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Other Projects => Other Games => Topic started by: Micro102 on February 15, 2017, 05:06:32 pm

Title: The Elder Scrolls II: Daggerfall
Post by: Micro102 on February 15, 2017, 05:06:32 pm
So I got back into this game with the intention to finish it, and of course the second quest I take I run into a horrible bug (maybe?).

I have to rescue this guy's daughter and have tracked her down to this hideout. In the hideout there is a vertical drop with a chain above it that granted slowfall. I realized what i had to do so i go open the gate that was blocking the hole and go to activate the chain again. It makes a magic noise but does not cast the magic on me. I now have no way to get down. I reloaded my save and it still doesn't work. I waited a couple of days to see if it recharges, it doesn't. I try dropping down, it's just constant death.

Am I missing something, or am I just unable to complete the quest now? Is there a way to cheat in temporary invincibility or flight?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Gunner-Chan on February 15, 2017, 05:17:21 pm
It's not a bug I think, those chains are one use I think. Dungeons in daggerfall tend to be super large and interconnected though so there's more than likely another way down.

... Or you might not even need to go that way. That's another possibility.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Micro102 on February 15, 2017, 05:22:16 pm
Nope the entrance is incredibly small and I have searched for all possible secret doors. Unless there is another dungeon entrance from the outside, I don't see how this is possible.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on February 15, 2017, 05:24:00 pm
All exterior doors lead to the same point inside the dungeon, there aren't really multiple entrances in Daggerfall.

How small is the tunnel downward? You might be able to jump or fall on to the opposite wall and activate climbing mode, although I've only ever managed to climb upward in Daggerfall.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Akura on February 15, 2017, 06:05:28 pm

although I've only ever managed to climb upward in Daggerfall.
If you jump while running forward, you should jump forward. Might be skill-dependent, but I don't know for sure.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Micro102 on February 15, 2017, 06:15:07 pm
All exterior doors lead to the same point inside the dungeon, there aren't really multiple entrances in Daggerfall.

How small is the tunnel downward? You might be able to jump or fall on to the opposite wall and activate climbing mode, although I've only ever managed to climb upward in Daggerfall.

The tunnel is long and climbing does not save you. I tried.


although I've only ever managed to climb upward in Daggerfall.
If you jump while running forward, you should jump forward. Might be skill-dependent, but I don't know for sure.

You need to get some sleep :P
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Gunner-Chan on February 15, 2017, 07:15:42 pm
What kind of dungeon module is this though? Is this the large pit around the raised hole with the water in it? I think a properly built character can survive a fall from the top to the pyramid thing in that module.

If anything this just proves you should save often, and in multiple slots. Though if it wont fail the quest you could always just exit and re-enter the dungeon. But you'll really likely not have a way up if it's seriously the way you described it. (Odds are even if it looks like there's no alternate path there's a secret door that leads to the bottom. ... Eventually.)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Akura on February 15, 2017, 07:29:03 pm
Might also be a one-way teleporter somewhere around there.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Tawa on February 15, 2017, 08:25:16 pm
If you don't have anything against cheating and have updated your game to the most recent patch, you can just use the [ and ] keys to teleport between the quest target spawn locations and the exit.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Micro102 on February 15, 2017, 08:45:02 pm
Ok as it turns out, the thing regains it's charge if I X out of the game and turn it back on (indeed a bug). But now, when i activate the slowfall I just don't fall. I stay in the air moving in one direction until the spell wears off. Honestly, it's like they didn't even bother testing the things they put into the game.

If you don't have anything against cheating and have updated your game to the most recent patch, you can just use the [ and ] keys to teleport between the quest target spawn locations and the exit.
I don't have any problem using cheating to get past bugs, but the buttons don't work. I do have the latest patch.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Mech#4 on February 15, 2017, 09:12:41 pm
I would suggest getting a means of levitation, either making a cheap spell from the mages guild or a magical item that gives it on use. Slow Fall does make you fall slowly but you keep forward momentum and are unable to control yourself while falling. Levitate is much easier since you can use page up/page down (or whatever you have up/down bound to) to fly up and down.

(Looking on the UESP, levitate magic items are called "Venom Spitting" unless you have installed Daggerfall with a third party patch.)
 (http://www.uesp.net/wiki/Daggerfall:Magical_Items)
I think you may have to activate the debug teleport cheats in a config file in the Daggerfall directory.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Micro102 on February 15, 2017, 11:19:39 pm
Slowfall does not make me go down AT ALL. I get stuck unmoving until it wears off.

I would get levitate but I have limited time and my character only has 22 magic points. I can't cast even the starter spells.

What are the consequences of failing a mission? Because I'm pretty much done trying.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: ollobrains on February 15, 2017, 11:43:24 pm
snowfall is the downfall
Title: Re: The Elder Scrolls II: Daggerfall
Post by: George_Chickens on February 15, 2017, 11:45:38 pm
I wish Daggerfall had more procedural generation. I'd like to see completely randomized levels, but I suppose that's a bit too much to ask for a game older than many Elder Scrolls fans.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on February 15, 2017, 11:54:53 pm
What are the consequences of failing a mission? Because I'm pretty much done trying.

Lost reputation with the questgiver's faction, I think the entire region if the questgiver is a rando and not somebody from a Guild or other faction.

You'd have to ask somebody that got further in Daggerfall to tell you what lost reputation means. :P UESP says you only lose 2 rep for a failed quest, you start at 0 with most factions and it goes down to -100, so it's probably fine to fail a quest here and there as long as it's not a main story thing.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Mech#4 on February 16, 2017, 12:15:10 am
It's not that big of a deal to give up on a quest. The rewards are not that much anyway unless you're aiming for some of the guild rank specific rewards (magic item creator at mage guild, free inn beds from knight guild).

On the Daggerfall dungeons, there's a program called "Daggerfall Modelling" that allows you to view any of the dungeons in the game. You can see how they were randomly put together and how janky they are in places since there's a lot of completely unconnected corridors and rooms. It's interesting because the dungeons are actually a bit smaller than you'd think but the game includes these unconnected sections within the size indicator on the in game map.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on February 16, 2017, 07:03:52 am
Along Levitate i remember the 2 spells i used the most during my Daggerfall runs are Anchor and Recall , extremely helpful in some of the most bizarre dungeons and some of the most randomly convulated ones when you lost yourself in there.
Put an anchor at the dungeon entrance, and your next recall will send you there.

Failing a random quest can be a problem with the quest giver indeed and it can happen that he/she will refuse to talk to you anymore at some point, so you'll have to find another quest giver.

Now more important is failing one of the non-optional (and non random) main quests (http://www.uesp.net/wiki/Daggerfall:Main_Quest_Walkthrough), you can effectively break your game progression as such quests don't come back, assuming you want to complete the main quest line to reach one of the endings of course.
The THAW utility found there
http://www.uesp.net/wiki/Daggerfall:Files#Game_Utilities
Should allow you to restart a failed non optional main quest.

Never used it, as i usually always had a saved game (save the game at any opportunity before taking a quest is a very good idea in Daggerfall, not only because of possible failure, but because of crashes and other bugs)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Micro102 on February 16, 2017, 12:47:15 pm
I'm starting to think I just have an overall bug with movement. I cannot back up or move sideways without holding down the sprint button, and I just found myself stuck unable to move in water until i switched to my cart. Anyone have any idea what's going on?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on February 16, 2017, 02:10:35 pm
I don't remember having noticed something like this, maybe there's some capslock/numlock toggle involved ?
Try to reconfigure your keys in the options in case something somehow went bad.

I use mouse view like in classic fps systems , as setup in the mouse section of the options :
http://i.imgur.com/FOFVaOQ.jpg

And here are my keys (though you probably want to use other ones, just showing you because i have no problem ingame with them in case it can help you to find the source of your annoyance)
http://i.imgur.com/0aFqN0I.jpg

I doubt it has any importance in the problem, but i have always used the view distance trick in my Daggerfall games to see much further in the game by a simple hex edit of the saved game :
http://en.uesp.net/wiki/Daggerfall:SAVEGAME.DAT_description#Increasing_View_Distance
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Mech#4 on February 16, 2017, 08:41:42 pm
I remember that problem. I believe the strafing issue is tied to the number of cycles Daggerfall is running by in Dosbox. Try increasing and decreasing the cycles using Ctrl+F12 (increase) and Ctrl+F11 (decrease).

The water movement may also be linked to the cycles but it could also be your character having low swimming skill. Using a spell or item that gives water walking will make moving through water much faster.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on February 16, 2017, 08:48:29 pm
Swimming is agonizingly slow if you have no skill but you shouldn't be totally stopped. If you can't move at all it's probably a bug, at least a clipping problem if not something wrong with the entire game.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on February 16, 2017, 09:07:00 pm
I remember that problem. I believe the strafing issue is tied to the number of cycles Daggerfall is running by in Dosbox. Try increasing and decreasing the cycles using Ctrl+F12 (increase) and Ctrl+F11 (decrease).

The water movement may also be linked to the cycles but it could also be your character having low swimming skill. Using a spell or item that gives water walking will make moving through water much faster.
That's something i didn't thought about but it makes sense, i remember when i had to configure the cycles, Daggerfall seemed to require high value in order to run smoothly, much higher than nearly every other games i had running through dosbox.
35000 seemed to be a very good value for me, probably depends on everyone's cpu

In case, on my working game here are some of the settings from my Daggerfall conf file that i think should help :
Spoiler (click to show/hide)

Note : as i'm playing windowed , i have to press CTRL+F10 in order for dosbox to "capture" my mouse, apparently only very few games seems to require the ctrl+f10 for the mouse to be "captured" in windowed mode (usually it's automatically done), daggerfall is one of them for me.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Micro102 on February 17, 2017, 05:46:15 pm
I tried the cycles thing but no amount helped. I still cannot move side to side without holding sprint. Caps/num lock are not the problem, and I have swimming as one of my minor skills at 13% and just could not move in the water. I think this is related to how I don't fall when I have slowfalling on and I think I need this solved. The problem is I don't think there is anyone around who would know enough about the game's code to be able to tell me the problem.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on February 17, 2017, 11:59:56 pm
As you're mentionning the slowfalling maybe there's a part of that stuck to your saved data despite the spell should have ended long ago. A possible way to check is creating another character quickly and see if you're still have the same movement problem with this new character.

