Questpacks and new location mods won't show up in your mods list (nor do these go in your mods folder, install instructions are provided either on the UESP page or in the readme). What specific mods aren't showing up in your mod list?Using it and it is very easy and streamlined. However, even though Vortex shows all the mods enabled when Daggerfall Unity starts and I click the mods button it still only shows the ones I listed above as active. I have no idea if the other mods are actually working?!!Vortex mod manager works wonderfully for daggerfall unity
Savea a bit of time and hassle
Out of all your "recommended" mods these ( Better Ambience, Birds in Daggerfall, Distant Terrain and Drafty Secret Doors) only show up within Daggerfall Unity itself. Vortex shows everything enabled. I just didn't realize all would not show up as enabled within the game itself. I think I'm all good now, thanks!Questpacks and new location mods won't show up in your mods list (nor do these go in your mods folder, install instructions are provided either on the UESP page or in the readme). What specific mods aren't showing up in your mod list?Using it and it is very easy and streamlined. However, even though Vortex shows all the mods enabled when Daggerfall Unity starts and I click the mods button it still only shows the ones I listed above as active. I have no idea if the other mods are actually working?!!Vortex mod manager works wonderfully for daggerfall unity
Savea a bit of time and hassle
I don't use vortex for this game. That must be what's caused the confusion. There is a mod manager function within the game itself so I don't see the need for it.Out of all your "recommended" mods these ( Better Ambience, Birds in Daggerfall, Distant Terrain and Drafty Secret Doors) only show up within Daggerfall Unity itself. Vortex shows everything enabled. I just didn't realize all would not show up as enabled within the game itself. I think I'm all good now, thanks!Questpacks and new location mods won't show up in your mods list (nor do these go in your mods folder, install instructions are provided either on the UESP page or in the readme). What specific mods aren't showing up in your mod list?Using it and it is very easy and streamlined. However, even though Vortex shows all the mods enabled when Daggerfall Unity starts and I click the mods button it still only shows the ones I listed above as active. I have no idea if the other mods are actually working?!!Vortex mod manager works wonderfully for daggerfall unity
Savea a bit of time and hassle
I'd say try the originals and if they're too much for you turn it on. I noticed quite a few broken quests using this feature but lots of people use it and don't experience that issue, so it may have been a mod conflict or a run of bad luck. You should be fine using it. Still, try the default dungeons first. The reason the dungeons were so terrible in the original Daggerfall was the inadequate automap. I genuinely have no idea how people persevered with the original. I love the look and feel of that game but the dungeons are unplayable to me, save for when I get lucky and find my objective early on. With DFU that issue is fixed. These will still likely be the largest, most maze like dungeons you have experienced in a game but once you acclimatize yourself to that and develop systems for dealing with them it's quite satisfying clearing them (you also level faster and get more loot with bigger dungeons).Thanks for this post, I've never played Daggerfall before and it's incredibly helpful to have the modding aspect sorted out indeed. What I wonder is, should I activate smaller dungeons? what do you reckon, does it detract from the experience? It's 2021 and I'd rather not suffer through endless mazes
Wow that guide is great! I don't think it's necessary to play DFU but it's vital knowledge for anyone wanting to play the DOS original. I'll definitely link it in my OP as I think the knowledge it contains could be the difference between being able to play classic Daggerfall and just giving up and playing DFU as I always end up doing.Thanks man, that's really helpful. I think I got the basics down and I'm off to a good start. There is a very useful post here regarding blocks and dungeon navigating, you might want to link it in your post if you end up writing a beguinner's guide: https://www.reddit.com/r/Daggerfall...sh_this_game/cvwrz0b/?st=isayf5hq&sh=676e6f96
On the other hand I went for a pure magician built, despite advice to the contrary. But then again, it should be fun to struggle a bit. I also picked Swimming as minor skill, even tho it is trivial with proper spells, probably. Anyway, I made a "main attack spell" with long duration continuous damage to try and be efficient despite having to kite enemies quite a bit. It's probably far from a good design, but oh well:
https://ibb.co/6Zr4qpR [/IMG]
so what makes it realistic?- Realistic Wagon
Bumping thread as I'm trying to get into this DFU mods business.
I hope the experts here are still around.
I dare even summoning Cliffworms in this thread.
