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Vapourware Daggerfall Unity isnt Vaporware

Miles Davis or John Coltrane?

  • Miles Davis

    Votes: 49 29.7%
  • John Coltrane

    Votes: 48 29.1%
  • Kenny G (kc response)

    Votes: 68 41.2%

  • Total voters
    165

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,343
Is there an Arena mod? Any plans to uh find a way to add Redguard and Battlespire content into this? I don't know what Bethesda was thinking with those two.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
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Location
Swedish Empire
Is there an Arena mod? Any plans to uh find a way to add Redguard and Battlespire content into this? I don't know what Bethesda was thinking with those two.

Not sure what you mean, like, Redguard Unity and Battlespire Unity remakes? I know of a Arena Unity thing but i dont have a link atm
 

Tweed

Professional Kobold
Patron
Joined
Sep 27, 2018
Messages
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harsh circumstances
Pathfinder: Wrath
Battlespire was originally going to be an expansion for Daggerfall, but it took on a life of its own. No idea if you could port those assets, it would probably look pretty out of place compared to Daggerfall.
 

mastroego

Arcane
Joined
Apr 10, 2013
Messages
10,406
Location
Italy
Are any handy modpacks in the works?
Only thing I would be wary about is mod hassle. You know what I mean.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,922
Location
Swedish Empire
I created some vanilla style Morrowind inspired Dwemer assets, should someone want to use them.

The file contains several exterior models, namely three towers, two slightly different entrances, some pipes, cuboid buildings, and an observatory dome, as well as several interior tiles for hallways, rectangular rooms, stairwells, and the aforementioned observatory.

The textures aren't great, the models most likely still require some work so that they could be integrated into the game, but I wanted to share them anyway.

Quick location mock-ups made in blender:
file.php

DwemerExteriorTest.jpg (359.96 KiB) Viewed 62 times
file.php

file.php

DwemerInteriorTest.jpg (392.52 KiB) Viewed 62 times
DwemerAssets.zip
(320.36 KiB) Not downloaded yet
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,925
The geometry looks too complex for daggerfall, those assets will need some manual flattening to fit the aesthetic.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,343
Are people world building and filling up areas with custom cities/dungeons/castles/etc that you can just load in? The vast emptiness of the world always made me wonder. Anyone manage to make these game multi-play (i remember the history of the original arena and leeked shots of that build before change --- great watch)?
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
3,798
Location
Mosqueow
How playable is it at the moment? Can i just download it, add a few mods and enjoy it? Always wanted to go through this game from start to finish.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,922
Location
Swedish Empire
Are people world building and filling up areas with custom cities/dungeons/castles/etc that you can just load in? The vast emptiness of the world always made me wonder. Anyone manage to make these game multi-play (i remember the history of the original arena and leeked shots of that build before change --- great watch)?

Yes, there are world mods out there that add in missing towns and places and add in new ones.

How playable is it at the moment? Can i just download it, add a few mods and enjoy it? Always wanted to go through this game from start to finish.

fully playable from start to finish, the rest is just fluff.
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,408
Location
Massachusettes
Look at that face. How does it make you feel?

That’s what the mod makes him feel.

A lot of this looks great, while a lot of it looks- eh, not so great. But it seems they're moving in the right direction at a speedy clip. Never played Daggerfall but I kind of want to. Will wait for more consistently good "remastered" art assets and bug fixes. I hate when quest events and scripts don't get triggered and DF Unity in its present state seems to have a lot of that, I think I'm hearing. But it all looks very promising. Maybe another year or two and it will be something amazing, worth a complete (or a little bit complete, since no human being I suspect has ever done a complete playthrough of DF... and never will) run someday.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,925
That quote was regarding the machine upscaled sprites. The originals still look the most appropriate for daggerfall and avoid prosperous territory.
 

thesheeep

Arcane
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Joined
Mar 16, 2007
Messages
10,098
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Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I played the game for a few dozen hours now and it really is amazing how well it holds up today. At least with Daggerfall Unity and the improvements (like single click attack, etc.) it brings.

The map, for example, is just so much better than anything in a TES game after it - even if the controls are wonky.

Its weaknesses are the same as ever, though.
Eventually, the procedural dungeons - while impressive, even by today's standards - just start to become too samey and too random. There's just 0 thought put behind how a dungeon is made and how quest objectives are placed within a dungeon. You could be in a dungeon for hours or find your target in the first room :lol:
Also, you eventually become just way too powerful, especially with the custom spells and enchantments.
Any non-combat skill is a complete waste.
Etc. not going to list all its flaws now, they are well known.

Don't think I'll ever actually finish this game, I'm "only" playing it for dozens of hours until it has run out of steam for me.
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,408
Location
Massachusettes
That quote was regarding the machine upscaled sprites. The originals still look the most appropriate for daggerfall and avoid prosperous territory.