Additionally you can try to ask there :
http://forums.uesp.net/viewforum.php?f=2
If there are some people left that have some knowledge about what's going on with your character moves problem, i think they may be found on that board.

edit : didn't heard about it before, but wow the Daggerfall port to the Unity engine is really impressive :
https://www.youtube.com/watch?v=ANNVZfJqk48

http://www.dfworkshop.net/projects/daggerfall-unity/live-builds/

Title: Re: The Elder Scrolls II: Daggerfall
Post by: Micro102 on February 18, 2017, 01:17:49 pm
The movement problem existed before I got slowfalled so that's not it. And it's weird because sometimes I can move sideways fine, and sometimes I can't. I haven't been able to find a pattern. I'm temped to just redownload the game and throw away my progress.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 12, 2018, 05:25:57 am
Some bump for greater justice !

As it has been a long time i wanted to give a look into how the Daggerfall Unity project was coming along as development is still ongoing with the latest build being from July.

And it looks like the main quest is completely implemented and so playable to the end , assuming you don't run into a crash.
https://www.dfworkshop.net/

Still amazing to see this large view distance , it really makes the game more impressive.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Mech#4 on August 14, 2018, 05:24:52 am
The long distance screenshots are very impressive. It's neat to see the settlement dotted about the landscape. It'll also be good for seeing the dungeons because some of them have whole castles above ground that you see very little of in the base game.

It'll be interesting to see what mechanics and things they work on that were only partially implemented into Daggerfall. There's so much stuff that didn't get finished or not done at all.


Speaking of which, I was listening to the soundtrack of Daggerfall a few weeks ago and apparently there's at least an hour of unused music in the game. Mostly dungeon and music that supposedly was used during sneaking. (https://www.youtube.com/watch?v=CqUCz7E1s90)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 14, 2018, 06:00:31 am
Maybe those unused dungeons music were related to the many features that were planned but never made it to release unfortunately, as the game plan was much more ambitious than it ended into release.
https://web.archive.org/web/20141225202024/http://www.svatopluk.com/daggerfall/museum/

The very large view distance of that Daggerfall Unity program also show that the world actually looked like something with mountains, valleys , forest etc... instead of the boring nothing without any interesting sights that it was in the original release due to the low view distance.

I had no idea there was a mountain right at some distance of the exit from the starting dungeon by example, was surprised to see it
I even walked between some towns, just to see what the regions looked like, something i would never do when i played the actual game as there was nothing to see with such short view distance, it was all about the fast travel function .
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 05, 2019, 07:55:06 am
Daggerfall Unity reached its first Alpha a week ago :
https://www.dfworkshop.net/daggerfall-unity-alpha-release/

The game is completely playable from beginning to one of the ends
Quote
So what does the alpha milestone mean? For Daggerfall Unity, this means we are now at broad feature parity with classic Daggerfall. Not only is the game playable from start to end, but all the core gameplay systems from classic are implemented and available. Hitting alpha means that development will shift from adding new gameplay features to refinement and fixing bugs. There are also a few features unique to Daggerfall Unity that I’ve been saving for the alpha cycle. Check out the roadmap (https://www.dfworkshop.net/projects/daggerfall-unity/roadmap/) to see what’s coming up next.

I noticed this video from a couple of days presenting a few of the mods available for Daggerfall Unity, rather interesting :
https://www.youtube.com/watch?v=WOoDVN-r_sA

(note : the "enhanced sky" mod sadly does not work right if you have enabled the retro rendering mod 320*200 or 640*400 for performance/more classic look reasons)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 05, 2019, 09:03:01 am
Now I've got a strong urge to play that again with those mods installed.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 05, 2019, 09:41:09 am
That video pushed me to play it again with those mods.

I forgot how horribly hard those spiders could be on low levels characters, on the temple of dibella i joined in the far away region of Menevia (i decided to just ignore the Daggerfall main quest chain for this character run), after a couple of easy fetch quest "collect that painting from a friend in a tavern and bring it back" i got a quest to rescue someone lost in a dungeon.
So many save/reload due to those spiders when your character fail their paralyze resistance to their spells, but finally found that guy and took him back to the temple.

I hope some people will be able to complete their companion/mercenaries projects, it would be very interesting (and such a refreshing novelty in Daggerfall) to be able to bring more people with you on your adventures, especially with mods like Warm Ashes (https://forums.dfworkshop.net/viewtopic.php?f=27&t=1087)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: MCreeper on August 05, 2019, 09:55:01 am
It actually looks quite decent.  :D
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 05, 2019, 10:26:26 am
That video pushed me to play it again with those mods.

I forgot how horribly hard those spiders could be on low levels characters, on the temple of dibella i joined in the far away region of Menevia (i decided to just ignore the Daggerfall main quest chain for this character run), after a couple of easy fetch quest "collect that painting from a friend in a tavern and bring it back" i got a quest to rescue someone lost in a dungeon.
So many save/reload due to those spiders when your character fail their paralyze resistance to their spells, but finally found that guy and took him back to the temple.

I hope some people will be able to complete their companion/mercenaries projects, it would be very interesting (and such a refreshing novelty in Daggerfall) to be able to bring more people with you on your adventures, especially with mods like Warm Ashes (https://forums.dfworkshop.net/viewtopic.php?f=27&t=1087)


I picked Immunity to Paralysis during character creation and it has made life so much easier. I'll just live with the slow skill ups.

The mod I'm hoping for is one that puts the 3D dragon back in the game. His textures were in the original but he was never implemented.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 05, 2019, 10:52:50 am
I wish i would have taken this paralysis immunity, they're such a (lethal) pain at low level.

Noticed some people talking about trying to make the unkillable immobiles NPC actually killable.
That would join what was one of the original Daggerfall plan, with politics, a system of wars and power struggle with regions and change of governments when the nobles leading were killed , incredibly ambitious but sad this original plan was just dropped and we ended with no such amazing features and unkillable immobile npc.
But if modding can revive this , it would sure make Daggerfall incredibly better.

The Warm Ashes mod actually implement some kind of allied and enemies castles sieges, i just ran in a quest that was leading into a dungeon set as a castle and when i approached apparently this castle had been taken by orcs.
They sallied out and threw a dozen of basic orcs to attack me, when i miraculously (i'm only level 2) managed to survive this onslaught with the moving backward - slashing old tactic , i came back to that castle and despite their surprise at me being still alive, they sallied out again with basic (and ranked orcs this time) and opened their beast cages.
Beast in that situation were 4 or 5 spiders !

The less i can say is that i reloaded :D

With this mod system, Daggerfall Unity has an insane potential.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 05, 2019, 11:14:33 am
Now I'm definitely going to play that tonight! And that modding support seems really tasty, something new to dive into after beating and reviving id game engines for so long.

Spiders are still a minor annoyance compared to vampire ancients that appear only after a few level ups tho.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 05, 2019, 12:03:11 pm
with my old decades old daggerfall tactic of killing everyone dead :D (well just moving backward while swinging weapon until enemy is hit, wait until enemy catch up and resume until he's dead or i let him catch too much and he kills me, all with a hundred of save/reload :D , it's more tedious with the "advanced combat" AI enabled in the option as sometime the AI move back and wait before resuming attack) i managed to defeat the 2nd wave of orcs defenders.

Those hard battles gave me some nice armor (well much better than i had, as i didn't created a custom class and battlemages have serious amount of forbidden material/armor type sadly, that nice elven plastron :( ) and even got a magical mace, no idea what is its magical power tough (probably need to bring it for identify) out of looking cool with lightning .
Oh and money+loot to sell in town :)

After another save i went back to the castle but this time it looks like they were out of orcs troopers and those nasty spiders
(https://i.imgur.com/D1dZ2S2.gif)

Well, it wasn't really better as it's a high level orcs with some sergeant orcs as bodyguards, i'm in no way ready for that as after a hundred of strikes it became obvious my current weapon and my low level would never allow me to actually hurt their boss that can one shot me without problem (the sergeants probably i could deal with as i killed one in the 2nd defenders wave)
Good i kept a save before approaching the castle for the last time, will have to level up a bit more before coming back :D

EDIT
oh boy that was evil from the mod maker :D
As i ran to town in order to heal (the travel did it fortunately) and sell my loot , i purchased a better weapon (in term of damage as the magic mace while probably good had by default less damage than the long sword i bought, and my character skills are better with long blade anyways).
Then i was walking a bit around the small town i was in, identifying the buildings around when
Spoiler (click to show/hide)

 :o

Noticed immediately that no guard was interested to help, and neither the orcs interested in a carnage on the civilians sadly (i hope there will be a mod for that at some point as it's rather immersion breaking)
But instead of running away (fortunately my character running skill allow me to run faster than the enemy so after a distance i could just fast travel somewhere else, i decided to test the old tactic as it was a town, so with the wilderness around there's no blocking like in a dungeon and i had a more damaging weapon (even if not magical).

And after the usual lots of save/reload, it actually worked every orcs were dead.
Unless i missed one somewhere stuck in the village (though i never found him) there was no message acknowledging the orc army destruction, unless that modded quest is bugged, no idea.

Lot of fun to rediscover Daggerfall with those mods
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Imic on August 05, 2019, 01:43:20 pm
I tried to do a proper playthrough of Daggerfall once when I was using a potato computer. I eventually stopped, since my PC was just that terrible. I've tried DF Unity with my current Computer, though, which is fun to mess around in.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 05, 2019, 01:47:57 pm
For those interested in the difference (gameplay and bugs fixed) between old Daggerfall and the Unity version of it :
https://forums.dfworkshop.net/viewtopic.php?f=4&t=1662
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 05, 2019, 04:16:39 pm
I forgot how brutal those imps in Privateer's Hold can be. Just got one-shotted by one.

