r/daggerfallunity 13h ago

Watch LIFE CAN BE A DREAM

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168 Upvotes

More progress on overland travel mod.

Player billboard done. It uses vanilla enemy texture archives and reflects whether the player is riding or on foot. If the player possesses a cart, it will also be represented.

Added moonlight for night time as well as colored lighting in general.

First iteration of models to represent locations. Currently only using 1 vanilla model ID for each location type, then rotated a bit for variance and conforming to the terrain. A ship is placed in the water to mark locations that are ports. Had to rewrite a lot of data keeping stuff for caching and faster lookups to keep it performant. so this results in a more limited render distance for locations.

There is now a tooltip as well that shows you the name of locations when you hover over them.

Implemented a very rough random encounter system. Currently, there's just a 2% chance of a random encounter happening each hour each tick, with multiple hours in a tick increasing that chance. This isn't final as I would much prefer encounters being visible on the map as triggers, but it serves to test being able to interrupt travel and start a quest. Much thanks to Warm Ashes by SquidKamer for having mod messages allowing external mods to trigger encounters.


r/daggerfallunity 20h ago

Daggerfall Unity Co-op Project

25 Upvotes

Hey!

Since no one else took a shot, I tried to finish the years-ago abandoned MP project by Tanguy/Y07A. Keep in mind I can't code, so all the new code was written by ChatGPT. It still took me 1.5 years.

Unlike Tanguy's original version, in this version I actually modified the DFU base code pretty heavily. I tried to keep the SP part separate, working the same way as the default DFU as much as possible. I also heavily edited Tanguy's original files and added a few new ones.

- Migrated from DFU 0.14.5 to the May 2024 DFU 1.1.1 version (built with Unity 2019.4.41f2)

- Completely re-made, fully networked enemies (attacks, spells, health, animations, sound, targeting, enemy loot sync)

- Quest sync system automatically syncing quest progress for quests taken during MP. Quests taken in SP can be shared with "Share Quest" button in the journal, from that moment they will be synced too.

- Basic party system with optional fast travel to the other players (showing location, HP/MP/fatigue of other players)

- Players can use healing and other similar "friendly" spells on each other

- Revive/respawn system

- Random wandering NPC sync (optional if someone thinks it's too heavy on bandwidth)

- Added Mirror's basic direct connection alongside the Steam one as an option, could be handy for LAN

- Dungeon levers and switches should be in sync too

The way enemies are spawned and cleaned up is completely different from SP. Dungeons are also networked, and both dungeons and interiors are moved "underground", so I can't guarantee mod compatibility.

Save compatibility-wise, normal regular DFU saves should work in this co-op fork. Going backwards might be a bit trickier. Since interiors and dungeons are moved underground, the non-co-op version will have no idea what to do with those positions and will load you into the void. Exterior co-op saves should work fine with the non-co-op version.

You can save in MP dungeons, but if the dungeon no longer exists or never existed in the MP game, it will basically re-spawn the whole dungeon with enemies (but the player position will be correct).

I went through over 170 DF quests (including the main quests) over the past 3 months. Since the quest system grew alongside the tests, I had to go back to a few quests multiple times to "un-break" them.

I finally got to the point where I'm satisfied with both the enemy and quest systems. I fixed some bugs even in the past few days, and I'm sure there will be more, so it is not perfect. In case anyone finds a bug with anything related to quests, or enemy sync please report it with as much detail as possible.

I went into a lot more detail on the GitHub page in case anyone is interested.

You can download it from GitHub.

Connecting is pretty much the same as it was in Tanguy's, but I added an option for direct IP connection too in case someone wants to play it on LAN without steam.


r/daggerfallunity 3d ago

Watch HORRIPILATION

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103 Upvotes

UPDATE2: Encounter triggers, powered with Warm Ashes (1.6+) by SquidKamer

UPDATE: Player billboard implemented. Also reflects whether you have a horse or not, like vanilla Fast Travel.

EDIT: Oops I forgot to show off the Find Location function. Here's an older video that focuses on it.

More progress on the overland travel mod.

Kludged together some simple GUI from vanilla textures. Proper display for the vitals and controls for travel speed and time scale. Also managed (somehow) to include the Find Location function from the travel map.

Threw in a bunch of automation now too so doing stuff like changing speeds will automatically set the timescale or pause the game. Like when camped, the game will pause once the player's vitals have been fully recovered. Doing things like camping during a journey feels a lot smoother than the first iteration.

Started implementing travel variables as well so your movement speed and fatigue drain can be affected different things. For now, having a horse or cart gives you a bonus to speed and fatigue (albeit less speed from the cart), you'll also travel much slower at night and/or in water (unless you're on a boat). As is true for the vanilla game, don't run out of stamina while swimming. You can't camp to regain vitals while in the water (again unless you're on a boat).

