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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

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,392
Location
Swedish Empire
King of Worms Daggerfall Remastered v1.0
v1.0 - 26.4.2018
3651 Sprites and 1036 Textures
1.7gb Size

file.php

file.php

file.php

Daggerfall Remaster.png (945.02 KiB) Viewed 1829 times

Description
Compilation of my work showcased in the "NPC Flats - Waifu Upscaling" and "Daggerfall Retexture" threads - thanks for support!!
Mod consists of almost 5000 vanilla stylized Sprites and Textures.
It is work in progress so there is a room for optimalization, loading takes longer, new emmision maps for windows are not done etc - Use at own risk.

Recommended PC Specs
4GB VRAM GFX card
8GB RAM
SSD
or more...

Recommended Settings
Texture compression ENABLED - Requirement!
Dungeon texture table - Climate
Main Filter - Trilinear
SSAA Antialiasing
Ambient Occlusion


Recommended Mods
Post processing effects (The Lacus)
Real Grass 2 (The Lacus)
Vibrant Wind (The Lacus)
Model replacement Project (AlexanderSig)
Terrain Flats (Jman0war)
Birds in Daggerfall (Uncanny Valley)
and others...
get them all HERE: viewtopic.php?f=22&t=456

Installation
Copy the desired files to the "streaming asstets" folder. Read the Readme.txt files in the texture pack for detailed instructions and further info.

Download
https://www.dropbox.com/s/1870euy6qg130 ... r.rar?dl=0

Regards
King of Worms
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,392
Location
Swedish Empire
Name: Convenient Clock
Author: Uncanny
Version: 1.00

DESCRIPTION
Adds a convenient clock to the HUD, with the following customization options:
  • DisplayMode - 6 different options to choose from (this option can also be changed using the console "convenient_clock_set"))
  • BorderColor - Color of the border around the clock: the default is set match the color of the rest of the HUD
  • FontColor - Font Color when displaying time using text
  • MarkerColor - Color of the marker used in the Time Bar
  • UseTwelveHourClock - If true, use a 12 hour clock (AM / PM)
  • DisplayTextWindow - If true, displays text within a window

INSTALLATION
Put the "convenient clock.dfmod" package inside "StreamingAssets/Mods" folder.

UNINSTALL
Remove "convenient clock.dfmod" from the "StreamingAssets/Mods" folder.

Download Link:
Convenient Clock 1.00.zip
(107.33 KiB) Downloaded 11 times
file.php

1.jpg (185.98 KiB) Viewed 104 times
file.php

Other Released mods:
http://forums.dfworkshop.net/viewtopic.php?f=22&t=456
 
Self-Ejected

unfairlight

Self-Ejected
Joined
Aug 20, 2017
Messages
4,092
DaggerXL is dead, all of its pages other than wiki and forum are 404.
RIP DaggerXL
2009-2018, death by russian viagra spam
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,392
Location
Swedish Empire
Villager Immersion Overhaul
Post by Kamer » Fri Jun 08, 2018 6:12 pm

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The land of Daggerfall is massive, so one would think that it would inhabit many diverse people? Villager Immersion Overhaul replaces many of the generic Villagers and adds adventurers/New races to the cities of the Iliac Bay. Cities and towns should feel more alive than ever with this texture swap.

I've decided against waiting until everything is done. Instead I'll just periodically release it whenever a significant amount of work is done with each climate. This release will be the basic groundwork I work from. I spent all last night fixing clipping issues, resizing, and other things and feel like I can go ahead and release version 1 out. It will only affect one of the climates but I'm sure most won't need to travel to see the results. Not everything will be permanent. Some placeholders will be here. Warriors/Rogues/Mages might be modified to greatly represent other races.

Download:
Villager Immersion Overhaul V1

Install:
-Extract contents into "/StreamingAssets/Textures/" Folder in your Daggerfall Unity Dictionary
*Make Sure you aren't using compressed textures!*

file.php

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file.php

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Warm Ashes: Dangerous Dungeon Exteriors
Post by Kamer » Tue May 29, 2018 10:49 pm

Warm_Ashes.png


This is a silent quest system that runs in the background that selects random dungeons and gives it life. A meaning to explore.
You might find nothing, or you might find a group of bandits, some treasure or maybe you are even being followed yourself.
I hope this gives incentive to explore besides the dungeon's themselves for now you might stumble upon something when you explore!

-A random selection of dungeons, of up to 80, will be chosen.
-Upon finding a location, a random event will occur. Even then, there is a chance of nothing happening.
-Find treasure, find a quest, or stumble upon a group of bandits! Maybe a rare chance to see a Daedra Lord with minions!
-Siege active keeps! (WIP)

Version 1 of Warm Ashes is now out. Please give any feedback! It's in it's very basic form at the moment but it selects up to 80 different random events at dungeons only at the moment. This is my first quest release so just in case I'd start this on a alternate.