Gotta adjust the mods, they're making load times awfully slow, but that's also due to my weak HDD.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 05, 2019, 04:19:39 pm
Bats are the bane of my existence. Even at level 4, it seems like they can hit three times in a row and take a huge chunk of my health.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 05, 2019, 04:37:38 pm
New to daggerfall unity is monsters infighting in dungeons
bats&rats are of the same faction, but get them near a skeleton, and they're going to battle

by the way i noticed the grass mod increase loading time a lot, so i disabled it.

I found another castle that had been filled with nasty orcs.
But this time i decided to not run away before the 3rd wave as i had a weapon good enough (and much better long blade skill than before) to sometime actually hit the orc warlord.
Still using the backward + striking tactic though as my character is still only level 2 it would be suicide to do anything else considering the amount of enemy rushing at you.

And it worked to the end and the orc warlord was defeated, this time it displayed a quest ending message and i got a very lot of money out of it (9000 something ! ), and even better i found a dai katana (the best damaging 2 handed "long blade" type) made of elven material (so very usefull on nearly every kind of enemies as some are immune to normal metals) on the corpses when looting every orcs.

With that nice weapon i got some confidence and got into the dungeon nearby, had the pleasant surprise to see a big room with a skeleton and 3 bats ! pleasant because the bats and the skeletons decided to assault each other (if they didn't i would have run away, this situation was a death sentence for my level 2 guy), while i could strike them from behind while they were busy.

Later in the dungeon i ran into
Spoiler (click to show/hide)
Fortunately it hadn't noticed me (as it's very very fast)

The less i can say is that i ran extremely fast to the exit :D
 
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 05, 2019, 05:15:37 pm
Only an ancient lich is worse than the vampire ancient, and only because of that instant nuke in your face. Actually, since they can nuke themselves, maybe the va is more formidabble? Super fast, paralysis and shock at the same time + high physical damage.

I'm going to try with disabled grass.

You already had such an awesome adventure while I'm about to restart a character because I forgot one thing - it was an undead hunter character and I forgot to give him a bonus against undead! Privateer's Hold, here I come again!

EDIT: Lucked out early on and looted an elven longsword and an elven daikatana, then had an epic 5 minute battle with a skeleton until an orc decided to join in and kill me. Fast forward, I'm now in Gothway Garden, I'll sell loot there and see what to do next.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 05, 2019, 06:57:35 pm
Looks like the Daggerfall Unity dev really understand the pain of Privateer Hold with some character classes, as it has an option allowing to actually start a new character outside.

When i think in modern rpg the beginner areas are mostly easy... Privateer Hold was really hard for a level 1 character, (and hell on earth for some classes that are weaker in the beginning), and the game started you trapped inside :D

I remember back in the day how much time it took me to finally get outside, i was drawing plans as the ingame map was barely understandable (in D-U they added some indicator for your current position and the exit), i remember the last room i was simply sprinting, not even trying to fight (as the imp sometime one shotted you with his fireball), it is with the skeletons that i learned the backpedal and strike method of not dying fast.

Anyways, my battlemage has also joined the mage guild, as i really wanted that Recall and Levitate spell that are a must (recall with its previously dropped anchor allow you to teleport back into a dungeon exit, extremely good in some of the most convulated dungeons, and levitate mostly because i remember during the story going into some pre-made dungeons that had some area you needed to go only reachable when flying)

I also found funny that the quest i obtained from the quest giver in the mage guild i joined was located in ... Lysandus Tomb
Spoiler (click to show/hide)


Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 05, 2019, 07:02:23 pm
Levitate is just extremely useful for dungeon navigation in general.

The real difference for me with the dungeon map was the increased resolution, and the option to turn upper floors invisible (hold mouse wheel while moving mouse). Now I can actually pick out landmarks instead of trying to see through a mess of grey/brown pixels.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 05, 2019, 07:12:37 pm
I spotted an experimental option that could be interesting for some people, smaller dungeons :
https://forums.dfworkshop.net/viewtopic.php?f=4&t=1689

the settings.ini can be found there :
Quote

Windows
C:\Users\Username\AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity

Linux
/home/username/.config/unity3d/Daggerfall Workshop/Daggerfall Unity

Mac
/Users/Username/Library/Application Support/Daggerfall Workshop/Daggerfall Unity

note :
Quote
  Advantages
    Random dungeons for guild quests, etc. will be reduced to roughly the size of Privateer's Hold. This makes random questing faster and reduces chance of finding impossible block combinations.
    Some interior blocks are more complex than others so there's still lots of variability.
    New layouts are compatible with quest system as interior blocks should always have quest markers.
    The new dungeon is created from random border and interior blocks of the source dungeon so will be thematically the same style and use same texture tables as original.


Disadvantages
    If player is already inside a dungeon subject to this change, you'll probably be dropped into the void. Please ensure your character is outside before toggling this setting.
    If you have quests targeting a random location, they may no longer be functional. Best to clear your active quests before toggling this setting. Main story quests should be fine provided they aren't currently targeting a random dungeon.
    Unforeseen issues might result from this change. Please consider it experimental only. Feature may or may not become part of Daggerfall Unity 1.0. It might evolve into something else or be cut completely.


edit : and i like that quality of life improvement about the quests : you press L (or wherever you bound the Logbook function) , right click on a quest description and it automatically bring up the map and ask you if you want to travel there, no need to search for the location manually.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Urist McScoopbeard on August 05, 2019, 09:07:10 pm
So I've actually never played Daggerfall, with all the QoL and graphical improvements, do you think someone who was raised on Morrowind and Oblivion could get into the unity "remake"?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 05, 2019, 09:24:54 pm
Definitely, although I recommend a build guide and minmaxing if you don't want to spend a while on trial-and-error. It's very easy to create a useless character that's too weak to accomplish anything.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 05, 2019, 09:47:40 pm
For me it's special, i'll always have a special connection with Daggerfall as it was the first game i purchased when i was able to afford my first PC after reading so much articles about how awesome it was.

So to me there will always be a nostalgia factor at play so regardless of modern games and etc... i always come back from time to time to Daggerfall thanks to dosbox, but recently i made the move to Daggerfall Unity finding the modding possibilities to improve vastly the potential Daggerfall never reached (as lots of planned features (https://web.archive.org/web/20141225202024/http://www.svatopluk.com/daggerfall/museum/) were cut during development).

For a player that grew with its successors i don't know, maybe watching a video from the D-U dev showcasing the "retro render" feature of D-U by exploring the starting dungeon and a bit of the exterior and town can tell you if this game can be something you would enjoy, as regardless if you use mods to replace models, textures , add shaders and etc... it's still that same daggerfall under the pretty mods hood
https://www.youtube.com/watch?v=xPHnyKXazxc
But i believe it's still a very good game if you can tolerate older visuals, and with modding with time it will certainly reach new levels.

Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 06, 2019, 03:31:36 am
I love Morrowind, it's my favorite RPG, but I also love Daggerfall the same as a dungeon crawler. Honestly, if you like Dwarf Fortress, you're going to love Daggerfall - they have a similar feel about them.

I gotta try modding DFU one day, rope climbing and grappling hook mod would be great for all those non-magic and ninja classes.

Privateer's Hold is a bit of a nuisance, but you can get some loot early on. Hell, I found an elven daikatana yesterday - that's a weapon for a half of if not for entirety of my current playthrough. I already know this place by heart, so I can just sprint out with those weakling linguist classes.

Min-maxing is super cool and immersive in Daggerfall. The advantages and disadvantages system gives you lots of role-playing possibilities. You can even have phobias in this game!
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on August 06, 2019, 08:41:20 am
So to me there will always be a nostalgia factor at play so regardless of modern games and etc... i always come back from time to time to Daggerfall thanks to dosbox, but recently i made the move to Daggerfall Unity finding the modding possibilities to improve vastly the potential Daggerfall never reached (as lots of planned features (https://web.archive.org/web/20141225202024/http://www.svatopluk.com/daggerfall/museum/) were cut during development).

I remember the banks. You walked in, with a horse-drawn cart, moving at 1 pixel per minute, and deposited more than your weight in gold. Then you could sell the rest of your stuff. Also, despite temperature not being implemented, you could choose a disadvantage that meant heat affected you much more. Maybe it was a lizard person thing?

I need to clear out my backlog so I can add "beat Daggerfall by min-maxing like crazy without being a mage." Short range stun spells that last as long as a fight were hilarious, but probably not intended.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 06, 2019, 09:02:44 am

"dump personality," they said
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 06, 2019, 09:13:52 am
What a pain and probably what led me to enable this experimental "smaller dungeons" feature just now.

Failed 2 "find that guy in that dungeon" type of quest in a row as despite spending lots of time exploring those gigantic random places i simple couldn't find those guys so i gave up both quests (at least got lot of money out of the loots), waiting their time limit to be reached.
Result : the mage guild expelled me. Man that was harsh, first they sent me to Lysandus tomb and now that :D

Ok, "smaller dungeons" here we go :)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 06, 2019, 09:54:06 am
Completed one "kill a guy in a random dungeon" quest for The Order of the Hour, this was a pain cause it was swarming with imps and zombies that could literally one-hit-kill me. I'm on a second mission like that and the dungeon is swarming with imps and harpies, with a mage from time to time, and the harpies are immune to elven materials, which means that I'm pretty much harmless against them. Thanks to monster infighting, I could get rid of them by running past imps when they were chasing me - aggroed imps attacked them. But this fails more often than not. I dunno what's worse, imps jumping out from behind corners and one-shotting me or invincible harpies. This is !!FUN!!
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Akura on August 06, 2019, 10:22:16 am

"dump personality," they said

Might be using the wrong tone if you're talking to common folk. Polite is for nobles and such. Try blunt instead. Then try blunt weapon.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 06, 2019, 10:42:50 am
Gah, my quest target was right in front of my nose! Those damned harpies chased me around in circles so I missed it all the time! Fast forward I got to the exit, when suddenly I got a message that someone wants me dead for storming their keep (I had a warning when entering arriving at the dungeon exterior). Got rid of them with some effort, but their asassin poisoned me. Now I'm running around like crazy looking for cure.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 06, 2019, 11:01:53 am
"smaller dungeons" aren't really small so no worry in enabling that experimental option they're still big enough.

