------------------------------------- = PAPERDOLL ARMORS = --------------------------------------- Detail texture layers and additional shading pass on all armors Refined edges on all armors - 1280 parts Improved masking on all helmets, getting rid of most of white outlines All 600 helmet variants re-seated to the character bodies using the XML files
Finetuned all armor sets brightness across the parts Corrected all female armor bugged colors due to wrong export script All Chain armors completely remade, inconsistent vanilla transparency corrected
Further improved chain armor transparency Improved hide armor legs chain transparency Corrected wrong vanila placement of female full body armors (rotation) Removed 500 redundand sprites & 4 masks
----------------------------------------- = PAPERDOLL WEAPONS = ----------------------------------------- AA on some missing weapons
All blade weapons - remade the tips All short and long bows remade - better colors and shapes
Reseated all weapons placement in character hands via XML files (560 files) All weapons with new shaders and detail textures
Tweaked all dwarven weapons blade colors towards darker shade (2nd pass) Corrected bug on all rapiers causing a discoloration around the arm Corrected some shields missed in a previous runs Removed weapon set 233 which was NOT USED in the game (280 images) Re-introduced 233 set-it was DFU bug, now its properly implemented in 0.10.22 :)
PLUS LOTS OF GENERAL POLISH AND BUG FIXING :)
Thanks if you read it all, have fun, stay safe, and remember.. we are all in this together, and what looks like a disaster can be a hidden blessing. Peace!
Version 2020 - R1
GENERAL:
Switched to 2020 / R1
Corrected the DFU version requirements info to 0.10.16+
Updated all graphical/mod presets
Linux version of CINEMATICS is now available and working! (Thanks Pango for pushing the necessary changes in DFU and converting the vids!)
MOBS & COMMONERS:
Made glowing eyes darker for: Skeleton & Gargoyle & Spider & Ancient Vampire
Further correction of the glowing eyes of the spider
Darkened/Contrasted the Harpy MOB sprites to better match other MOBs
Werewolf & Wereboar now both have glowing eyes in the dark (be4 it was just one of them)
Made Werewolf & Wereboar more distinguishable between each other. Wereboar is now much darker. Corrected some holes in the City guard sprites Commoner lady 456 has been at the face surgery (thanks Adrinus!)
SPRITES:
Improved visual definition of the guild mage 177
Improved many NPC & MOBs statues
Improved the magic effect hit animation (the rotating stars) - the original had some animation errors due to the compression
Corrected a rotation of some paintings on the interior walls
Switched one of desert trees with a previously unused tree which was hidden in the game archives.
MATERIALS:
Added the night/day variants for dungeon exits. When you are about to leave the dungeon, you will see if it is day or night outside. (Thanks Lacus for implementing it in DFU and for scripting!)
New portal texture effect. The old stargate is gone
Added material 354_3-0 (Sentinel castle throne room stairs)
Changed 074_3-0 wooden doors Remade the Temple of Diabella interior (463 set)
Improved Temple 163 interior
HUD:
Tweaked spell book, log book & book interfaces towards the darker themes, improving the readablity and user comfort in dark areas
Resized the new 256x256 Ai portraits to 512x512 for better ingame scaling
Added the top-right shadow on all the portraits. It makes the portraits fit the HUD slightly better
Finetuned many menu tabs brightness to better fit the enviroment they are displayed at
Corrected some upscaling artifacts
Changed the Imperial Province text color from golden to grey on the Race Selection Map (to better reflect the fact that you cant play as Imperial in Daggerfall)
Improved sharpness on the Race Selection Map
Added the missing clouds to the regional map symbolizing the "haunted woodlands" biome - now its the same as in the original map Denoised the character paperdoll background
Added subtle vignete effect to many HUD elements - better blending and visuals
1ST PERSON WEAPONS:
Tweaked the 1st person handheld weapons to appear a bit darker. Also all the white contrasting reflections on bright materials were tweaked down
Corrected the 1st person static weapon frames so they dont have the bright outline when equipped in dark enviroments
Adjusted the 1st person leg kicks color/brightness to better match the 1st person fists/hands
SOUNDS:
Skeleton attack sound has been created anew. The original attack sound was the same sound as that "well known" skeleton scream, just with a cut off start. The result was very strange, 2 times the frequency of screams with 1/2 of that sounding almost bugged. This change solved it, skeletons sound better now.
Finetuned lots of other sounds...