Download: Download

OLD Versions:
Version1

Install:
1. Extract the files into your "StreamingAssets/QuestPacks" folder
2. Place the WA01-WAQ04 files into your "/quest/" folder
2. All finished, start a new character and it will activate

Install from a already existing savefile:
1. Extract files into your "StreamingAssets/Quest" folder
2. Open a savefile you'd like to run it in
3. Open the console with the (`) key
4. Type " start quest WAQ00 "
5. All finished

Update Version 2 Focus:
-Simplify the random system with less lines in Quest Document
-
Siege Specific:
-More ways to achieve victory in Siege
-Punish the player for retreating from a Siege
-Randomize the different phase's outcomes in Siege
-Add a rebel group that rewards the PC for taking down Keeps
-
-More Siege/Keep/Ruins/Graveyards/etc Encounters
-Increase the dungeon selection from 80 dungeons to all 3,000+ dungeons
-Extra rewards after successful Siege through a quest
-Increase reset time on days depending on dungeon type
-Implement a time system to make events occur after a set limit
-Add all quests into a pack to automatically run on a new character (Thanks Jay_H for showing me how!)
-Add reputation/Skill checks to determine how it can affect the outcome.
-Minor fixes

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file.php

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file.php

And more over at:

http://forums.dfworkshop.net/viewforum.php?f=27
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
Daggerfall is the type of game Bethesda should be doing....... i wonder how TES VI will be.
 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,392
Location
Swedish Empire
Daggerfall Unity July 2018
Posted on July 2, 2018 by Interkarma




New Builds For July 2018
These are the first round of public builds after upgrading to Unity 2018. There are some general changes in these builds related to updated engine version you should be aware of.

  • Some mods might not work under new builds. Check the Released Mods forum for an update and please let the creator know if any problems running their mod in latest version.
  • Enhanced Sky is probably the main mod known not to work with this new version. You will just see a pink background instead of the sky. Nystul is currently working on an update for Enhanced Sky compatible with latest version of the game.
  • For Windows users, the “output_log.txt” file is now in your persistent data path (same place as settings.ini and save games). Please refer to this link to find where your Player log is saved based on OS. The included manual still needs to be updated with this information.
  • For Windows users, you will also see a couple of new files “UnityPlayer.dll” and “UnityCrashHandler32/64.exe”. You can ignore these and just run “DaggerfallUnity.exe” as normal.
What’s New
Besides the update to Unity 2018 for builds, there are some new features and bug fixes.

  • Improved near death experience (MeteoricDragon) – Introduces a subtle pulsing warning when player is at extremely low health. Can disable from Advanced settings at startup.
  • Magic Item & Potion Maker crafting stations in progress (Hazelnut) – Work has started on these crafting stations and the general UI is now available. They are not yet completed and currently cannot produce magic items or potions.
  • NPCs no longer stop when player’s weapon is drawn (MeteoricDragon).
  • Reputation propagation is now implemented (Allofich/Hazelnut). This means when you complete quests for certain reputation groups, your reputation gains/losses will influence related groups as per classic.
  • Sorcerers no longer regen spell points, just like classic – recharge now available at Mages Guild (MeteoricDragon).
  • Fixes for enhanced scroll list bugs (Hazelnut).
  • Fixes for sound effects not respecting global sound effect volume (MeteoricDragon).
  • Discovered locations are now imported from classic saves (Allofich).
  • Console command “add [item] [qty]” now supports “add gold [qty]” For example, “add gold 1000” will give player 1000 gold pieces.
  • Console command “reset_assets” will clear mesh and texture caches and refresh scene by performing an in-place quicksave then quickload. This uses the “QuickLoad” slot, so make another save if you don’t want to overwrite this slot.
  • Console command “setmqstage 1” no longer forces player level 1. You can now use this command to restart main quest at any level. Caution this will also reset reputations and global variables.
  • Bug fix for travel map opening map IMG files in read-write mode. This would cause a black screen when opening travel map on some systems depending where game files were stored. Changed this to use read-only mode as intended.
If you’re on the forums, you can discuss this release in this forum thread.



For more frequent updates on Daggerfall Unity, follow me on Twitter @gav_clayton.


 

Luzur

Good Sir
Joined
Feb 12, 2009
Messages
41,392
Location
Swedish Empire
Perpetual Quest Pack
Unread post by Jay_H » Tue May 15, 2018 3:52 am

Note: This quest pack has been merged with Daggerfall Unity Quest Pack 1.

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Do you want to add some unexpected events to your Daggerfall? Want the world to reach out to you instead of always having to go look for trouble? Or see the world pass by with you as a tiny speck in it?

These quests generate each other, so they go in an endless cycle. You'll have to remove them from the quest folder or use a quest removal command in the console to stop them. They're meant to add a little spice to ordinary Daggerfall, so go about your ordinary business and let them happen when they will.

The Cartographer expansion pack is included, and adds a questline based on outdoor exploration.
 
Self-Ejected

aweigh

Self-Ejected
Joined
Aug 23, 2005
Messages
17,978
Location
Florida
Man these videos look fucking amazing, but I just can't bring myself to play a game made by Todd Howard. Not even joking: knowing that those hands, that have caused so much evil on the genre, made the game just completely shuts down any kind of enjoyment I could get out of it...
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,052
Man these videos look fucking amazing, but I just can't bring myself to play a game made by Todd Howard. Not even joking: knowing that those hands, that have caused so much evil on the genre, made the game just completely shuts down any kind of enjoyment I could get out of it...
Daggerfall was made when Todd wasn't part of development team/didn't contribute anything significant. Bethesda before and after Morrowind are two different sets of people, you should give Daggerfall a go to see for yourself how massively (for the worse) the series have changed.
 

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