Anyways, i ran into a rather complex random dungeon, doing a fetch quest in order to get more reputation with the mage guild so i could rejoin them. This dungeon was full of those red brick walls that are in fact teleporters in the daggerfall world. Then ran into a oddly floating in the middle of the room red brick wall (usually they're on the walls) that i had to activate instead of moving through like the other teleporters.

finally ran into a lever after a lot of teleporting, then after more red brick wall was teleported back near the exit. Went to re-explore again to see what that lever could have done and after activating again the "floating" red wall i noticed what it did : it opened a trapdoor on the ground just below the exact tile i teleported on, making me fall down into  a tunnel filled with water.
Good the character can hold his breath as it's where i noticed i forgot to buy the water breathing spell before being expelled :D

Fortunately that tunnel section was short (probably thanks to smaller dungeon) and behind a locked door (that i had to force open with my sword striking it as i had no unlocking spell), one of those big murder fish was there .
Lucky i managed to kill it fast enough to still have some air in my lungs and behind that now dead murder fish ... the scroll that was the quest target i needed to bring back to the mage guild.
Using the levitate spell i could fly out of the water and up to the trap door area.

It was an oddly more complicated random dungeon than usual to reach this kind of random quest item.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 06, 2019, 01:00:37 pm
I managed to get to the nearest town, get to Mages Guild and buy Cure Poison. Thanks to mana advantage I could cast it, but it was all by a small margin, I think that I could die in the next game minute.

Made some smaller quests from random people in taverns: one delivery to a random house in the same city, one escort to another city cause someone got in trouble with Thieves Guild, another one was to rescue a child from Dark Brotherhood, and the last one - I had to go to a dungeon to find Daedric Lodestone and bring it in exchange for Chrysamere. A dungeon full of humans dropping nice loot was a nice change of pace, but then a daedra seducer attacked. I couldn't hurt her with elven grade weaponry, so I used shock spell, after which I got a message that the quest giver lied to me and is in fact an orc. I accepted to not take the lodestone and got back to the city. After getting to the place where I was about to meet with quest giver, he turned into an orc shaman and yelled that I broke his illusion. Several reloads later, both the shaman and warrior protecting him were dead, and I've got a reputation boost within Mages Guild.

Right now I'm onto another quest - the same old kill a random guy in a random dungeon deal for the Order of the Hour.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: TeaAndRum on August 06, 2019, 05:36:49 pm
I'm very excited for Daggerfall Unity! Currently trying this game in vanilla, first.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Trolldefender99 on August 07, 2019, 02:53:40 am
So I went into daggerfall blind, never having played it. okay not 100% blind, I had to look up various character builds. Saw a lot of easy ones, but I went with partly my own build and a mix of two builds and went with a semi-diplomat style build. No idea if its any good, but its fun.

And then I literally spent 3 hours and 58 minutes running off into nowhere land. I didn't know how to fast travel, actually thought it was bugged. So figured I'd hit the end of the map or find something. And...then I finally just now, saw its "V" (I missed it) to open the travel map. I think found a graveyard, so at least found something. There wasnt any undead though, just a graveyard.

I then saw the size of the starting region is massive...like almost 4 hours and I didn't make much progress...

Then I had to look, because its the whole world not just daggerfall.

World is 161,600 square kilometers (62,394 square miles) — roughly half the size of Great Britain — with over 15,000 towns, cities, villages, and dungeons for the player's character to explore

And...then its gonna be the first game I actually make use of fast travel rofl. But I hate fast travel in how they did it in fallout and most games...click button and auto teleport there. Unless it makes sense, like a ship going to another port (though I'd rather watch the ship actually travel there in real time), or a literal portal in the game world, or an actual teleport spell works too. Not stupid button to click on and go there. Worst immersion ever. At least skyrim had wagons and there was the immersive wagon addon, even if it was buggy. But I wouldn't like teleporting in real life either and would never teleport in real life ever. It be like star trek you die and make a 100% clone of you in the other spot lol. So if it works like that where you click non-immersive button and teleport there for no immersive reason at all, I'm gonna get this https://forums.dfworkshop.net/viewtopic.php?f=27&t=1293 the only gameplay mod I'd want to get without having played daggerfall before.

But anyway rant about teleporting aside, so 5 hours with finding one single interesting thing that was empty and made very little progress rofl. Never seen such a big game map, though I guess ES arena is bigger since daggerfall is #2. Or I guess minecraft is actually bigger since it autogenerates forever.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 07, 2019, 03:22:51 am
Well, that's how Daggerfall does it. With the frequency of going around different places and the size of the world and towns, you'd be glad that you have that fast travel button and don't have to search for that one NPC who can take you to another place.

Some frustrating Daggerfall facts:

1. A pack of skeletons is called a rattle.
2. 95% of skeletal warrior attacks connect.
3. Undead pick quite a lot of punch.
4. Imps are low level 1 hit kill cannons.

5. The quest objective is either in front of your nose or hidden behind a flooded section swarming with slaughterfish that is behind a secret door that is down a deep drop and you can access that only through a one way red brick portal.

6. If there is nothing, absolutely nothing of worth of interest behind some door, there's a fair chance that it'd be locked with high level lock, and if you'd try to bash it open, it'd take forever.

7. Vampire Ancients appear out of nowhere and murder you just because they can. No, you can't defend yourself against them because you need a weapon out of high grade material or loads of spell points.

8. The majority of services you can get out of guilds are reserved for high level character.
9. Poisoning is a death sentence that can end your character if you can't buy a potion or can't cast the spell.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 07, 2019, 06:18:50 am
Imagine what it was on old dos Daggerfall when the view distance was so low you couldn't see at more than +/- 30meters , the wilderness was the most useless feature of the game, because it looked so bad due to the view distance not allowing to see any scenery and so empty out of random tree or rock, there was simply no interest in walking/horsing between villages/dungeons.

To improve the sight seeing in Daggerfall Unity, there's also this one i use :
Moutains&Hills :
https://forums.dfworkshop.net/viewtopic.php?f=27&t=1008
that makes the wilderness more interesting to see, so travelling instead of fast-travelling become slightly less boring

the Tedious Travel mod looks nice, the accelerate time feature especially, i will have to give it a try

similarly to morrowind there's a "distant land" mod that may be usefull too but i never tried it :
https://forums.dfworkshop.net/viewtopic.php?f=27&t=10

Oh and as mentionned Warm Ashes is a must have if you want less peacefull travels, as out of the other features it also add wilderness encounters
https://forums.dfworkshop.net/viewtopic.php?f=27&t=1087

An important tip for people not used to Daggerall combat system and that will save your low level characters : learn to time your backpedalling during fight allows to avoid enemy hitting you.
I seems obvious but you're often tempted to just strike after strike until enemy is dead, that may not be a bad idea against a rat (well depending on your class as a rat can kill the weakest classes or not that well min-maxed custom classes) but against a skeleton you're just going to die when you're low level.

For fighting a skeleton, a first good idea is to disable in the option the "improved AI" as if it only applied to intelligent enemies it wouldn't be bad, but as it applies even to rats it only serves as making combat more tedious as instead of either always going to you or running away, the AI would sometime move back for a few seconds, wait before attacking again.
the backpedal method still work against "improved AI" but it just take a lot more time because as said the AI will sometime move back and wait, making you wait too as you're not wanting to rush the enemy that is waiting in case it is ready to strike.

So the skeleton rushes you, when it reaches a certain distance it will strike, if you're immobile when it strike there's a lot of chance the hit will connect and severely injure you, so instead of waiting when you see the skeleton reaching the striking distance, backpedal and there's a huge lot of chance the strike will miss you.
It is now that you attack, depending on your character (probably a mix between you character speed attribute and your selected game speed/difficulty) you will be able to strike probably 3 times without retaliation (2 if you're cautious).
when you can do the 3rd , it is very likely that it is time the skeleton will become able to strike again extremely soon and so time for you to prepare to backpedal again to lower a very lot the chance to be hit.

The secret is to know your timing, when to backpedal and when to strike, this make surviving combat in early game a lot more possible than "oh it's a skeleton in Privateer Hold, my character is so dead"
Then you have ranged enemies :D
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 07, 2019, 09:59:51 am
Skeletons only give me troubles if there's a swarm of them attacking me, and only when I'm low level. I use the backpedal-strike technique for a pretty long time now, I first played Daggerfall a few years ago. Went through all the catacombs in Daggerfall region today due to role-plaing reasons (you can't play this game without turning it into serious roleplaying after some time).

Spoiler: Long Backstory (click to show/hide)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 07, 2019, 11:30:12 am
I was sent into another fetch quest by the mage guild.

The dungeon i was exploring was nearly exactly the same as the one with the many, many red brick walls teleporters, the only difference i saw was the the tunnel under the trap door once you use the lever wasn't filled by any water.
Oh and instead of legions of skeletons, this one had legions of healers and nightblades, and 2 harpies.
Despite their immunity against several materials harpies have no protection against hand to hand, so if you have good punch/kick stat and no dwarven (or better material weapon) , either run past those nasty things or punch them to death (their death preferably).

After exploring the whole dungeon (thanks to the smaller dungeon option) i nearly went mad at not finding the damned quest item .
Finally got it from a room with crates
Spoiler (click to show/hide)

Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 07, 2019, 12:02:35 pm
Wait, is dwarven better than elven? I thought I picked up a dwarven weapon that did less than the same weapon in elven material.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 07, 2019, 12:21:21 pm
It is metal level wise - you can't hurt harpies with elven but can with dwarven. But then you need at least mithril to hurt vampire ancients.

