agris
Arcane
- Joined
- Apr 16, 2004
- Messages
- 6,940
This isn’t fixed by a mod yet? Something that analyzes the terrain around the player and selects an appropriate skybox?It gets really jarring when your view is directed over to the sea.
This isn’t fixed by a mod yet? Something that analyzes the terrain around the player and selects an appropriate skybox?It gets really jarring when your view is directed over to the sea.
Maybe it's Distant Terrain you're looking for?This isn’t fixed by a mod yet? Something that analyzes the terrain around the player and selects an appropriate skybox?It gets really jarring when your view is directed over to the sea.
That's cool, but doesn't address the issue we're discussing: a skybox with mountains, for example, appearing when you're looking out over the ocean.Maybe it's Distant Terrain you're looking for?This isn’t fixed by a mod yet? Something that analyzes the terrain around the player and selects an appropriate skybox?It gets really jarring when your view is directed over to the sea.
Yeah, that's true, my bad. How about this one? Or is the "issue" limited to vanilla skyboxes. Google-fu'ing around the net is indicating that, if yes, you seek purity, you're not getting the happy ending and need to compromise with a mod...just sayin', you're gonna have to likely live with enhanced graphics in one part of the game (oh noes, but the happy ending with a bit of drip is you don't have to go full retard to maintain consistent aesthetics).That's cool, but doesn't address the issue we're discussing: an skybox with mountains, for example, appearing when you're looking out over the ocean.Maybe it's Distant Terrain you're looking for?This isn’t fixed by a mod yet? Something that analyzes the terrain around the player and selects an appropriate skybox?It gets really jarring when your view is directed over to the sea.
Yeah, there's no real reason to pick the DOS version.
The only thing you'll need to decide for a fresh, unmodded DF Unity install is whether or not you want to play with DF Unity's smaller dungeons feature enabled. Most people agree it improves the game, but it's a personal choice.
The problem with shorter dungeon crawls is that they mess up the progression of factions. You end up getting too much reputation at too low of a level, and all of a sudden you're being sent out to kill Ancient Liches by your Knightly Order at Level 6. Something twice as big as the current 'Smaller Dungeons' option would probably be ideal. Not completely labyrinthine like vanilla, but definitely not the brevity of Smaller Dungeons.The large dungeons is the only reason i even liked the game lmao.
Yeah, there's no real reason to pick the DOS version.
The only thing you'll need to decide for a fresh, unmodded DF Unity install is whether or not you want to play with DF Unity's smaller dungeons feature enabled. Most people agree it improves the game, but it's a personal choice.The problem with shorter dungeon crawls is that they mess up the progression of factions. You end up getting too much reputation at too low of a level, and all of a sudden you're being sent out to kill Ancient Liches by your Knightly Order at Level 6. Something twice as big as the current 'Smaller Dungeons' option would probably be ideal. Not completely labyrinthine like vanilla, but definitely not the brevity of Smaller Dungeons.The large dungeons is the only reason i even liked the game lmao.
I was thinking about this recently. It probably wouldn't be too hard to replace dungeon blocks entirely as long as the entrances and exits from them line up with the old version of the block, they should slot in okay.I'm surprised people haven't done more to mod the dungeons, though I dunno what it'd involve or how easy it'd be. Even adding, say, ten new dungeon blocks to the game would make it a totally fresh experience.
I was thinking about this recently. It probably wouldn't be too hard to replace dungeon blocks entirely as long as the entrances and exits from them line up with the old version of the block, they should slot in okay.I'm surprised people haven't done more to mod the dungeons, though I dunno what it'd involve or how easy it'd be. Even adding, say, ten new dungeon blocks to the game would make it a totally fresh experience.
Making brand new ones and somehow injecting them into existing dungeons is another story though, I think you'd have to regenerate the seed that handles the procedural generation for the dungeons with instructions to add the new blocks, which in effect would change every non-story dungeon in the game entirely.
So yeah, replacing some of the more redundant maze ones with some new level design would probably be the best way to go about it (people already edit town blocks and add a bunch of detail without any real complication). In dungeons I'd like to see more of the large open rooms, water-filled areas, etc. since those are the ones that let you take advantage of your movement-based spells and skills such as levitate, water walking or climbing.
I was thinking about this recently. It probably wouldn't be too hard to replace dungeon blocks entirely as long as the entrances and exits from them line up with the old version of the block, they should slot in okay.I'm surprised people haven't done more to mod the dungeons, though I dunno what it'd involve or how easy it'd be. Even adding, say, ten new dungeon blocks to the game would make it a totally fresh experience.
Making brand new ones and somehow injecting them into existing dungeons is another story though, I think you'd have to regenerate the seed that handles the procedural generation for the dungeons with instructions to add the new blocks, which in effect would change every non-story dungeon in the game entirely.
So yeah, replacing some of the more redundant maze ones with some new level design would probably be the best way to go about it (people already edit town blocks and add a bunch of detail without any real complication). In dungeons I'd like to see more of the large open rooms, water-filled areas, etc. since those are the ones that let you take advantage of your movement-based spells and skills such as levitate, water walking or climbing.
Dont forget World of Tamriel is trying to make the wilderness contain stuff to findI think people look at the empty wilderness with nothing in it and think since that's where the game is most lacking that's where they should try to add stuff. I don't see the point in adding grass and trees and stuff when there's no point in it except for taking a screenshot, but some of the random encounter mods do expand the wilderness gameplay a little, and they tend to work better with the manual fast forward first-person fast travel system mod thing.
To be fair, this isn't a "modern gamer" problem. People have been focusing on the non-dungeon crawler aspects of Daggerfall since the day it was released.I would say the problem is that there's nothing else in this game BUT the dungeons.
Daggerfall was a dungeon crawler. The outside world is just fluff. It was never a walking simulator like Morrowind. It's just so typical of modern gaymers to focus on all the wrong shit.
To be fair, this isn't a "modern gamer" problem. People have been focusing on the non-dungeon crawler aspects of Daggerfall since the day it was released.I would say the problem is that there's nothing else in this game BUT the dungeons.
Daggerfall was a dungeon crawler. The outside world is just fluff. It was never a walking simulator like Morrowind. It's just so typical of modern gaymers to focus on all the wrong shit.
I think people look at the empty wilderness with nothing in it and think since that's where the game is most lacking that's where they should try to add stuff. I don't see the point in adding grass and trees and stuff when there's no point in it except for taking a screenshot, but some of the random encounter mods do expand the wilderness gameplay a little, and they tend to work better with the manual fast forward first-person fast travel system mod thing.
Yep. The mod people use for fast travel keeps you in first person and has fast forwarding options. I've tried it a little and it's a bit buggy (if you fast forward too much you can fall through the map, and it doesn't know how to route around things like large rocks in the landscape automatically so you'll just wedge into them until you cancel the fast travel and move around them manually), it's really best used for short trips but I still don't entirely see the point aside from the random encounter mechanics it adds and objectively making the world feel more contiguous (along with extended view distance mods). https://www.nexusmods.com/daggerfallunity/mods/122Well, the other problem is that the map in this game is lifesized. If you start walking across the wild, wouldn't that take literal hours of gameplay before getting anywhere.I think people look at the empty wilderness with nothing in it and think since that's where the game is most lacking that's where they should try to add stuff. I don't see the point in adding grass and trees and stuff when there's no point in it except for taking a screenshot, but some of the random encounter mods do expand the wilderness gameplay a little, and they tend to work better with the manual fast forward first-person fast travel system mod thing.