I saw the "Beautiful Daggerfall" video which uses the DREAM mod (?) and man, does that upscaled shit look ugly. There is something to be said for pixel art and how it should never be messed with, perhaps the only acceptable tinkering being if completely redrawn by a talented artist, like in the Bard's Tale remaster. Those scripting bugs though which people think might be tied into Unity... forget it. Wouldn't touch this with a ten footer right now.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,343
Ok, Im trying to get mods together and i noticed a few vids. One is for daggerfall


https://www.nexusmods.com/daggerfallunity/mods/


and one is a Skyrim mod? I think?


What's the best mods for daggerfall? I'm going by the 10 list atm so when i mod this i hope for few issues.

---UPDATES---
Please use this public google doc for a complete list of updates/new mods, as youtube description length limits block me from fitting everything in:
https://docs.google.com/document/d/12...


---Links for Installation---
Winrar download: https://www.rarlab.com/download.htm
Daggerfall Setup & Daggerfall Unity: https://www.dfworkshop.net/projects/d...

Gameplay/Roleplay/Utility Mods:
Daggerfall Unity Quest Pack #1 https://www.nexusmods.com/daggerfallunity/mods/2
Warm Ashes https://forums.dfworkshop.net/viewtopic.php?t=1087
Villager Immersion Overhaul https://forums.dfworkshop.net/viewtop...
Loading Screen https://forums.dfworkshop.net/viewtop...
Roleplay & Realism mod pack https://forums.dfworkshop.net/viewtop...
Helmet Swap https://www.nexusmods.com/daggerfallu...
Persistent Dungeons https://forums.dfworkshop.net/viewtop...
Taverns Redone https://forums.dfworkshop.net/viewtop...
Daggerfall Skyshards https://forums.dfworkshop.net/viewtop...
Convenient Clock https://forums.dfworkshop.net/viewtop...
No Rush Main Quest https://www.nexusmods.com/daggerfallu...
Tedious Travel https://forums.dfworkshop.net/viewtop...
Meaner Monsters https://forums.dfworkshop.net/viewtop...
Climates and Cloaks https://forums.dfworkshop.net/viewtop...
Loot Realism https://forums.dfworkshop.net/viewtop...
Airships https://forums.dfworkshop.net/viewtop...
House Decorator https://forums.dfworkshop.net/viewtop...

Graphics Mods:
KOW D.R.E.A.M https://forums.dfworkshop.net/viewtop...
Enhanced Sky https://forums.dfworkshop.net/viewtop...
Birds in Daggerfall https://forums.dfworkshop.net/viewtop...
Distant Terrain https://forums.dfworkshop.net/viewtop...
Handpainted Model Replacement Project https://forums.dfworkshop.net/viewtop...
Post Processing Effects https://forums.dfworkshop.net/viewtop...
Real Grass 2 & Vibrant Wind https://forums.dfworkshop.net/viewtop...
Improved Interior Lighting https://forums.dfworkshop.net/viewtop...
Fancy Vital Indicators https://forums.dfworkshop.net/viewtop...
Trees of Daggerfall https://forums.dfworkshop.net/viewtop...

======================
---Updates---

This section is going to be for important updates to the installation process or existing mods I cover in the video.

DREAM: There is a new version of DREAM out, but the installation process in the video should still work. However, there are two new files to install: DREAM hotfix 1 & Reshade Presets update 1. The installation guides for both of these are present in text documents contained in the download files. Furthermore, I’ve now realized that when selecting shaders using the reshade you ought to use the recommended presets. To do this, when you open up your reshade menu simply hit the two arrows on the top left and find the file called DREAM reshade. There is one that maximizes performance and another that maximizes how good the game looks, just choose whichever you’d prefer.

Roleplay & Realism: There are now three new modules to roleplay and realism: Purify potions, which changes purify potion effects to ‘cure poison’ rather than ‘invisibility’, Auto-extinguish light, which makes your light source automatically turn off when you leave a dungeon (super helpful), and Classic Strength Damage Bonus, which fixes an apparent bug in classic. I think all three modules are worth using.


---Other Mods/New Mods---

I tried to mention as many of the best mods as I possibly could, but inevitably I left some out and later wished I had included them. Also, new mods often come out, so the purpose of this section is to provide a brief description and link to some mods not mentioned in the video.

Forgotten Quest Pack (https://forums.dfworkshop.net/viewtopic.php?f=27&t=3643): This is one I am super excited about that hasn’t gotten as much attention as it deserves. It is another quest pack mod that compiles together several questpacks made for classic Daggerfall into one huge package. Definitely adds a ton of new content to many guilds in the game. I still prefer the writing of the quests in Daggerfall Quest Pack 1 but this is still an awesome set of quests everyone should add to their game.

Archaeologists Guild (https://forums.dfworkshop.net/viewtopic.php?f=27&t=888): Adds a whole new playable guild to Daggerfall.

Mountains and Hills (https://forums.dfworkshop.net/viewtopic.php?t=1008): This is a good alternative to distant terrain which is less performance intensive. Don’t use both this and distant terrain, pick only one.

NPC health indicators (https://forums.dfworkshop.net/viewtopic.php?f=27&t=3263): This mod adds health indicators on the top of both neutral and hostile NPCs.