Made some more find-kill and fetch quests for Mages Guild and my favorite - the night watch in the guild hall quest. And still my only magical item is that wand that increases Dragonish.

I actually like large and long spanning dungeons for quests, but then I chose Regenerate Health as an advantage during class making, which heals me up even when I loiter, so I can explore pretty fast. Also, I like that lighting items are actually useful in DF Unity. The lantern and oil make a really good tool and a really big difference for all those long ventures into the dark corridoors - the lantern shines really long and you need only 3 units of oil to get it from Worn to New or Almost New, and the oil stacks up in the inventory, which makes it far better than non-stackable candles and torches.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Aoi on August 07, 2019, 12:22:18 pm
They sent you into the depths of a dungeon to find a cluster of grapes?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 07, 2019, 12:42:49 pm
That's some fairy scale actually, but it coulc have been grapes it would have been the same, those quest givers like to send you to your death for the most ridiculous item.
Even more funny when you already have some in your inventory, but the quest giver does not care , he NEEDS that item down in that dark dungeon filled with doom and death , not the one , very safe, you already have in your inventory :D

For the loitering option that allow to wait in town without being considered a vagrant and get the "Halt!" guys coming your way, in default game it's limited to max 3 hours for some reason, so if you need/want to loiter more hours without having to re-use the (R)est->loiter function multiple times there's this mod that remove this odd limitation :
https://forums.dfworkshop.net/viewtopic.php?f=14&t=2450

It looks like it has a good chance to be integrated in the game on future builds, probably as an option.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 07, 2019, 01:41:33 pm
My favorite thing about the "get item from dungeon" quest is that they always complain about the item not being fresh. It's a monster body part that's been on the floor of a dungeon for God knows how long, what do you want? :P
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 07, 2019, 04:27:58 pm
As i gained a rank in the mage guild and in the temple of dibella, i remembered : there's already the reputation requirement, but there's also a timed one : you can only rank up every 28 days within a guild, even if you are way past the reputation requirement.

So after reaching a reputation requirement, just travel around for enough day so the next time you talk to your fellow guild members your ranking up is processed.

edit : oh nice, after a "fetch that item" that a lich stole from us but you don't need to fight said lich (and i used recall to be sure i didn't had to die :D ) the dibella quest giver rewarded me with some magic sandals, after identifying them, those are sandal that "cast orc strength when held"
Sure it looks odd on my leather armored battlemage and has horrible protection, but that's some nice damage boost there as by default i have  "only" 60 in strength.
Spoiler (click to show/hide)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 07, 2019, 05:37:34 pm
Finally got a cool enchanted item out of guarding the guild hall quest - it was a jewel with Wildfire spell, I'm going to use that against some tougher opponents. Also got an advancement in the Mages Guild and I can buy enchanted items as well! I wanted to buy a house in the city that I settled on for now, but I'm still 5 millions short.

I moved on to other regions with cleansing out burial sites. The monsters infighting and added by Warm Ashes checks make up for some really cool roleplaying opportunities. In one of the crypts, a thief attacked me, but a skeleton crept up behind him and started pounding on him. I thought "Shall I intervene or wait until the skeleton is done with him?", then when the thief died I proceeded to kill that bony bastard. Then I thought "I could've killed the thief swift and fast myself and deal with the skeleton anyway." And the checks allow you to pacify an enemy, making it non-hostile. It happened with another thief in another catacomb. I thought about making a thievish character next, so now I've got a backstory element for that - an undead hunter spared the life of a grave robber when searching for a vampire lord.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 07, 2019, 06:11:48 pm
You can aim to buy a ship, much much cheaper than a house (still require lot of money) , it makes a good storage place while waiting for being rich enough for getting houses

The etiquette skill despite being still low on my character pacified a few enemies already (mages and healers so far) , i hope if people manage in the future to make a companion system this could play a role.

After selling loot from a recent quest (i got another promotion in the temple of dibella allowing me access to their library, good except they have no library or book anywhere :D ) i bought a cart (for the extra carrying capacity) and a horse .
Solo horse are supposed to be faster than the cart integrated ones, but i can't seem to notice this (in fact it seemed the cart horse was actually faster in some test ), the other difference is solo horse can jump (and do not have the additional sound from the cart).
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Trolldefender99 on August 07, 2019, 06:38:18 pm
The travel mod I posted in my rant (which wasnt much point in a rant, should have just talked about the mod. Was half asleep when I posted, but still pointless lol)

Anyway, the travel mod is cool. You select a point of interest to travel to and your character "auto"travels there. So I can only travel on foot, and you get to watch your character actually make his/her way to the destination on foot. There is a horse/wagon/ship option too, but dunno what that is like.

You can also speed up how fast time goes as you travel. Can slow it down to 1x (still faster than walking/running there) or by default can go 10x and I haven't tried to see if it can go higher but 10x is pretty fast.

So for anyone else who likes immersive travel, its a great mod. Though not sure how wagons/ships work like I said, it be cool and amazing if get to actually travel on a ship.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: George_Chickens on August 08, 2019, 01:47:08 am
Are there any mods for Daggerfall: Unity that procgen the levels per save? So you can have a different experience every character.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 08, 2019, 09:28:36 am
Not yet, there was someone many years ago that made this as some test :
https://forums.dfworkshop.net/viewtopic.php?f=14&t=78

But i imagine now that Daggerfall Unity is getting more traction with the release of this alpha may hopefully attract more coders so we may finally see some cool dungeon generation feature taking place in the future. I wish there was something like the utterly amazing Oblige (http://oblige.sourceforge.net/) and expansion (https://caligari87.github.io/ObAddon/) level generator for Doom.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 08, 2019, 02:51:52 pm
Continuing my roleplay catacomb exploration, I was attacked by a thief and promptly killed him. This is one of the best drops I had with this character so far, and it's out of a measly thief - an enchanted dwarven-grade dai-katana!

Spoiler (click to show/hide)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on August 08, 2019, 03:08:33 pm
Continuing my roleplay catacomb exploration, I was attacked by a thief and promptly killed him. This is one of the best drops I had with this character so far, and it's out of a measly thief - an enchanted dwarven-grade dai-katana!

Spoiler (click to show/hide)

You're roleplaying as Victor Von Doom, explorer?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 08, 2019, 03:10:42 pm
Continuing my roleplay catacomb exploration, I was attacked by a thief and promptly killed him. This is one of the best drops I had with this character so far, and it's out of a measly thief - an enchanted dwarven-grade dai-katana!

Spoiler (click to show/hide)

Hey, my character has that same cloak!

Spoiler (click to show/hide)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 08, 2019, 03:41:03 pm
You've got some better equipment though, and at a lower level than mine! I identified the dai-katana after finally clearing a quarter of all the game's tombs, it gives slowfall on cast. Might come in handy once or twice, though the damage is an upgrade over the elven one. I just gotta unlock fixing enchanted weaposn.

Spoiler (click to show/hide)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 09, 2019, 07:46:41 am
Made 5 missions for the fighter guild and got 4 of them in a row being "slay that giant in dungeon x" quest.
giants aren't a joke in those quests at low level because when you hit the target it will launch a call , triggering more giants spawning after a while in the dungeon you're in.
When you're low level it's a very good idea to have put an anchor near the exit and teleport back (the recall spell is a must anyways in Daggerfall) to it after killing the target, because more giants can be bad news as they can inflict up to 2 times the damage a skeleton can do to you.

Oh and in Daggefall it's a good idea to get some skill training with blunt weapons, because those legions of skeletons you encounter in dungeons (i wish D-U had some stats page , i'm curious to know how many of those hundreds of skeletons i killed so far)  only take half damage from other type of weapons.

Great news for my character, he finally found 2 dwarven weapons from an Orc castle siege amongst very good money from completing it (a broadsword and a longsword, the broadsword dealing the less damage oddly as from the pictures it looked bigger), meaning finally no more running away from harpies :)

EDIT :
Finally got my rank up to "enchanter" in the mage guild, it tooks a long grinding in the wilderness of my Destruction skill throwing shocks or fireball (not sure if using more expensive spell increase the internal train progression more than lower ones) to finally get it to reach 55 (as to reach that rank you need your best mage guild skill at 55 the lowest at 21), resting a lot too (should really have made a custom class for the x3 magicka, those default battlemages aren't that, mixed with the forbidding of most armor it's annoying), as the trainer told me i was better than him when i was at +/- 51 and so wouldn't be able to train me more on it :/

But it seems to have improved the items available in the guild magic item seller as i got a cape and a torc that improve my willpower and my speed, willpower being apparently used in how fast/slow a magic-based skill can be grinded it sounds like a good new.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Teneb on August 09, 2019, 12:33:24 pm
can't you just sit in an inn room and throw spell at the wall to level them up instead of leaving town?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 09, 2019, 12:58:29 pm
The advantage is the loot, half of the time it is an Orc or a human class that you meet in the wilderness, meaning there's loot to have (and if very lucky there may be something really good). So you both grind and make money at the same time.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 09, 2019, 01:26:40 pm
Made some missions for Mages Guild again - I was thrown up against some human opponents, and they're dropping pretty good stuff lately, mostly elven and dwarven equipment. I also stand a much better chance against many enemies in the game, and I foung an enchanted elven mace of force bolts.

