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Vapourware Daggerfall Unity isnt Vaporware

Miles Davis or John Coltrane?

  • Miles Davis

    Votes: 48 29.3%
  • John Coltrane

    Votes: 48 29.3%
  • Kenny G (kc response)

    Votes: 68 41.5%

  • Total voters
    164

otsego

Cipher
Joined
Aug 22, 2012
Messages
229
Are those voxel fonts optional? They're incredibly jarring next to the stock pixel font.

It is my understanding that everything that isn't "original" will be optional. Interkarma has been working to get the core game working in Unity and that is his end goal. Given how ubiquitous Unity is, there are some dedicated fans contributing mods that 'modernize' the base (for better or worse) with easy plugins.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Unlike most projects of this type, this one seems to have graduated beyond fiddling with graphics. Rare.
There's a bunch of old game engine reimplementations that have gone beyond the basics.
Hell, we have one hosted on RPGCodex — Temple+ has slowly become a complete rewrite of the engine.
Arx Libertatis
Freeablo
ScummVM
OpenMW
etc.,
 

Turisas

Arch Devil
Patron
Joined
May 25, 2009
Messages
9,926
Big tiddy mods out yet?

Yeah, here's lady Brisienna:
iumFsSe.png
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,761
Are those voxel fonts optional? They're incredibly jarring next to the stock pixel font.
Uncheck "SDF Font Rendering" in the main option window for good old pixels.
Thanks. Really I wish the developers could find a way to just make the fonts uniform. I'm guessing that the fonts on buttons and UI elements that isn't SDF'd is because the text is baked into the texture for that game element, but you can get around that pretty easily. Replace the UI elements w/ blocky text with their background texture without any text, and have the engine render the SDF font on top of the element.

I would love to use the SDF font if it were consistent everywhere.
 

index.php

Arcane
Joined
Jul 5, 2013
Messages
875
Daggerfall Unity 0.10.4 Release
Post by Interkarma » Sun Aug 11, 2019 12:09 am

Live Builds for Daggerfall Unity 0.10.4 are now available. This is primarily a bug-fix release.


Note: This release fixes a bug where maximum health can become permanently reduced after level-up. If you have an affected save, use console command reroll_maxhealth to generate a new maximum health value within the correct range for your level and attributes. As some randomness is involved, your new maximum health may be slightly lower or higher than the before you were affected by bug. You can keep rolling until you get a value you're happy with.

  • Add loiter limit to settings.ini (Hazelnut)
  • Added console command "reroll_maxhealth" for characters affected by maximum health bug (Interkarma)
  • Added FormulaHelper.specialInfectionChance static field so mods can change (Interkarma)
  • Mod loader cleanup, fix long mod descriptions (TheLacus)
  • Imported static NPCs now get StaticNPC component (TheLacus)
  • Fix book replacement exception (TheLacus)
  • Fix witches coven quest dispensing not using correct reputation value (Hazelnut)
  • Fix exception in Use Magic Item UI for custom items (Hazelnut)
  • Fix to stop normal shops buying magic items (Hazelnut)
  • Fix ingredients check to look in wagon (Hazelnut)
  • Fix %loc macro unhandled in castles (Ferital)
  • Fixes for building discovery issue affecting Thieves Guild / Dark Brotherhood not showing on map and other issues (Nystul)
  • Fix dungeon map marker becoming physical (Nystul)
  • Fix Wagon being accessible when not actually near exit (Pango)
  • Fix for player not being grounded after fast-travel (Pango)
  • Fix for looping ambient audio volume (Pango)
  • Fix modifications on final stage of character creation not being saved (Pango)
  • Fix region name not being displayed correctly when opened from logbook (Pango)
  • Fix perfect immunity sometimes failing, e.g. a High Elf without Critical Weakness still becoming paralyzed (Interkarma)
  • Fix CastSpellDo check resulting in spell triggers not firing correctly (Interkarma)
  • Fix maximum health being permanently reduced by level-up while max health temporarily reduced (Interkarma)
  • Fix quest givers showing same quest offer several times in a row due to bad random seed (Interkarma)
  • Fix stale SiteLink terminating quest startup (Interkarma)
  • Fix issue where player can be infected by disease/poison from enemies fighting each other (Interkarma)
  • Fix for town layout corruption with DREAM Sounds mod installed but disabled (Interkarma)
  • Slightly increase distance from door after interior transition to help prevent being stuck in building shell (Interkarma)
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,391
Location
Swedish Empire
Daggerfall Unity 0.10.4 Release
Post by Interkarma » Sun Aug 11, 2019 12:09 am

Live Builds for Daggerfall Unity 0.10.4 are now available. This is primarily a bug-fix release.