There's also a lodging system in place. You can camp freely in the wilderness or outside dungeons, but the rate at which you regain vitals is significantly lower than when you rest in a settlement. On the other hand, resting in a settlement requires a payment of coin every 24 hour interval. Some non-dungeon locations like shrines, homes and farms, do not have any taverns (so no lodgings) and cannot be rested at.

Ship travel has also been implemented. If near a body of water and a port location, you can press the SHIP button to be transferred to a ship on the water. This lets you move through water tiles without the massive speed and fatigue penalties as well as allow you to camp in the open waters and prevents you from drowning when exhausted. If you have not bought a ship from a bank, then you have to pay a small sum of gold once when you board and another every 24 hours. In order to disembark from the ship, you can either move close to land and press the SHIP button again to be placed, or simply move into land to automatically disembark.

The minimum goal is to have at least some parity with the vanilla fast travel system so I think we're basically 80% of the way there. Once that's ironed out, we can start doing more enhancements like climate and weather affecting speed, fatigue drain and discovery radius, as well as overland encounters.


r/daggerfallunity 4d ago

If you have been to the Cybiades dungeon (Ruins of Cosh Hall), revealed it, and want to go back later

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21 Upvotes

The map is really wonky and offset. Try putting your mouse pointer in the spot I drew the brighter red dot.


r/daggerfallunity 4d ago

Screenshots

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71 Upvotes

r/daggerfallunity 5d ago

O'ER THE HILLS AN' FAR AWAY

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99 Upvotes

Overland travel system proof-of-concept for DFU. Mostly just getting stuff to "work" but it's been going well. We can track travel time, fatigue drain, discover new locations, etc.

Yes, I did just play a shit-ton of Bannerlord quite recently. Why do you ask?


r/daggerfallunity 5d ago

modding help

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2 Upvotes

Hello, I'm modding the game for the first time, and it's running surprisingly well on my laptop. My only issue is that the text that would appear at the top is boxed at the bottom. Has anyone else had this problem before and is there any way to fix it?


r/daggerfallunity 9d ago

Any inmersive mod?

8 Upvotes

I like a lot inmersive mod i have dungeons of Daggerfall, climates and calories, but i would like some that bring life to the world, do you all, know some?


r/daggerfallunity 12d ago

Weapon/Armor value

3 Upvotes

Hi I'm new to daggerfall and trying to figure out how much different weapons and armors are worth to see which one I should be carrying to sell.

Is there a mod or option somewhere to show prices for my gear in my inventory?

Thank you!

Edit: I think I've found a mod that seems to be able to show prices in inventory! https://www.nexusmods.com/daggerfallunity/mods/1184?tab=posts


r/daggerfallunity 13d ago

Barenziah's Book (No Time Limit) quest not completing.

2 Upvotes

So I have the no-time-limit versions of the Main Story quests. I've gone to Orsinium and gotten the book excerpt and brought it back to Barenziah. She gives me a reward, but the quest does not come off my task list. Googling old answers indicate that I could need to give it more time, have better rep with her or nobles in general, or fulfilled prerequisite quests -- all of these I have tried without better results. Is there something buggy about these quests (perhaps in combination with other mods)? Anything else I should try?

At last resort, is there a way (such as a console command) to complete a quest that gives you credit for the quest (and as such opens up downstream quests in the main story line)? I've tried going into the save file and editing the 0 for quest completion to be a 1, and that seems to create a corrupt save file (game works, but resting does not recharge magic).

Any advice would be appreciated. Thanks!


r/daggerfallunity 13d ago

Daggerfall Unity Ported to IOS

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86 Upvotes

!!!UPDATE!!!

https://github.com/Codex64ai/daggerfall-unity-ios

This is the prealpha release. I have had a lot of people wanting to try it out. It’s jank, but it works. I ran it on the lowest-end iPad base, and it runs fine, so it should run great. The issues you will see: touch works great but needs tweaks, the controller is jank, the keyboard is jank, and click to swing is broken; you must swipe to attack.

This is a repost from another subreddit, but
I vibe coded unity to iOS port
Where it’s at right now:
Full touch controls working
Controller/keyboard support is still in progress — getting it to feel “right” instead of just “functional” is the last big piece

I built this mostly because I wanted it to exist for myself, and honestly the process has been really fun. Now I’m trying to figure out if it’s worth cleaning up and putting on GitHub for others to build/use, or if I should just keep it as a personal project.

So — a few questions for you all:
1. Would you actually want this if it works well, AI-assisted or not?
2. Anything I should know before publishing (licensing, community norms around Unity/Daggerfall Unity forks, etc.)?


r/daggerfallunity 13d ago

Potential Mod conflict

2 Upvotes

Hey there! Has anyone ever experienced a mod conflict in which the fighters guild of Daggerfall city is replaced by the Knights of Dragon and no fighters guild exists in the city ?


r/daggerfallunity 14d ago

Got the necromancy mod and also a mod that makes sloads playable >:)

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19 Upvotes

r/daggerfallunity 15d ago

Anyone know which mod causes this bug where all npcs, including quest npcs, have all dialogue replaced?