I bought a ship, though I took a small loan which I'll repay soon.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Sime on August 09, 2019, 02:08:03 pm
I assume everyone is playing permadeath.      Otherwise it's cheating.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Imic on August 09, 2019, 02:16:33 pm
Well, it sortof is permadeath, it’s just that you can reload any point previous to your death afterwards.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 09, 2019, 02:19:55 pm
Spoiler (click to show/hide)

I've never encountered this particular dungeon block before, but I'm pretty sure that a dungeon isn't the best place to keep cattle.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: pikachu17 on August 09, 2019, 02:21:26 pm
Well, somebody said "You fight like a cow!", and then they wanted one for reference.
Also, could it be stolen cattle?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: pikachu17 on August 09, 2019, 02:24:43 pm
I'd never set foot in a dungeon if it was permadeath; it'd just be more economical to pick the lock to a bookstore and fence all the books the following day to a pawn shop to become fabulously wealthy. Yawn.

Cheat away, me hearties.
Pretty sure reloading an earlier save after death is how its supposed to work. Otherwise it would just delete the save and we'd have to savescum.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 09, 2019, 04:41:59 pm
Maybe someone interested by this kind of gameplay should suggest an ironman option on the dev forum.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 09, 2019, 09:24:55 pm
Theodyrick Laboratory sucks. It's populated by plenty of mages, battlemages and nightblades, all of which are easy enough with my equipment, but it also features lots of water and elevators, both of which are huge nuisances. I also have just 13 days to kill a wizard and get out. If I didn't have Recall at this point, I would probably be ending my playthrough here.

Also my magical bra of spell absorption isn't as awesome as I thought it would be. Instead of totally absorbing spells and adding to my magicka, it seems to just add a chance to save. I'm sure it will get more impressive as I level up.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Teneb on August 09, 2019, 11:34:09 pm
Decided to actually try it out, and efer modding it to the gills with the recommendations here... it is pretty damn awesome. Had to reload a bunch of times on occasion, but still.

Tried to make a thief/stealth archer, only to end up with no arrows (and can't find any) and protecting homes from thieves.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Mech#4 on August 10, 2019, 12:47:50 am
I think you need to rely on buying or creating and casting a "create arrow" spell to actually get ammunition.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 10, 2019, 01:01:43 am
I've never tried a thief character in any Elder Scrolls game, actually. For as much as I complain about my characters being OP at everything by the end game, I can't stand the thought of my characters not being good at something.

Playing through Oblivion and Fallout 4 simultaneously with this game is messing with my head. I keep trying to use Oblivion's default controls to do things in Daggerfall, or switch to third person to see around corners.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 10, 2019, 11:34:41 am
There's a new mod for DFU! It improves all the interior lighting and actually adds color to lights, so you can have that warm fireplace or torch lighting!

https://forums.dfworkshop.net/viewtopic.php?f=14&t=2479&p=28963
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 10, 2019, 11:37:08 am
Spent lot of money in the fighter guild trainer to get the all required skills that i had still too low and didn't wanted to bother grinding manually to the minimum for another rank up, the good thing is that you can sleep in the fighter guild when you're a member so you don't have to train a few times -> go to rent a room in tavern regularly, you can do all in the same place.
 
Once i finally got my Guardian rank, i decided to go spend some time at the beach around a lake in the west of Wayrest (i based my character adventures on Menevia, that is close to Wayrest) that was close to a town so it was a short travel on my horse cart to reach it.

And the less i can say is that monsters and bandits (i use the excellent warm ashes) seems to be interested in going to the beach, except that they don't like sharing it with the player character
Spoiler (click to show/hide)

Oh and don't forget to check your weapons/armor pieces level of damage, they can break if you don't have them repaired regularly (i usually do it at the fighter guild) , i just lost an excellent dwarven longsword that had Sphere of Negation a on strike, good i always keep some spare weapons.
By default you couldn't repair magic weapons in Daggerfall, but by adding a line in the z.cfg it enabled this possibility.
Daggerfall Unity added this as an option, so if you want to repair a magic weapon you'll have to enable the option first.

Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 10, 2019, 12:11:19 pm
I think the Mage's Guild offers magic item repair. Of course, that doesn't help if you don't plan on joining or don't have the appropriate rank.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 10, 2019, 12:43:04 pm
Only if you have turned it on in the options.

But unless they changed how it works in D-U in comparison to old Daggerfall it's not the same repairing as in regular repair, in old Daggerfall once you added the possibility to repair magic items, you had to go to the enchant object guy (in the mage guild by example), and enchant a cloth/armor with the power "repair" (+/- 9000 gold needed for the enchanting) and equip it to have the enchantment working its way.

With enough time it would get items (one by one, one after the other, so the more items you have in inventory the more time it will take) back to the condition "New"  , if there's an item you want repaired first, drop the other (into wagon or in your storage house/ship).

From my observation it's only magic weapons that degrade, i have not seen a piece of magic armor/cloth i currently wear to get below "New" (a bug ?)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 10, 2019, 12:53:45 pm
Oh, I never got far enough in classic Daggerfall for it to matter.

I've been over every inch of Theodyrick Laboratory and killed enough mages and battlemages to depopulate a small country, but I still haven't found the wizard that the Mage's Guild wants dead so badly. If I can't find him in the next two or three play sessions, I think I might cheat to see where he is and use that to work my way there "legitimately."

I'm trying to play as vanilla as possible, as I do on my first play-through of any Bethesda game, but smaller dungeons is sounding mighty appealing after four sessions of staring at the map looking for unexplored areas.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 10, 2019, 01:10:09 pm
"smaller dungeons" are still big enough so you may need the map to find unexplored areas, it still take time to find an item/enemy target in there but that's not as hyper tedious as regular dungeons.
EDIT : finally found my first mythril weapon ! Good i don't have to worry anymore about any enemy immunity
Spoiler (click to show/hide)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 10, 2019, 02:06:56 pm
Careful with DFU magic repair - it's bugged for me and I wasn't able to fix any magic item that I have no matter if it's turned off.

Just had another one of those kill crazed orc quests for Knights of the Dragon. The dungeon was full of fokking giants. There were three of them in the room with the orc I was after! At least got an advancement to Keeper after this quest, which granted me a dwarven armor piece and free inns in the entire Illiac Bay.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Trolldefender99 on August 10, 2019, 02:51:03 pm
I found a good character build. I tried a diplomatic/language one, but that was too hard. Tried two mage builds which both kinda sucked worse than the diplomat build for some reason. But 3rd mage I've built is a ton better. Kinda need melee early on, but magic gets a lot better later.

For those curious I'll add it to this spoiler, since its pretty OP (at least at low levels, I imagine even stronger later)

Spoiler (click to show/hide)

Probably gamey and OP, but at least I can actually play the game without dying to every single thing I meet :P
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 10, 2019, 06:36:36 pm
Spent a few days camping in the wild just outside of Menevia capital , the less i can say is that it can get populated fast between the normal Daggerfall wilderness spawns and the ones from the warm ashes mod wilderness "invisible quests" .
Spoiler (click to show/hide)

After a week as i was using this not only as a source of money/loot but also grinding some skills, the location started to be very populated
Spoiler (click to show/hide)

But also some disapointement, the warm ashes mod wilderness encounters aren't all only negative, you can also get some friendly/neutral spawns too, encoutering a party of adventurer going on their adventures etc..
Unfortunately despite the infighting feature of D-U on that location there were several "friendly" nightblades, healers and warriors and several hostile monsters but they never attacked each other.

I searched around and apparently the spawns from quests are "protected" from the infighting feature, sad as it would be great to have quests spawning opposing armies, but as they would be spawned by quests they would never fight .
I hope in the future they'll find a way to manage the faction system with integrating spawns from quests.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 10, 2019, 08:43:45 pm
If I knew more about Unity and modding, I'd mod two such things- maybe make a 15-20% chance for a found ingredient item to be replaced by a potion (you seriously just don't 'find' the things, although it makes joining a faction that sells them a significant choice), and something like a 'writ of training (skillname)' as a sort of one-time training blurb you can find and use out in the world, perhaps on the same droptable as maps and recipes. It'd be a helpful way to train skills like Dragonish or whatever for when your guild is making demands on minimum skill levels.

According to UESP,  (https://en.uesp.net/wiki/Daggerfall:Potions) nobody in vanilla Daggerfall either buys or sells potions. The only way to acquire them is to find them (rare but possible, I've found a few) or make them via a guild or temple that offers a Potion Maker.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on August 10, 2019, 11:28:02 pm
running is pretty much in everyones build.

I think jumping or athletics or whatever is also hilarious when you've got it leveled more than expected - which takes about 30 minutes. You can jump over buildings and pretty much anything else. Also, it's a reasonably fast way to travel, if annoying.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 11, 2019, 05:41:24 am
Finished the quests for Morgiah and Lhotun then got back to Westhead Moor (my current town of residence) to train destruction so I can finally rank up in Mages Guils.

There's a new version of DFU fixing some things, but also forbidding selling magic items in shops. Also, careful with the magic items - I asked on discord and the magic repair is not working in the few current builds. It'll be working in the next build release.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 11, 2019, 06:08:49 am
Thanks for the notice, that's a very good list of fixes (https://forums.dfworkshop.net/viewtopic.php?f=7&t=2491) and as mentionned previously they now have customisable loiter time.

About the magic item, i don't think it's that important to be able to repair them, because if you rank up in the mage guild you'll have access to the magic item maker, it's costly but in the same time you can do a lot. So not being able to repair magic weapons may be an incentive to make you use the mage guild to produce new ones

And only magic weapons degrade their condition, you will have no problem with cloth/armor/jewelry you enchanted anyways.

Quote
If you install the Archaeologists mod and then get a locator, you can use it in the dungeon after exploring some 25% of it and it'll draw a circle straight towards the objective- super handy if you have a way to replace locators and/or you're getting desperate to find your objective. 10/10 would totally recommend this mod.
I had the mod but didn't knew about the locator, thanks for pointing this, i'll have to get a locator to cut the dungeon crawling time when looking for the elusive quest targets.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 11, 2019, 12:12:42 pm
It turns out cheating was the only way I was going to win Theodyrick Laboratory.