The first Daggerfall Unity alpha release is now available on Live Builds. Since announcing this a few days ago, I’ve been honestly overwhelmed by the well-wishes and positive feedback from you all. Thank you everyone for your support, it means so much for a project like this. Your kind words help me to come back each day with a fresh heart.

So what does the alpha milestone mean? For Daggerfall Unity, this means we are now at broad feature parity with classic Daggerfall. Not only is the game playable from start to end, but all the core gameplay systems from classic are implemented and available. Hitting alpha means that development will shift from adding new gameplay features to refinement and fixing bugs. There are also a few features unique to Daggerfall Unity that I’ve been saving for the alpha cycle. Check out the roadmap to see what’s coming up next.

In some ways alpha doesn’t feel like a big deal. We were almost there in June with only a single enchantment effect and a couple of artifact effects remaining. But emotionally I feel that reaching this point really is a huge milestone. It represents the final stages of development are here at long last.



What Happens Next?
We are now at the point where development becomes all about refinement and bug fixes. Sadly this means my regular monthly updates from the last year or so have come to an end. There are no more big exciting features like Vampirism or Enchanting to tear the wraps off each month. Now comes the hard work of patching logic errors, polishing systems, and gradually iterating over the game. This could mean a release every second month, or even multiple times a month. It just depends on the work being done and when I’m confident to release patches.

Once the final alpha targets have been reached, we’ll roll into beta. Only after a solid beta cycle will I be happy to call release milestone and 1.0. I don’t have a time-frame on this right now. I’d rather have an extended alpha/beta period and fix as many problems as possible than rush into release. But there’s no reason not to play now if you want to – the game is done. It’s just going to become more bug-free and polished as time progresses.

The cadence of development will change moving forwards as well, because the upcoming releases are more about quality than quantity. As the game reaches an increasingly stable state, and stewardship of Daggerfall Unity shifts from solely myself to the community at large, the amount of my personal time required on this project will start to wane.

As I get more free time at the tail-end of Daggerfall Unity, I’m going to spend that time working a new game. This won’t be another remake, it will be something original and a bit personal. I’ll reveal more on this once I’ve made enough progress, perhaps later in 2019. But don’t worry, I’m not going anywhere. I’ll still be involved in this community for years to come.



July New Features
So what’s new in this month’s release? There aren’t many new features as so much work has been completed already. But there are a couple of new things to play with.

Soul Bound Enchantment




Once you trap a soul, you can bind it to an item at the enchanting station. This allows you to add more positive effects to that item, but not without a cost! Certain souls will forcibly bind other effects, both positive and negative, to your item. And if your item break then the soul trapped within will be released to attack you. If it happens to be your weapon that just broke, you might find yourself in a spot of trouble.







Classic Quest Fixes (Jay_H)
For the last several months, community superstar Jay_H has been toiling over the classic quest scripts. He has managed to turn out hundreds of fixes and refinements to these quests, above and beyond any prior community fixes. He has corrected logic problems around quests ending and delivering rewards, and worked around many emulation issues caused by subtle differences in Daggerfall Unity’s quest engine compared to classic.

There’s no way to put all of this in a screenshot, or even adequately describe just how much work has gone into this. Questing in Daggerfall Unity is now a much better experience thanks to Jay’s substantial efforts.

That’s not to say everything is perfect yet – we still have a long way to go before all of classic’s quests are stable enough for 1.0. But this is a huge stride towards the finish line. Thank you Jay!

