r/daggerfallunity Jan 26 '21

Installing Daggerfall Unity and Other Information

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r/daggerfallunity May 16 '24

Daggerfall Unity v1.1.1 Release - The new Stable Release

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r/daggerfallunity 2h ago

Daggerfall Unity — Nintendo Switch port

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r/daggerfallunity 22h ago

THE SOUNDS OF THE BAY

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Soundscape for the travel map is done-ish. We've got clicky buttons, background music, transport-aware player movement, context-driven ambient noises, nukes, knives, sharp sticks... All the sound clips are drawn from the game files so any replacers you install will also affect them. Further improvement will probably entail adding playlists so the loops don't play one clip over and over (eg, the town noises)

Also running WOD and Retro Mode enabled with 4:3 aspect ratio correction this time for variety. Check the updates in the last post's body to see some early iterations of these systems.

I'll probably work on mod settings next, allow the player to tweak values like speed and sight range to their preference and such. Encounter stuff is still pretty basic right now because I'm limited to just random encounters, but I plan on at least implementing map triggers for encounters in addition to the random chance per hour before a release.


r/daggerfallunity 1d ago

Anyone have a good CRT shader setup?

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I've been having a hard time finding a CRT shader for use with DFU. There's one on the daggerfall nexus (Dominion) but it's way too cartoonish, it looks like you're playing on a terminal from Fallout and not like a CRT from 1996. I also tried some of the shaders that come with ReShade but they seemed to cause weird artifacting or distortion (?misalignment with pixels?). Does anyone have a good setup?


r/daggerfallunity 2d ago

Watch TREK OR THREAT

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UPDATE2: Started on the soundcape. Added clicky buttons, player movement audio, and ambient audio that changes based on context. No BGM yet, unfortunately. I'll fix up the audio attenuation so the volume rolls off as you zoom out and then see if I can wrap my head around the DaggerfallSongPlayer.

UPDATE: Added a player light that activates around an hour before dusk and deactivates an hour after dawn. Also tweaked the world spawning so if you enter a tile without a location (eg, wilderness or road) you'll be placed in the center of the tile and rotated to face the direction you were travelling in on the map. Tweaked the location model IDs as well, especially the dungeons. The small stone mound entrances weren't as eye-catching as I would've liked, so now all Labyrinth-type dungeons will have the hollow tree entrance as their model.

More progress! Some stuff shown here but not expounded on like sight radius visuals and pin system were first posted as updates in my previous post. Check them out if they're new to you.

Basic Roads compatibility! Roads and tracks will now show up on the map as dictated by Basic Roads. Travelling on them decreases movement fatigue drain by a relative amount (20% for tracks and 40% for roads). Useful for simply walking and also allows Horse/Cart travel to go much further before needing to stop.

Maybe I'll try to implement road following. Maybe not. We'll see.

Weather effects are now visible in the travel mode and will reflect the current weather in the game world. Weather will also affect your fatigue drain and sight radius. For ship travel, rain and storms means much faster movement speed, but fog puts you dead in the water.

Better flow of transitions when toggling into and out of travel mode. This also means smoother interruptions from encounters.

Not shown in the video, but we also have a couple more features:

  1. Changing map textures based on season
  2. Camera will now use the correct aspect ratio when using Retro Mode with Aspect Ratio Correction.

What I'll probably work on next is adding a soundscape to the travel mode. Clicky buttons, ambient sounds, footsteps, hoofsteps, cart wheel noises, the works.


r/daggerfallunity 1d ago

Does anybody know what mod has lead to these character icons for following NPCs?

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I have gone through my mods list and mods folder, can't see what I thought it was (some leftover DREAM files maybe, due to the AI), but now I see it's likely not that I have no clue what it is. I'm thinking maybe a leftover few files from my old 1-minute of having DREAM installed but no clue how to clean those files out?