PAPERDOLL closed beta:
Darkened all of the elven, silver, dwemer, daedric armor parts to better match the rest
Re-processed all armor using denoising algo, it removed the AI upscaling artefacts, smoothened the color gradients and made the visuals better match the clean vanila style (as a by-product of denoising there is a 1/3 optimalization at the memory usage level)
Further upscaled the current version of the faces (xBRZ with manual cleaning) using Waifu algo, for better detail and color gradients
Version 2019 - RC6
WHATS NEW in RC6?
CINEMATICS: All ingame cinematics have been up-scalled or recreated and the original sound was cleaned. Thanks to "Phredreeke" for upscaling the missing videos and Pango for cleaning the sound. Ive made the two "dream" videos anew and added a music which is not used ingame. All vids were remuxed with the new sound, and further tweaked... This package is NOT included in the Linux version, because it doesnt work. The core change is required here.
SOUND: Ive progressed on the tweaking of the sounds. What I like are new footsteps, horse sounds, birds, and overall polish of all the existing sounds
COMMONERS: All the commoners were made fresh new, using ESRGAN upscaling and further manual input. Front facing detailed frames (2 for each NPC) have new faces drawn by Adrinus.
HANDHELD: Yes, its finally here, the 1st person handheld weapons, all of them! With hopefully all bugs smashed and a major optimalization pass already done. This is a result of cooperation with Megaten, who created lots of weapons. Ive added their magic variants, staffs and bows plus some tweaks of colors/brightness, bug fixes and optimalizations This section also includes new Horse sprites, Cart sprites, 1st person Werewolf hands, Unarmed hands and legs attacks etc
HUD&MENU: Some fixed typos, new beautiful loading screen donated by "AmmoniumDichromate" Some color/brightness tweaks and general polish here and there.
MOBS: New glowing eyes effects created for Giant bat, Spider, Gargoyle, Daedroth Wraith & Ghosts glowing eyes placement was corrected and their color changed to blue Frost/Fire Daedras and Fire Atrronach mobs are now emissive, you will see them glowing in the dark dungeons. All the sprites were further polished, mostly correcting upscaling artifacts, holes etc Corrected some texture attributes in Unity to utilize the compression better in case of emissive maps, reducing the system load NPC: Made some NPCs a bit better
PORTRAITS: LOTS of progress and tweaking here, just working on making these all look as good as I can. Thanks to "MasonFace" some of the portraits have been AI up-scalled. In most cases, I manually tweaked those further.
MATERIALS & TEXTURES: Ive spent quite a few weeks tuning the materials and textures further... Lots of general polish towards the more natural and detailed look of the game. PRESETS: The mods which have settings are now supporting the preset exports. So Ive created these exports for all the mods I RECOMMEND using (just those which have settings) Install these presets and load em in the mod settings.
RESHADE: Past months I was tweaking the custom reshade for the DREAM mod. This Reshade preset is now bundled with the DREAM mod with additional info Its very spartan and non intrusive while making the final picture more detailed, focused and clean. Plus its very light on you HW. 1) It sharpens the textures and sprites, using Adaptive Sharpen + Clarity 2) Uses SMAA antialiasing, which is superior to the game AA. (Dont use ingame AA in the "postprocessing" mod) 3) Adds a high quality halo to the sun (Dont use Flare in the "Enahnced Sky" mod) 4) Injects very subtle brightness bleeding effect tweaked to appear only at the sun borders and similar areas. This creates a more graphicaly advanced and moody lightning in many circumstances.
CONCLUSION: DREAM will look, sound and perform better, its a more complete and mature evolution of RC5. Last missing piece is Paperdoll, and thats still in works, ETA is 2020...
Donations
Both straight donations and premium membership donations accepted
/////////// What is D.R.E.A.M ? Daggerfall Remaster Enchanted Art Mod
DREAM covers 100% of the game assets including sound, music, cinematics & all graphics found in-game. It goes beyond a restoration and additionally fixes the old quirks, bugs and increases variety/fidelity everywhere possible. Consider it as a base upon which you can build up your mod setup. You can always overwrite or disable parts u dont like. It stands for 5 years of hard core dedication & proof that if you want, you can make dreams come true. CZECH made®
/////////// How does it look & sound like?
This video is featuring DREAM with recommended settings & mods
/////////// What is included in the D.R.E.A.M?
There are 12 main mod packages - activate those you like & disable those you dont.
Paperdoll Your character & all equip, clothing, weapons, artifacts
100s of new clothing color variants, new helmet materials 16 000 sprites in total
Textures 3600 high quality textures, advanced PBR materials
Item Based player torch - ON (And lit those torches in your inventory!)