Note: This release fixes a bug where maximum health can become permanently reduced after level-up. If you have an affected save, use console command reroll_maxhealth to generate a new maximum health value within the correct range for your level and attributes. As some randomness is involved, your new maximum health may be slightly lower or higher than the before you were affected by bug. You can keep rolling until you get a value you're happy with.

  • Add loiter limit to settings.ini (Hazelnut)
  • Added console command "reroll_maxhealth" for characters affected by maximum health bug (Interkarma)
  • Added FormulaHelper.specialInfectionChance static field so mods can change (Interkarma)
  • Mod loader cleanup, fix long mod descriptions (TheLacus)
  • Imported static NPCs now get StaticNPC component (TheLacus)
  • Fix book replacement exception (TheLacus)
  • Fix witches coven quest dispensing not using correct reputation value (Hazelnut)
  • Fix exception in Use Magic Item UI for custom items (Hazelnut)
  • Fix to stop normal shops buying magic items (Hazelnut)
  • Fix ingredients check to look in wagon (Hazelnut)
  • Fix %loc macro unhandled in castles (Ferital)
  • Fixes for building discovery issue affecting Thieves Guild / Dark Brotherhood not showing on map and other issues (Nystul)
  • Fix dungeon map marker becoming physical (Nystul)
  • Fix Wagon being accessible when not actually near exit (Pango)
  • Fix for player not being grounded after fast-travel (Pango)
  • Fix for looping ambient audio volume (Pango)
  • Fix modifications on final stage of character creation not being saved (Pango)
  • Fix region name not being displayed correctly when opened from logbook (Pango)
  • Fix perfect immunity sometimes failing, e.g. a High Elf without Critical Weakness still becoming paralyzed (Interkarma)
  • Fix CastSpellDo check resulting in spell triggers not firing correctly (Interkarma)
  • Fix maximum health being permanently reduced by level-up while max health temporarily reduced (Interkarma)
  • Fix quest givers showing same quest offer several times in a row due to bad random seed (Interkarma)
  • Fix stale SiteLink terminating quest startup (Interkarma)
  • Fix issue where player can be infected by disease/poison from enemies fighting each other (Interkarma)
  • Fix for town layout corruption with DREAM Sounds mod installed but disabled (Interkarma)
  • Slightly increase distance from door after interior transition to help prevent being stuck in building shell (Interkarma)

you forgot abit of text and pics
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,391
Location
Swedish Empire
Roleplay & Realism mod pack, by Hazelnut

Description

This mod pack contains optional modules to enhance roleplay and realism for Daggerfall Unity gameplay. Enable / disable the modules in the mod settings. The intention is to add small mini-mod modules to this over time that support roleplay and realism to enhance immersion for those that desire it.


Clickable Beds

Simple module that enables bed models to be activated. When activated, it pops up the sleep menu and disables the auto-teleport to a bed.

Discussion thread: viewtopic.php?f=22&t=1581


Advanced archery

Adjusts damage and hit chance depending on length of bow draw. Obviously only works with the bow draw option enabled in main DFU settings. If you release an arrow too soon, damage and hit chances are reduced. Same if you hold the bow drawn too long. Releasing at the right point will give a slight increase to hit chance.

The tables below shows the current implementation of adjustments:


CODE: SELECT ALL

Draw time effect on damage:
0s - 0.8s = damage is scaled linearly up to default damage
0.8s - 5s = normal default damage
5s - 6s = 85% damage
6s - 8s = 75% damage
8s - 9s = 50% damage
9s - = 25% damage

CODE: SELECT ALL

Draw time effect on hit chance:
0s - 0.2s = -40 to hit
0.2s - 0.5s = -10 to hit
0.5s - 1s = normal to hit
1s - 2s = +10 to hit
2s - 5s = normal to hit
5s - 8s = -10 to hit
8s - = -20 to hit

Discussion thread: viewtopic.php?f=12&t=1748


Releases

For DFU v0.8.3 and later, get the mod v0.1 build here: https://github.com/ajrb/dfunity-mods/re ... sm-0.1.zip

I'm very happy for suggestions for additional modules or contributions. Also would quite happy if someone else wants to take over this pack so I can focus on the Archaeologists guild mod.