Spoiler: Map (click to show/hide)

It's hard to tell from the screenshot, but the rooms containing the quest target are completely walled off from the main dungeon area. Unless there's a secret door I missed (the map doesn't show any) or a teleporter (nothing in the area is clickable) or some tool I'm missing (totally possible) then this dungeon, with this quest, is actually unwinnable.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 11, 2019, 02:33:07 pm
Just downloaded it and a bunch of mods to try it out.

Jesus this game is so much harder than I remember it being.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 12, 2019, 04:00:53 am

The one on the altar in the very first ratroom. I rolled a 60 in Luck. Maybe it's actually useful?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 12, 2019, 06:04:39 am
Joined the archaelogist guild from the mod to see what that locator was all about (you need to refer to this post (https://forums.dfworkshop.net/viewtopic.php?f=27&t=888#p10825) to know in which cities you can find that guild)

After exploring completely a dungeon for my first archaelogist quest and not finding the actual quest item anywhere, i activated the locator item they had put in m inventory and it created a constant circle in my view to the direction of the item.
As it pointed to somewhere i had no access to, it made me discover a hidden door in a wall i had never found in my previous exploration (usually in the map you can see the hidden doors, but for this one i probably didn't rotated the map on the good angle to see it).

That's such an amazing item, too bad it's limited to people joining this mod guild.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 12, 2019, 06:20:19 am
Still doing the first dungeon, going through it with different characters and stuff

Title: Re: The Elder Scrolls II: Daggerfall
Post by: pikachu17 on August 12, 2019, 11:58:42 am
Still doing the first dungeon, going through it with different characters and stuff

Great. Now I can't unsee it.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Imic on August 12, 2019, 12:07:15 pm
None of us can.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 12, 2019, 01:16:00 pm
I now have so much gold that I have to keep it in my wagon, or my carry weight shrinks down to nothing. Between lucky finds and a shopping spree, I now have two magical pieces of malachite that cast Ice Storm and Fire Storm, a dagger that casts Toxic Cloud, a Wisdom-enhancing vest, a bra and skirt that absorb spells, and an evening gown that gives Water Walking. It feels good after years of being foiled by water sections and unable to deal with single skeletons.

After my experience in the last quest, I click on anything that looks vaguely suspicious lest I miss a teleporter or secret wall. But in the Sepulchre of Darkenezzar, I clicked on a floating black skull and it instantly killed me. I didn't know that was a possibility.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 12, 2019, 01:23:23 pm
Still doing the first dungeon, going through it with different characters and stuff

Great. Now I can't unsee it.

It's-a me
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Virtz on August 12, 2019, 01:30:28 pm
I now have so much gold that I have to keep it in my wagon, or my carry weight shrinks down to nothing. Between lucky finds and a shopping spree, I now have two magical pieces of malachite that cast Ice Storm and Fire Storm, a dagger that casts Toxic Cloud, a Wisdom-enhancing vest, a bra and skirt that absorb spells, and an evening gown that gives Water Walking. It feels good after years of being foiled by water sections and unable to deal with single skeletons.

After my experience in the last quest, I click on anything that looks vaguely suspicious lest I miss a teleporter or secret wall. But in the Sepulchre of Darkenezzar, I clicked on a floating black skull and it instantly killed me. I didn't know that was a possibility.
Go to a bank. You can deposit your gold and exchange it for a letter of credit, which works as currency in most situations.


I kind of wish there was some way of circumventing the carpal tunnel inducing search for hidden doors in dungeons. I'll never understand why people in the 90s thought fake walls with absolutely no visual distinctions are a good mechanic. Like at least displace the texture a little.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 12, 2019, 01:37:14 pm
I kind of wish there was some way of circumventing the carpal tunnel inducing search for hidden doors in dungeons. I'll never understand why people in the 90s thought fake walls with absolutely no visual distinctions are a good mechanic. Like at least displace the texture a little.

Secret doors in Daggerfall will show up as holes on the map. This apparently doesn't work for ones that are activated by switch, but if it's just a door that looks like a wall, there will be a door-shaped hole in its place on the 3D map.

I like them as long as A) they're not essential and B) it's clear that the game has secret doors to look for. The first point unfortunately doesn't apply to DF, or even a majority of games that feature secret doors...
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 12, 2019, 01:47:55 pm
After my experience in the last quest, I click on anything that looks vaguely suspicious lest I miss a teleporter or secret wall. But in the Sepulchre of Darkenezzar, I clicked on a floating black skull and it instantly killed me. I didn't know that was a possibility.

There are some red brick walls that can do it as well, and there are other trapped objects, even doors.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 12, 2019, 02:02:02 pm
It's a bit annoying that bookstore's don't buy books. Libraries too for that matter.

Also, remind me - I seem to rememeber there being a brick-activated hidden door in the tutorial dungeon, but I couldn't find it any of my starts. Am I mistaken, or where is it?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 12, 2019, 02:09:58 pm
It's a bit annoying that bookstore's don't buy books. Libraries too for that matter.

Also, remind me - I seem to rememeber there being a brick-activated hidden door in the tutorial dungeon, but I couldn't find it any of my starts. Am I mistaken, or where is it?

The only one I can remember is in the "throne room" shortly before the exit. On the left side of the stairs there's a locked hidden door that looks like a wall.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Dark One on August 12, 2019, 03:27:08 pm
Got into the Archeologists guild (from the mod) and advanced enough to buy locator charges. They really do show you how you're always close to the target, unless the dungeon is huge or his hidden paths early on.

I'm still saving for that house, cause boat is not enough. I might get one from a knightly order sooner though.

I have 10 magic items by now: Cloth amulet of shocking, Bracer of Wildfire, Mark of Recall, Unrestrainable Mark (free action), Sapphire of Wildfire, Long Shirt of Featherweight, Rare Symbol of Paralysis, Silent Holy Water (silence), Dwarven Dai-katana of featherweight and Steel Broadsword of Magicka.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Trolldefender99 on August 12, 2019, 04:04:34 pm
So with my OP character I posted...

Level 2, soloed a pack of 6 centaurs. Then right after 2 giants+bear showed up, soloed those too. I can if I really wanted to exploit (I did try it but I'd rather make money) spam fireballs on the ground for all of time cause I get spell points back and take no damage. I laughed but I'm not gonna do that, cause my character is already OP as it is. She is gonna be so strong later on its gonna be so broken rofl
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 13, 2019, 01:23:36 am
I'm level five and I have some decent enchanted stuff, plenty of useful spells and enough mana to cast them a few times before needing to rest. I think after I finish one more dungeon for the Mage's Guild, I'm going to do some shopping (I want at least a dwarven axe and long blade) and try the main quest. The only thing I could really wish for at the moment is more spell points and HP, and the only way I'm going to get those is more grinding.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 13, 2019, 08:35:03 am
So I found what I think is a magical door. How do I actually into it?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 13, 2019, 09:16:05 am
But they still appear as holes in the automap, right?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 13, 2019, 09:59:55 am
No, not actual door's, they're like blue circle portals on the wall. Or are those actual doors?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 13, 2019, 12:28:20 pm
Screenshot?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 13, 2019, 02:18:50 pm


Can't figure out what to do with them for the life of me. There's like 3-5 of them in this dungeon.

Also, related question: I'm having a super huge trouble finding the item I'm supposed to find here and the quest is spawning skeletons every so often to haunt me. Being level 2 I can take one of them, but my health has been slowly nicked down, I'm almost out of stamina, and I would be able to rest and recover because they spawn even while sleeping, interrupting the rest. So I'm pretty screwed. If i Reload the game from before I entered the dungeon, is there a chance the plot item will spawn in another place that might be easier to find?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 13, 2019, 03:56:13 pm
Got to another dungeon, found another teleporter. This time I got teleported, so it seems it was just in that dungeon that none of the portals worked.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 13, 2019, 05:05:53 pm
i think your blue circled teleporters are your used graphic mod ( DREAM i think ? ) that is replacing the "red brick wall" normal teleporter.

Those "red brick walls" are working oddly in Daggerfall, sometime you must walk through them so they can work, sometime you must click on them to make them work (as walking through wouldn't do) and i have seen some that do nothing at all (probably a bug as Daggerfall was notorious of having so many)

So i guess it was very bad luck that the dungeon generated only with the "do nothing at all" version, unless one of the mods you're using broke them, as usually i may have only 1 of them not working, all of the other are either walk through or activate type.

Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 13, 2019, 06:49:52 pm
Ah, that would explain it. Yeah, I'm using a bunch of mods, DREAM among them.

Had to abandon that one dungeon too though as I managed to explore the entire complex except a single door that was magically sealed that I was unable to find the opener to. I managed to fully explore the next dungeon though, thank god, including an underwater part that I really should not have been able to make it through. Turns out giants are pansies when trapped in a tiny room on the other side of a doorway.

Spoiler: water exploit found (click to show/hide)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 13, 2019, 08:47:13 pm
The doors "protected by magic lock" usually are for using the Open spell on them (or use a magic item that has said spell in it if you can't afford casting that spell depending on your class bonus/malus/etc..)

For doors that have no message, it's usually a lever or a wheel to activate somewhere.

I found a nice mod that modify the lights, disabling the flickering that got annoying my eyes it gives a very nice atmosphere even on the retro rendering i'm playing with, lowering the default light settings can make the mod delivering some nicely dramatic scenery.
https://forums.dfworkshop.net/viewtopic.php?f=27&t=2479
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 14, 2019, 02:18:33 am
Okay so I noticed references to light from player torches in that  mod's pages, but my torches or lanterns never give off any light. Do you have to do anything more than equip them for that to use them? Or am I a bug?