Maximum loiter - 12 hours
VIDEO
Full screen - ON
Run in background - ON
Quality - Beautiful (will look better than "fantastic" quality when paired with v.high shadows as described bellow)
All Filters - Trilinear
Terrain distance - 2 or 4 (I prefer 2 for faster loads and streaming)
FOV = 75 (on 16:10 monitors)
Shadows - Very High
Dungeon/Interior/Exterior light shadows - ON
Ambient lit interiors - OFF (ON reduces visual quality)
POSTPROCESSING EFFECTS SETTING (press ESC ingame & click the arrow in the top left corner)
Retro mode - Set according to your preference
Color boost - OFF (it causes issues underwater)
Anti Aliasing - OFF("OFF" if u use my Reshade OR "SMAA/High quality" If u dont use my Reshade)
Ambient Occlusion - ON
Method: Scalable ambient (do NOT use the other subpar method with DREAM) Intensity: 0.5 Radius: 0.8 Quality: Ultra
Bloom - to be specified
Motion blur - ON (settings for 60fps)
Shutter angle: 40 Sample count: 32
Vignette - OFF (it causes color banding artifacts in fog etc)
Depth Of Field - OFF
(In DFU 0.13.4+ the DOF was introduced, I do not like it and it requires us to disable tree shadows to work properly)
Dither - ON
///////////RecommendedINI settings
SETTINGS.INI TWEAKS FOR BEST GRAPHICS 1) Open the "settings.ini" at: "C:\Users\**your user name**\AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity " 2) Change the following lines and save the file afterwards!
ExteriorShadowDistance = 150 - Max value which will stay saved in the INI, dont go above that number
MobileNPCShadows = True - Adds shadows to commoners
GeneralBillboardShadows = True - Adds shadows to various smaller sprites
NatureBillboardShadows = True - Adds back tree shadows!
TerrainHeightmapPixelError = 1 - To ensure Distant Terrain Mod works as intended
NVIDIA CONTROL PANEL
Force Anisotropy - 16x
Texture filtering - High quality preset
Texture filtering Negative LOD bias - CLAMP
Anisotropic/Trilinear Optimalization - OFF
Low latency mode - ON (my personal DFU preference only)
RESHADE (Windows only) Do as the "ReShade README.txt" states Once its set up, tick the "Performance Mode"= ON (grants faster compilation at the same image quality)
Reshade results: Better anti-aliasing than ingame Slightly sharper visuals Eye adaptation for brightness/darkness Improved looks of sun & very bright surfaces
/////////// Recommended Mods
Install these mods to get a package which is confirmed to work & improve the game in a meaningful way
Load orderPlace DREAM at the bottom of a mod list! Only time you need to load another mod bellow that is if you want to
override certain parts of DREAM or if that mod has a dependency on DREAM.
Use (DREAM Presets) where applicable - they are included in main package u downloaded, read installation notes there
Presetsare only for some mods as u can see bellow. Some mods (DREAM) dont have presets as there are not any settings
Continuous compatibility - it can change as ppl change their mods or DFU gets updated. Ill try to keep it up to date
Audio/Visual Mods USE NEW DREAM 2022 v1.0 PRESETS FOR ALL MODS! General
DREAM Retexture - stargate begone - DREAM is now more advanced
DREAM Retexture - hq portal bricks - DREAM is now more advanced
DREAM-Convenient Clock compatibility- its not needed anymore
Alternative NPC HQ Sprites - it does not mix well with my NPCs, creating inconsistency
Remastered HD Sprites - while I like the faces on human mobs, rest of the mod is IMO not better than DREAM
Villager Variety - while its a lovely mod, its low resolution and does not fit DREAM HD style
Villain and monster variety - same as the above mod
Animated people - same as the above mod
Reasonable Blood - it replaces high quality DREAM corpses
Diverse weapons - while I like em, they are currently only low res and do not fit DREAM HD style
Enhanced & Eroded terrain - just use the DREAM recommended terrain setup, its better
Enhanced Pixelated Cutscenes - DREAM uses more refined cinematic
Better crosshair mods - they are not better and do not fit my mod
All paperdoll body/portraits replacements
Perform at Taverns - completely messes up your game :)
/////////// Dream Team Credits /////////// Bellow lies the list of the DREAM summoners
/////////// = Technical = ///////////
King Of Worms (KoW) - Robert Chrz Czech Republic project leader
Interkarma tech support
The Lacus tech support, scripting
Quasifex tech support 1st set of advanced materials
= DREAM Base =
King Of Worms 7000 sprites, menu tabs & portraits 1500 textures 2000 additional textures for PBR materials 16 000 paperdoll sprites New sounds, videos & more
= Artificial Intelligence upscaling team =
Masonface AI project lead MrFlibble AI upscaling specialist
Phredreeke AI upscaling specialist / alpha mask generator
Thanks to the PVE AI UP-scalling team, DREAM uses beautiful Artificial Intelligence up-scaled MOBs! It is 8x the resolution of original 1996 sprites.