[MOD] Improved Interior Lighting
Post by ShortBeard » Fri Aug 09, 2019 8:26 pm

Hey,

I've been working on making the lighting in dungeons and interiors feel more warm and natural since all of it is done by flame. The mod comes with some preset colors and values that I think look nice, but everyone has different tastes, screen brightness, sun glare, etc. So play around with the values to see what you like!

Features:
  • Warmer lighting colors in interiors
  • Fireplace lighting in interiors
  • Customizable player torch color
  • Improved dungeon lighting ("vanilla" DF combines lights in close proximity - now all lights have their own individual source)
  • Static NPC & enemy shadow toggles
  • Light flickering to give a more natural feel
  • Handpainted Models compatible (and recommended along side D.R.E.A.M)
  • Don't like the flickering, a certain color, or shadows? The light are too bright or not bright enough? Want to use this mod for building interiors but not dungeons? Just change it in the mod settings!
Also try adjusting the DFUnity light values found under Advanced > Enhancements for different effects!

Change log:
Spoiler!
Version 1.0.1 changes:
  • Fixed a bug where light flickering script was being added to the player torch.
  • Fixed a bug where torch color was going back to default settings upon entering an interior.
  • Created a separate sub menu for fireplaces in the mod settings.
Version 1.0.2 changes:
  • Removed the option to have fireplace lights in Dungeons since fireplace objects become part of the dungeons combined mesh and are unable to be specifically targeted by this mod.

Download v1.0.2
Improved Interior Lighting.rar
(8.27 KiB) Downloaded 82 times

Source
https://github.com/ShortBeard/DFUnity_I ... ior_Lights

Thanks to Syrophir for the idea of the NPC shadows which led me to do more with the lighting! Here are some sample screenshots of the Improved Interior Lighting mod in action:
file.php

before-after.jpg (397.96 KiB) Viewed 889 times
file.php

before-after2.jpg (256.68 KiB) Viewed 889 times
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,391
Location
Swedish Empire
Here's some another thing to think about.

Just a simple tweak of textures and as well shader and voila, we have an onpen view outside. Ofc, this would be even better with shader tweaked to use alpha as mask for in-material cubemap projection of outdoors, made (snapshot) by one reflection probe (on click enter) before player enters the interior.
icon_e_wink.gif



l6cxFOb.png


nNYXm1H.png


PwN0GVW.png


Cb46vTJ.png


ThVXWnX.png
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,391
Location
Swedish Empire
Daggerfall Marriage System


Hey guy's I'm working on a new quest pack to introduce a Marriage system into Daggerfall. The world is massive and full of a diverse people. With such an immersive game like Daggerfall, It's kinda surprising something like this doesn't already exist. Players will go on quests to build their relationships with their interests, and when the time comes, will be prompted to be married. Spouses will write players letters when the player is away, and will work on their own quests/jobs when left alone. You will get part of the cut from their work.

If instead you'd like your spouse to travel with you, you can! You will visit your spouse from time to time again to keep your relationship up with her. When you visit, you'll be given the option to ask her to join up in your party. If yes, her portrait will be added to your hud like in escort quests and she will have officially joined your party to adventure with you. When in dungeons, or in the Wilderness, she will scout around looking for items such as gold, magic items, valuables, and other things the player doesn't see. Since she is in your party, she will not be writing you letters, or require a visit wince she is with you. However, be careful. If you are a werewolf and transform in front of her while she is in your party, she might run away too frightened of you. Which of course she will never return since her husband is a werebeast.


Warm Ashes Compatability

A future update to Warm Ashes will have events recognize the marriage system. You might get a few tasks to do with your wife in the Marriage system alone, however with Warm Ashes, getting into danger can get her into danger. Events will detect whether she is at home or is in your party, depending on which, can lead to some unpredictable outcomes. Pissing off a group of bandits just enough may warrant them to track down your spouse and kidnap her for randsom. If she is in your party, dangerous events could lead to her death, or to be gravely injured. Same could go for positive encounters. Like with City events, if your spouse is with you, she will also participate in contests giving another chance at the reward.


