Im in ove wi the first three screenshots not gonna lie. This is the first time I saw someones visuals and thought they fit the game well. Im only using skyboxer for my first playthrough so I dont get nausea lol.
MODS === better ambience improved interior lighting darker dungeons dynamic skies (pixel edition) first person lighting location based effects real grass (classic style) simple 3d trees (pixelated) render distance extender handheld torches shield widget weapon widget wanderer hud
RESHADE === I created a simple reshade made up of ambient light / lens flare / jpeg compression / dosbox effects and some individual colour grading. Combined, they give torches, sun and bright skies a kind of a gentle glow, while cooling down some individual colours.
Hello, love the simplistic approach of this mod! I am having this issue, tho, where the compass textures aren't stretched out, it would seem. I have Wanderer HUD at the bottom of my load order, with nothing overwriting it. I am using DREAM 90,Uncanny Interface (fork), UI Backdrop, at least those are mods I have I could imagine would change the texture. Any help would be appreciated! :D
It appears to me that something has caused the compass parchment asset to change its rendering ratio.
Best course of action in similar cases is to test without mods you suspect conflict, then add them back one after another. You may also investigate the game's rendering ratio from the pause menu during gameplay (top left corner). Try UI Backdrop and DREAM first.
Have you found what's causing it? I've got the same issue
UPD: Found the solution. DREAM 90s' compass seems to be the cause of the issue. Luckily, KingOfWormsDFU has provided us the means to mitigate it. Download the optional bigger compass file from the DREAM 90s page, then open StreamingAssets/Textures/IMG/COMPASS.IMG.xml and change the <height> value from 11 to 14. Here's the result:
It sounds like you're having mod conflicts. The middle one would be from this mod, the right one is vanilla position so it may be that you're trying to use too many different things without minding how they'd interact together.
Sorry, the file was wrong, I have just updated it. You should be able to do it by copying the preset file into the appropriate directory, i.e. "DaggerfallUnity_Data\StreamingAssets\Presets," and enable them in the game settings. For more info do some google-fu for "daggerfall unity mod presets."
Have you considered making a standalone mod for the wireframe map and city map? I prefer them way more, and the city map is way more responsive, I just dont want the bottom middle compass and stats as I use retro frame and a hotbar mod
That’s a perfectly fair point, but I wouldn’t know how to do this myself and consider the mod’s active development complete. That said, there’s a link to the GitHub project and I would hope people could eventually pick it up and iterate on it further - yourself included if you’re so inclined.
Also, you could see if overriding Wanderer with retro frame would yield the desired result.
The classic style interaction icons are way too small for me to see, any way to make them larger without enlarging the entire UI? Otherwise, this is the *ideal* UI for Daggerfall for me
Yep, that much is true, I'm afraid. Sorry about that.
Arshvir, who was programming it, didn't want to work on it further and so this is the state the mod ended its development at - the interaction icon, were you to turn it on, is tiny.
My best suggestion is to give what I have outlined in the description a try – grab yourself the two mentioned mods and poof... no further need for that icon anymore. Seriously, once you try it, I don't think there's going back to default controls. It's night and day.
35 comments
Classic skyboxes are great, but the rendering distance / environmental discrepancy started wearing on me after a while.
What you see in the screenshots is the result of several things (in their rough load order too, going from the top):
GAME SETTINGS ===
retro mode 640x480
antialiasing SMAA (high)
ambient occlusion - scalable, 0.5, 0.3, high
bloom - 1.0, 0.9, 4.3
MODS ===
better ambience
improved interior lighting
darker dungeons
dynamic skies (pixel edition)
first person lighting
location based effects
real grass (classic style)
simple 3d trees (pixelated)
render distance extender
handheld torches
shield widget
weapon widget
wanderer hud
RESHADE ===
I created a simple reshade made up of ambient light / lens flare / jpeg compression / dosbox effects and some individual colour grading.
Combined, they give torches, sun and bright skies a kind of a gentle glow, while cooling down some individual colours.
Hello, love the simplistic approach of this mod! I am having this issue, tho, where the compass textures aren't stretched out, it would seem. I have Wanderer HUD at the bottom of my load order, with nothing overwriting it. I am using DREAM 90,Uncanny Interface (fork), UI Backdrop, at least those are mods I have I could imagine would change the texture. Any help would be appreciated! :D
It appears to me that something has caused the compass parchment asset to change its rendering ratio.
Best course of action in similar cases is to test without mods you suspect conflict, then add them back one after another. You may also investigate the game's rendering ratio from the pause menu during gameplay (top left corner). Try UI Backdrop and DREAM first.
UPD: Found the solution. DREAM 90s' compass seems to be the cause of the issue. Luckily, KingOfWormsDFU has provided us the means to mitigate it. Download the optional bigger compass file from the DREAM 90s page, then open StreamingAssets/Textures/IMG/COMPASS.IMG.xml and change the <height> value from 11 to 14. Here's the result:
Great mod. Instantly downloaded after I've seen the screens. Astonishing.
This mod technically does that, but by making the vitals really tiny and part of the compass.
Not criticizing, but I would really appreciate a mod that simply gives the standard vital bars frames.
Basically retro frame, but, without anything unrelated to the health, stamina, magic bars.
Myself, I have never had any problems reading these smaller bars – even as they shrunk, their proportions are exactly the same.
https://www.nexusmods.com/daggerfallunity/mods/756
Not from myself, I'm afraid, and Arshvir who was coding this has moved on.
I'd love to see someone take up the torch and do an integration of the two eventually, using the provided 5-bar visual asset.
It sounds like you're having mod conflicts. The middle one would be from this mod, the right one is vanilla position so it may be that you're trying to use too many different things without minding how they'd interact together.
Also, you could see if overriding Wanderer with retro frame would yield the desired result.
It's definitely dynamic skies pixel edition, however I have crushed the blues a bit in the reshade and ambient light softens the look further.
Though I believe the Mob Health preset is the wrong file:
Arshvir, who was programming it, didn't want to work on it further and so this is the state the mod ended its development at - the interaction icon, were you to turn it on, is tiny.
My best suggestion is to give what I have outlined in the description a try – grab yourself the two mentioned mods and poof... no further need for that icon anymore. Seriously, once you try it, I don't think there's going back to default controls. It's night and day.