Roleplay & Realism (Items modular): (https://forums.dfworkshop.net/viewtopic.php?f=27&t=3534) This is a new set of modules for roleplay and realism that mostly focus on item and loot rebalancing. If you are into making Daggerfall more hardcore this is for you, but in general the changes might not be amenable to new players. Either way it is worth checking out.

https://www.fandomspot.com/best-daggerfall-unity-mods/
 
Last edited:

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,922
Location
Swedish Empire
[MOD] Mercenaries
Post by imsobadatnicknames » Tue Aug 11, 2020 12:36 am

Having trouble with monsters and bandits? Why not hire a little help?

This mod gives the player the ability to hire mercenaries at certain taverns, both to healp with though fights and to serve as a moneysink for you to spend all that hoarded gold on.
mc1.png

mc2.png

mc3.png

mc4.png

mc5.png

mc7.png


How does it work?

This mod uses the quests system to occasionally spawn an NPC in random taverns who will sell you a "mercenary contract". They will spawn 6 hours after you enter any city, hamlet, village or inn, and they will be despawned and replaced with another npc at a different tavern (if possible) every 6 hours. Activating this contract from your inventory will cause 4 adventurer NPCs to spawn and fight by your side. As these mercenaries will be tied to your level, the cost will increase as your level increases. The cost will start at 1000 and will increase by 1000 for every 3 level ups, up until 10000 at level 27. Asking around for rumors can help you find what tavern this NPC is at.

Have in mind that the contract can only be used once and NPCs summoned with this method will do nothing if there's nothing for them to fight, and they can't move from exterior to interior locations or viceverse, so if you use this contract at a location where there are no enemies you essentially wasted your money. Have in mind too that most quest enemies don't have infighting activated, so they probably won't get attacked by these mercenaries (two enemies will only fight each other if they have infighting activated and they're assigned to different teams). Sadly, short of editing every quest to activate infighting for every quest enemy, there's not much I can do about it.

UPDATE for version 2.0
I updated the mechanics to make it so that you'll be able to summon the mercenaries more than once. Now you'll be able to hire the mercenaries for a month, and you'll be able to summon them into battle up to 30 times within that month. However, you will only get a new contract to summon them into battle again if you enter/exit any world location (city, hamlet, village, dungeon, etc) to prevent you from just summoning them several times in a row to have an army.

I think that's as good as I can make it with the quest system as it currently exists. It's still got some problems, like being able to summon the mercenaries again after you've seen them die (i tried to somewhat remedy this by displaying a popup message that says they're "incapacitated") and mercenaries randomly switching genders every time you summon them (this is an inevitable quirk of the DFU quest system, as the gender of human foes will always be random)

Also, mercenaries now talk to you if you click them
icon_e_biggrin.gif


sin-titulo.png

sin-titulo2.png

sin-titulo3.png

sin-titulo4.png



Installation

1. Download the file.
2. Unzip the file inside StreamingAssets/Questpacks
3. If you're starting a new game, it should start working right away. If you're using it on a game you already started, you'll need to open up the console and type startquest MCMASTER to get it running. If this doesn't work, your version of DFU might only be able to start quests inside StreamingAssets/Quests from the console, so try moving the contents of the folder to StreamingAssets/Quests and try again.

You can download it at the Nexus https://www.nexusmods.com/daggerfallunity/mods/111/
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,922
Location
Swedish Empire
[MOD] Perform at taverns
Post by imsobadatnicknames » Mon Aug 10, 2020 3:48 pm

Adds the option to occasionally earn some money by performing at taverns to entertain patrons.

pat1.png

pat2.png

pat3.png

pat4.png


Another mod inspired by this post by andromacus (viewtopic.php?f=12&t=3775) that I decided to cook up in a free moment I had this morning.

How does it work?

Occasionally when inside a tavern you'll be offered the opportunity to entertain other patrons by performing. There are four types of performances you can do: singing, dancing, telling jokes, and doing card tricks.

The quality of your performance will determine what happens next.

Terrible: You will get no money and your performance is so bad that a patron decides to attack you.
Bad: You will get no money.
Mediocre: You will get 1-20 gold.
Good: You will get 21-40 gold.
Amazing: You will get 40-80 gold.

Your attributes will influence the likeliness of your performance quality. Singing and telling jokes depend on Personality, dancing and doing card tricks depend on Agility.
I don't wanna go into full detail about how performance quality is determined, but, as an example, with 40-59 in the relevant attribute, you'll get a 40% chance of a mediocre performance, 20% chance of a bad performance, 20% chance of a good performance, 10% chance of a terrible performance, and 10% chance of an amazing performance.

Installation:

1. Download the file.
2. Unzip the file inside StreamingAssets/Questpacks
3. If you're starting a new game, it should start working right away. If you're using it on a game you already started, you'll need to open up the console and type startquest PATMASTER to get it running. If this doesn't work, your version of DFU might only be able to start quests inside StreamingAssets/Quests from the console, so try moving the contents of the folder to StreamingAssets/Quests and try again.

EDIT: Replaced the file. There was a minor bug that caused the "this tavern is looking for entertainers" prompt even after you've already left the tavern hours ago. It's working correctly now.

You can get the mod at nexus https://www.nexusmods.com/daggerfallunity/mods/110
 

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