Any clue?


r/daggerfallunity 4d ago

Daggerfall Unity Quest 3 VR

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r/daggerfallunity 7d ago

Watch LIFE CAN BE A DREAM

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UPDATE2: Added a pin system allowing destination data to persist between transition. You can now divert somewhere (like a settlement or tavern) do some business, and continue travelling to a destination without having to re-FIND that place.. Also fixed most of the jank introduced by Projectors. DISCLAIMER: I forgot I had WOD and BC/BV enabled for some unrelated testing when I did this video and it partly resulted in longer transition times.

UPDATE: Added visualization of sight radius using Projectors and optimized the culling method a bit. Still fixing some jank brought about by Projectors.

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 7d ago

Daggerfall Unity Co-op Project

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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.

UPDATE:

I tested a few mods. Surprisingly, most interior/dungeon related stuff actually worked out of the box with little to no issues. These might give some rough idea about mod compatibility.

Warm Ashes - Wilderness Encounters: Gave me a few quests/events. They were in sync, and one event even spawned a thief in a city, which was also synced. The slightly weird part is that when someone travels, it can trigger enemy spawns even for the other players, because it seems to run these events as quests, which get auto-synced. But all in all, it seems to be working fine.

Dungeons of Daggerfall vanilla redux: Just a brief test with 2 random dungeons, they worked.

Daggerfall Enemy Expansion: Encountered a Land Dreugh and a Will-o'-Wisp in a dungeon. Worked.

Iliac Puddle No More: Broken, and doesn't seem like an easy fix. For now, it is not working.

Come Sail Away: Tested this mod with a simple boat. You see the other player walking on the water. So not really working. At least it doesn't break the game, immersion breaking at the most.

DREAM: Works.

Vanilla enhanced: Had to add a helper script to make it work. It should work from version 1.02.

World of Daggerfall and Beautiful Cities / Villages with all their requirements:

Had some small issues with interiors. Some of the interiors move the player to the upper floor/attic, instead of the normal entrance. Other than that, they worked well.

After some testing, I found out that one of the mods uses some kind of teleport inside interiors that conflicted with my "find closest door from the entrance door -250m" logic.

I worked around it with a fix that basically blocks any large player-position change near the entrance door if the player has solid ground to land on. If not, it should let the mystery teleport from the mods do its thing.

Obviously I can't test every single mod, and it is not realistic to make a compatibility fix for every single one of them. The vanilla enhanced compatibility fix + interior player placement fixes are included in the 1.01 release. As much as I would like to make the water related mods work, I can't promise anything. The base idea was to make vanilla Daggerfall work as a drop-in/drop-out co-op. Anything else is just an extra.

UPDATE2:

1.02 release

- Fixed some issues related to the respawn system

- Fixed some quest related issues

- Additional vanilla enhanced fixes: enemy sprite rotation errors, passive enemies walking in place, flat NPCs in dungeons (castle sentinel) were half-sunk in the floor. There might be even more I haven't seen yet. For now it works as it is.

- Reverted some leftover early experiment code what was eventually abandoned, back to vanilla. A few mods that relied on those might work better now (for e.g. The Penwick Papers lockpick minigame).

Keep in mind that it is impossible to support all mods, especially ones that add entirely new features to the game and would need to be manually synced.


r/daggerfallunity 9d ago

Watch HORRIPILATION

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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 10d 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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The map is really wonky and offset. Try putting your mouse pointer in the spot I drew the brighter red dot.


r/daggerfallunity 11d ago

Screenshots

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r/daggerfallunity 12d ago

O'ER THE HILLS AN' FAR AWAY

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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 12d ago

modding help

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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 15d ago

Any inmersive mod?

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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 19d ago

Daggerfall Unity Ported to IOS

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!!!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 19d ago

Weapon/Armor value

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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 19d ago

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

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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 19d ago

Potential Mod conflict

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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 20d ago

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

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r/daggerfallunity 21d ago

How do I make an archer build?

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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 21d ago

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

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r/daggerfallunity 22d ago

Daggerfall Unity - Astrid's Guide to Vampirism

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r/daggerfallunity 22d ago

Controller Support for keybinds in mods

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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?