These are the mods I've selected so far:
- Fixed paperdoll skin
- Fixed Dungeon Exteriors
- Unofficial Block Location and Model fixes
-Windmills of Daggerfall
- Taverns Redone
- World of Daggerfall Project
- Better Ambience
- Travel Options
- Basic Roads
- Daggerfall Expanded Textures
- Distant Terrain
- Birds in Daggerfall
- Improved Interior Lighting
- Dynamic Skies
- Detailed City Walls
- Real Grass
- Reasonable Blood
- Vanilla Enhanced
- Famous Faces of the Iliac Bay
- Aquatic Sprites
- Lively Cities
- World Tooltips
- Rest Warning If Unwell
- Readied Spellcasting Hands
- Quest Offer Locations
- Ambient Text
- LevelUp Adjuster
- Repair Tools
- Bestiary
- Races Redone
- Skill Books
- Skulduggery - A Thief Overhaul
- Harvestable Crops
- Roleplay and Realism
- Roleplay and Realism - Items
- Climate and Calories
- Darker Dungeons
- Drafty Secret Doors
- Training Service Overhaul
- Realistic Wagon
- Meaner Monsters
- Physical Combat And Armor Overhaul
- Vampiric Options
- Diverse Weapons
- Usable Starting Equipment
- Starting equipment (conflicting with the above one?)
- Jewelry Additions
- Actions Framework v. 03
- Archaeologists
- Finding My Religion
- Prostitutes and Lovers
- Language Skills Overhaul
- Arena's Adventures
- Daggerfall Unity Quest Pack 1
- Temples & Templar Orders Quest Pack
- theJF Quest Pack
- Fixed Desert Architecture
I'd also add:
- The Penwick Papers
- Lousy Lycans
- Riding Enemies (not even sure how to install this9
...and possibly other stuff.
Comments welcome.
Is it even possible to play a Lycan or a Vampire without killing innocents?
EDIT 1:
added new mods and adjusted for load order.
EDIT 2:
de-activated Windmills as it conflicts with Fixed Desert Architecture, which I believe is necessary
so what makes it realistic?- Realistic Wagon
Really? Wow I wasn't aware of that; I currently use his Starting Equipment, Traveling Alchemists and Pilgrimages mods. I will edit my post in the other thread to call attention to these and will remove them from my own game. That's a shame because his mods seem so interesting, but save corruption is very worrisome danger.Use "Usable Starting Equipment" instead of the other one and actually avoid all mods by imsobadatnicknames. While he has good ideas, the execution is not and most of his mods bloat your save games and corrupt them. Other than that, I don't see any conflicting mods at first glance.
Thanks for the tips, I hadn't yet added any other mods by that author. It sucks, but stability is crucial.
I haven't played in some time, mind you, but looking at the list I'd say you should have some fun!
Use "Usable Starting Equipment" instead of the other one and actually avoid all mods by imsobadatnicknames. While he has good ideas, the execution is not and most of his mods bloat your save games and corrupt them. Other than that, I don't see any conflicting mods at first glance.
If you plan to play a thief you can also get Jobs of the Thieves Guild. (little self-promote here )
It adds 13 quests that deal with activities of the TG other than robberies.
Regarding Windmills and Fixed Desert Architecture, you can run both together. The difference is that desert farms won't have windmills because the game will load the ones from Fixed Desert Architecture. I'll make a patch to make it run with windmills.
The issue indeed came from Daggerfall Expanded Textures. It has been updated recently to fix the issue. Getting the latest version will do the trick.Detailed City Walls appears to have whatever minor issue that led me to abstain for the time being fixed and was evidently in relation to Daggerfall Expanded Textures, so that ought to be nothing to worry about.
Very cool! After reading your comment yesterday I went and downloaded it, got rid of the three mods you advised against using (Pilgrimages, Traveling Alchemists, and Starting Equipment), and added the recently added HUD Torch Indicator. I also added the mod Context-Sensitive Interaction because, as I explained in another post in the other thread I play Daggerfall Unity with a controller due to my gaming setup being in very constrained quarters, so this mod REALLY helps a lot because it now automatically will switch the interaction mode which really the only time I change out of "grab" mode is when in towns or cities I'll use the "info" mode to click on every building I pass to cut down on having to ask for directions. That mod is huge for me because of how awkward my keyboard and mouse setup is at the moment. I'd like to add your Thieves Guild additional quests too, but I am using so many quest mods at the moment that I am waiting a bit to try the ones I already installed so that I don't get overwhelmed.The issue indeed came from Daggerfall Expanded Textures. It has been updated recently to fix the issue. Getting the latest version will do the trick.Detailed City Walls appears to have whatever minor issue that led me to abstain for the time being fixed and was evidently in relation to Daggerfall Expanded Textures, so that ought to be nothing to worry about.
The word realistic makes it realistic, words have power Rusty....never forget thatso what makes it realistic?- Realistic Wagon