Finding love in Daggerfall

Several factors depend on finding a love interest:

-Personality
-Reputation
-Player level

These will determine when a love interest could show up, then it up to you to build the relationship.

Keeping the Marriage Alive

No Affairs
-Love is between two, so try to not have any affairs if your character can manage it!

Visit Her -Keep up with your wife. Visit her from time to time. She will no doubt leave you if you never come to her home from time to time.

Help her with tasks - She will from time to time task the player with a quest. These will vary.

Travel together - Traveling together will keep you together. Besides, why not with the extra benefits of rewards?

Obviously, Keep her live! - If she gets sick, she needs a cure. If she gets captured, she might to be rescued! That is...If you WANT to keep the marriage going.

If she is good in nature
- Don't let her know of your supernatural secrets like vamperisim/llycanthropy. If she isn't involved with the underworld, she might just run off. Maybe even try to kill you.

Keep up your Reputation - Getting a bad rep with the common people, or Region will have the relationship crumble. She will refuse to be married to someone who is known of being a murderer. however if you hook up with someone from the Dark Brotherhood, then she'll probably enjoy the reputation drop.


I know I've been speaking on wives, however men will also be available to marry. As for screenshots its really hard to show off. This is still in its early form. The basics are about all down right now, and I haven't ran into any quest breaking bugs as of yet. Here are a few screenshots of a spouse and spouse in your party.

Spoiler!
Female spouse in party, working scouting system.
unknown.png


Male Spouse at their home.
unknown.png
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,391
Location
Swedish Empire
Drafty Secret Doors Mod
Post by Kaedius » Sat Apr 20, 2019 5:32 am

Inspired by this post viewtopic.php?f=22&t=1827, and my own desire to stop madly clicking on all walls to find secret doors, I decided to create this mod.

Rather than create some sort of visual way to detect doors or have a text pop-up, I decided to add a faint wind sound to all the regular secret doors in dungeons! Now you can detect the doors if you pay attention to the sounds around you a bit.

This will only detect doors that you can open yourself, I am not sure if doors that open by lever will be noticed. Also, you may hear the wind if the door is above, below, or in another hallway. It should be fairly faint though if it is.

v1.4: Added ability to adjust the pitch (pango)

Definitely try both lowering and raising pitch to see what you find is best, it has a dramatic change in ambience.

https://github.com/KDS-KDS/DraftySecretDoors/releases
 

Open Path

Learned
Joined
Jun 25, 2017
Messages
67
Location
Hesperides
I have mixed feelings about this project. As in OpenMW case the most relevant consequence could be the huge improvements -or truly start in Daggerfall- of modding possibilities. The stability and bug-fixing is interesting as well but I had not too much problems playing Daggerfall since first 2000s more or less, so for me, only modding.

The main developer in DF Unity seems to be a true fan and an old player of the original game, who put Daggerfall itself as the only focus of the project, I hope this remain true in the next years.

But on the other hand, besides open the gates of modding to the most obsessive weaboos, furrys, console gamers who want to play Daggerfall as God of War and other manchild aberrations of 2019 world who are so common in nowadays modding, I have the impression that those projects -not simply the modding parts- tend to attract people with a total lack of taste, that ignore what those games made welll and even that try divert project objectives from create an open source re-build of original games and the improving of modding, to some new goals, usually decadent, newgamingish, declined: multiplayer, engine to make amateurish totally new games, smartphones support, conflict with old modding, megalomaniac intention to became the only way to play old games, etc-.

Also, those projects tend to make some little changes to vanilla by defect -UI mostly, but also graphics or even mechanics-, I want old Daggerfall not a mandatory modernised version.

I tried Daggerfall Unity Alpha in the last days and I have the impression that the main target seems to be new players. I didn't like the UI by defect, I dislike very much the huge contrast between models and flats -seems as if 1996 npcs invaded Minecraft-, I'm not sure if some 3d models are carbon copies from the originals and I feel that the atmosphere, specially in dungeons, is far less oprressive. I still prefer a patched original Daggerfall.
 

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