Adrinus Initial export & AI upscale of the paperdoll items
= Sound Engineering =
Helegad Tamriel Mixdown
Pango Cleaned Sound clips
King of Worms Further improved the sound quality & variety
Sitrus Paperdoll project buddy - female clothing, lots of weapons, female bodies... 1000s of files!
Adrinus Perfect final touch, adjustments & corrections on NPCs, magical artifacts and some items/nature sprites as well.. (well over 150 files+)
Alexander Sig Hand-painted town ex/interiors (100+ files - Adjusted) sets 079, 082, 085, 164, 312, 314, 326, 338, 342, 364, 369, 374
Izendel 100s of portraits were corrected/updated HD flute playing lady in 2 variants HD Coven Witch guard lady 179_4 HD animated Hircine Daedra sprites (based on PhobosA art) 175_3 HD animated Daedra sprite (based on PhobosA art) 175_9 HD Night Mother 176_6 HD animated Mage Lady 177_3 HD animated "turning-head blue lady" 357 Corrected eyes of NPC 184_4 Corrected Redguard 182_57/357_10 New heads transplanted to 2 Redguard NPCs
VM Blast travel map remaster new mouse cursor mages guild texture set no.337, tavern set no.360, 4x doors (17 files) + donated set of textures I used further on
Ghostline vintage temperate Terrain ground set (56 files - Adjusted)
Gadel his animals pack (archive 201 viewtopic.php?f=14&t=2115) is used I altered the brightness and saturation to fit better in the game. Have not used his dogs.
AXO animated NPCs - Mage no.177_0-* & Smith no.177_5-*
Lutojar (DaggerXL) AKA Asknarin (DFU) main character conversation portraits (32 files - adjusted, not all were used) viewtopic.php?f=14&p=21287#p21287
Levethian desert building textures (11 files - Adjusted)
Arl base for HD HUD Replacement - Adjusted
MasonFace AI Up-scaling of menu tabs not previously covered by Arl 182_33-0 dancer body selected AI character portraits
= Player face painting team =
King of Worms Faces not mentioned bellow - 100 faces total
Red Hook Ghost HD paperdoll player heads - 32 faces 2x Mord male 9x High elf male 10 x Wood elf male 7x Khajiit male 4x Vampire
Sitrus HD heads for female Dark elves & Wood elves - 24 faces
Vomitaburger Paperdoll heads for Male/Female Bretons - 21 faces
Blazer Steppo HD paperdoll player heads - 6 faces 3x Nord Male 2x Khajiit male 1x Khajiit female
Merlkir 2 HD nord male heads 1 HD male high elf head
Fosley 1 redguard head
N_Molson created faces of male Redguards which I transplanted to my paperdoll heads
= Various =
Mosin Nagant SLADE editor tutorial which helped me optimize DREAM a lot and get rid of vanilla magenta compression artifacts + 4 textures of swamp temple which started it all!
Jayhova font I used for texts in a new menu tabs (Headline font adjusted by VMBlast, font color by King of Worms)
Ammonium Dichromate provided beautifully rendered Load/Save/Exit intro screen for RC6 on on, Thank you!
Pango DREAM used to be merged with his beautiful Charcoal Ghosts mod viewtopic.php?f=27&t=1526 Thanks Pango! (this is not used anymore as we switched to AI Upscaled mobs but it happened! ) Fosley provided me with 170 assorted save files to help me test every possible character within a paperdoll system. HD parchment background files for the pop-up tabs extensive bug reports
Joshcamas created a TODscript which allows paperdoll backgrounds to have a day/night/weather/location variants
Shapur bug fixed and extended the dynamic background TODscript
Thank you guys!
All your contributions took the DREAM to next level. You were a motivation for me to push and make this insane thing a reality! Its the biggest modding project I ever did and I am happy for everyone who joined in. It feels much better when its a community effort... epic sh1t, thank you!