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3 Upvotes

r/daggerfallunity 15d ago

How do I make an archer build?

4 Upvotes

Heyo,
I’m a pretty inexperienced player and I’m after guidance on how I can make an archer build.
I’ve always used the preset builds but I’ve heard they’re pretty bad and upon opening the custom class creator I am horribly intimidated.

How should I allocate my points?
What skills should I prioritise?
What does max hit points per level and the advantages/disadvantages do?

Any help would be greatly appreciated. I am terribly confused 😆


r/daggerfallunity 15d ago

Daggerfall Unity - Astrid's Guide to Vampirism

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11 Upvotes

r/daggerfallunity 16d ago

Controller Support for keybinds in mods

1 Upvotes

I'm setting up modded Daggerfall Unity to have my first playthrough and am super excited. I got through the whole setup, and was able to map my controller to the secondary keybinds in the settings menu using the guide on GitHub.

My issue is how to create controller keybinds for mod buttons, an easy example is B for opening the Bestiary.

I tried going from the main menu to mods > bestiary > settings, selecting the keybind and pressing a button on my controller but it didn't register.

Do I need to type out the input button like Joy 56 or whatever it registers as in that secondary menu?


r/daggerfallunity 17d ago

The transparent window mod stopped working.

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5 Upvotes

I have an old version of both mods and Unity and everything, but here's the thing: when I installed all this, the mod worked. I even have a save where I'm standing next to a window.

The weird thing is, this house from this save is the only one where the windows work. For some reason, no other house has windows.

And yet, I haven't changed anything since then. I haven't even logged into the game. I only moved it from disk to disk, but I did it in its entirety, the entire folder.

Please help me figure out what's causing this strange behavior.


r/daggerfallunity 18d ago

Issues with Paperdoll armor textures using DREAM mod

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18 Upvotes

Hey guys, I feel like my armors on the character screen is very bad in comparison to everything else after I have installed the DREAM mod, I have many other mods, and have been following the DREAM extended load order, but I cannot seem to figure out what could be the problem, anyone else had a similar problem, or is this just how it should look?


r/daggerfallunity 18d ago

Smoother weapon and combat animations

6 Upvotes

Sorry if this has been asked before. New to the thread actually, but are there any mods which make the weapon combat animations smoother and faster? Applying to all weapons including the ranged ones.

Currently the only thing un-modded i have in my game is the combat and it feels vanilla. The weapon swing animations look quite jerky which i understand, is due to the them being rendered in very low frames. So just want something to improve that. A mod or maybe something inside the game’s settings.


r/daggerfallunity 18d ago

Mod works as source code in Unity Editor but not in-game packaged as a dfmod

2 Upvotes

I've got nearly everything ready for a mod I've been working on for a couple months, but the only part of the dfmod that works is the quests. I checked player.log and haven't found anything abnormal.

Has anyone else run into this issue? My mod includes a custom guild, scripts, quests, a custom quest action, and a couple building replacement files.


r/daggerfallunity 19d ago

I coded a custom spell into my first mod. The rat dodged the first cast. The second cast delivered justice.

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22 Upvotes

Dragon's Hex - fire damage + levitate for 1 spell point. v1.2 of my starter mod, out now on Nexus.


r/daggerfallunity 19d ago

Help! CompUSA expansion patch from UESP Wiki!

3 Upvotes

Add these files to the arena2 directory. That's it!

That is all what the "readme" said, but when I checked the Daggerfall files, there are two folders names ARENA2.

One in DAGGER folder, another in DFCD. Which one is it?


r/daggerfallunity 20d ago

I knew NOTHING about modding yesterday. Today, I published my first mod for Daggerfall (1996) 🐉🗡️

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8 Upvotes

Hey everyone!

I've always loved the Elder Scrolls but never touched modding. Yesterday I decided to finally learn, and I built my very first mod for Daggerfall Unity!

It's called "Dragon Hex's First Mod - Starter Gold Boost".

It gives every new character +50,000 gold and a Daedric Shortsword (The Hexblade) right at character creation. Perfect for casual playthroughs, testing other mods, or just roleplaying an ancient dragon who has been hoarding wealth for centuries. 😂

I learned C# basics, fought with Unity compilers, and figured out how to package it all into a .dfmod. If you want to try it out (and maybe leave some feedback for a newbie!), it's live on Nexus Mods:

[https://www.nexusmods.com/daggerfallunity/mods/1351\]

Thanks for checking out my very first mod!


r/daggerfallunity 20d ago

Hey all, so I really love Beautiful Cities of Daggerfall and Daggerfall Interior Enrichment Project and I also love Handpainted Model Replacements. Has anyone found a fix or potentially working on a compatibility patch for these fireplaces being doubled up?

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18 Upvotes