I'm not asking why this is by the way, unless there's a setting somewhere that I might have missed. I have bunch of mods installed and I'm not able to recall all off them off hand, and I'm not at my computer so this question was posed before I've had the opportunity to check myself. I just want to know if using torches are supposed to make a noticeable difference in-game?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 14, 2019, 03:08:38 am
It's one of the options under "Enhancements" when you start the game, which I believe is off by default.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 14, 2019, 03:19:31 am
Ah! That could explain it. Gotta remember to check (and check!) that next time. Thanks!

edit: yeah, i found it. There was a whole bunch of stuff in there I had missed!
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 14, 2019, 04:58:49 am
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 14, 2019, 06:18:04 am
Ah yes, i regularly run into this dungeon block with the floating loot, taking the Levitate spell to fly is always a good idea.
There's another dungeon block  that is a very huge open and tall room with some elevation/stairs in the middle and in the center of that elevation there's a big pit going down.
On the side up there there are corridors filled with loot that can be only reached with Levitate or climbing (you can climb back by walking backward to a ledge and D-U will make you go in rappel instead of just falling down, nice new feature)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 14, 2019, 06:35:58 am
I never actually manage to go into rappel mode. I don't know why.

Also: That feeling when a thirty year old game makes your computer lag

Edit: Oh and my first magical item this time was a Tower Shield of Never Tiring, which is great. Do magic items have charges? If they're used up, is the item destroyed? Can you recharge it?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: scriver on August 14, 2019, 12:06:15 pm
Okay so one more question. And this one is a little dumb. But the opening door random sound effect is a random sound effect and not actually doors being opened, right? I mean I really think it is but the uncertainty is kind of driving me insane.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 14, 2019, 12:18:09 pm
It's not a random sound effect, there's an enemy that actually opened a door/secret door nearby.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 14, 2019, 01:13:53 pm
So after abusing enemy AI to kill the first two zombies in Scourg Barrow (the stairs are just a bit too tall for them) I felt like I might have a chance.

After dispatching a few mummies and skeletons, I come upon a scorpion-and-grizzly-bear-filled pit, guarded by a vampire.

If the other prince's quest isn't any easier, it's gonna be back to the Dibella/Fighter/Mage's Guild grind.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 14, 2019, 05:10:52 pm
Be careful when you join, the mage guild is hardcore crazy
Spoiler (click to show/hide)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Akura on August 14, 2019, 07:03:34 pm
Be careful when you join, the mage guild is hardcore crazy
Spoiler (click to show/hide)

Wow, executing a guy because he claims he knows the location of a powerful magical artifact that the guild would instead go nuts over. Then again, the Staff of Magnus actually poses a threat to the guild, given that it's a very anti-magic weapon.
Spoiler (click to show/hide)

Wait, Hannibal Traven was a Breton, right? Might explain the hardcore crazy of the High Rock guilds.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 14, 2019, 10:01:40 pm
As i'm slowly working my way in acquiring a ship (money comes slower than in my memories) and after all the grinding not being too far from being able to afford one, i noticed new the current version ( 0.10.4 ) there's a bug with them
https://forums.dfworkshop.net/viewtopic.php?f=24&t=2521
As the devs have been made aware it should be fixed in future releases.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 16, 2019, 04:24:35 pm
I noticed the ghosts render wrong in Daggerfall Unity, i searched to see if it was a setting i wasn't using correctly, but it's actually known by the developer :
https://forums.dfworkshop.net/viewtopic.php?f=24&t=2166

The "charcoal ghost" mod linked in the thread works very nicely as a solution.
https://forums.dfworkshop.net/viewtopic.php?f=27&t=1526

edit : ran into my first Lich (not the ancient variant) in D-U, this one being a fighter guild quest target
Spoiler (click to show/hide)

Lucky i had mithril weaponry by now (just reached level 8 before that quest too) as i could destroy that enemy.
It didn't killed itself like most lich did in old Daggerfall (not sure if D-U fixed that or if i ran into one of those rare lich not exploding themselves with their spells) but lucky me probably due to my stats its spells failed on me.


Title: Re: The Elder Scrolls II: Daggerfall
Post by: Vorbicon on August 18, 2019, 05:51:35 pm
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on August 18, 2019, 07:30:13 pm
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?

Honestly, having the open spell is already fairly OP, but a thief could get good enough to unlock doors as well. As I remember, the quality of goods in a store are based on what you currently have with some slightly worse and some slightly better. Equip the better stuff, and repeat. As a side effect, you get stupidly rich. They reduced the amount of that in future games.

More reasonably, levitate so nobody can melee you, and fire at them with a bow. As with most magic systems, attack magic is worse than utility spells. Although stun spells are pretty nifty.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Arbinire on August 19, 2019, 09:50:13 am
so reading this thread got me interested and I fired it up.  Still pretty early in my game, finished a Fighter's guild quest and a quest for the Temple of Kynarreth(playing a Breton Shaman/Paladin type character who is a follower of Kynarreth).  The Fighter's guild quest had me kill a giant, who ended up "calling for help" and infinite spawning more giants, which I initially tried killing as well at level 2 with save scumming, but after a run where I killed 5 giants with 3 more spawned the game crashed and after that I just loaded up the save just after killing the first giant and high tailed it out with giants spawning in on my rear, escaped with just a sliver of health, but thankfully got credit for the quest.

Second one was pretty standard, had to go kill a former priest of Kynareth.  Everything went smoothly, get back to Gothway Gardens, and the damned Temple stiffed me on my 173 gold reward >:(.

It's been fun and entertaining though, especially with mods like Mountains and Hills and Tedious Travel actually making the gameworld worth seeing.  As a fan of survival games though, it's pretty frustrating seeing all these assets with perfect dimensions and aesthetics for a lo-fi building/survival game and not being able to go make that cabin in the middle of nowhere.  Am hoping once the project hits beta we'll start seeing more mods for it which actually affect gameplay a bit more.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on August 19, 2019, 11:27:54 am
Second one was pretty standard, had to go kill a former priest of Kynareth.  Everything went smoothly, get back to Gothway Gardens, and the damned Temple stiffed me on my 173 gold reward >:(.

When can we get a fully destructible building mod?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Trolldefender99 on August 19, 2019, 11:59:24 am
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?

Look on page 7 for my mage build. The build is in a spoiler since its really cheaty. 3 posts from the bottom. Its godmode pretty much lol. Later once I get to a higher level its gonna be so broken.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Vorbicon on August 19, 2019, 07:34:22 pm
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?

Look on page 7 for my mage build. The build is in a spoiler since its really cheaty. 3 posts from the bottom. Its godmode pretty much lol. Later once I get to a higher level its gonna be so broken.

That build looks pretty neat. A few quick questions. Any easy ways to go about contracting vampirism? And is there an easier way to access your spells without having to go into your inventory and using your spellbook?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Trolldefender99 on August 19, 2019, 07:56:45 pm
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?

Look on page 7 for my mage build. The build is in a spoiler since its really cheaty. 3 posts from the bottom. Its godmode pretty much lol. Later once I get to a higher level its gonna be so broken.

That build looks pretty neat. A few quick questions. Any easy ways to go about contracting vampirism? And is there an easier way to access your spells without having to go into your inventory and using your spellbook?

1st one dunno yet since haven't got that far, I think it might just be a random chance thing. 2nd one I don't think so, but opening spellbook pauses the game at least. So you dont get attacked while its open. Then if you want to re-cast the same spell, its just "Q" and you can cast it again.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Vorbicon on August 19, 2019, 08:50:50 pm
Thanks. Also, what Reflex settings do most people go for? Very high?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: itisnotlogical on August 19, 2019, 09:12:21 pm
I've only ever done average. The game is hard enough in the early game without the enemies being super speed.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: newsamsam on August 19, 2019, 09:34:37 pm
It seems they limited house selection.I remember it used to have many varity of houses sold in daggerfall bank,but now it's just one.Did I missed something?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Vorbicon on August 20, 2019, 06:24:06 pm
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?

Look on page 7 for my mage build. The build is in a spoiler since its really cheaty. 3 posts from the bottom. Its godmode pretty much lol. Later once I get to a higher level its gonna be so broken.

That build looks pretty neat. A few quick questions. Any easy ways to go about contracting vampirism? And is there an easier way to access your spells without having to go into your inventory and using your spellbook?

1st one dunno yet since haven't got that far, I think it might just be a random chance thing. 2nd one I don't think so, but opening spellbook pauses the game at least. So you dont get attacked while its open. Then if you want to re-cast the same spell, its just "Q" and you can cast it again.

Found out that the backspace key opens up the spell book! Also, running into an issue with spell absorption. I'm not actually gaining any mana when I hit myself with an AoE, just getting enough back to basically even out what I spent. Any idea what I'm doing wrong?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Teneb on August 20, 2019, 06:51:26 pm
Well, I had to give up on a dungeon for a random quested that tasked me with exploring a monastery in search of the legendary, one-of-a-kind book... "Book".

I had to give up because I spent to much time resting between combats that I was about to run out of time and it would take longer than that just to get back to the questgiver.

Also got lost and my ebony dagger almost broke, so it was a damn miracle I was able to get out of that pit of imps, monks and skeletons.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Trolldefender99 on August 20, 2019, 07:51:43 pm
Getting into Daggerfall for the first time. Right now I'm doing a fun melee build that seems kinda OP (I'm totally okay with that) that I found on a youtube video. I'd probably like to play a magic heavy build sometime in the future. Any recommendations for fun, even OP mage builds?

Look on page 7 for my mage build. The build is in a spoiler since its really cheaty. 3 posts from the bottom. Its godmode pretty much lol. Later once I get to a higher level its gonna be so broken.

That build looks pretty neat. A few quick questions. Any easy ways to go about contracting vampirism? And is there an easier way to access your spells without having to go into your inventory and using your spellbook?

1st one dunno yet since haven't got that far, I think it might just be a random chance thing. 2nd one I don't think so, but opening spellbook pauses the game at least. So you dont get attacked while its open. Then if you want to re-cast the same spell, its just "Q" and you can cast it again.

Found out that the backspace key opens up the spell book! Also, running into an issue with spell absorption. I'm not actually gaining any mana when I hit myself with an AoE, just getting enough back to basically even out what I spent. Any idea what I'm doing wrong?

Oh nice, thanks for the tip about backspace.

And about the spell, that seems to be normal until you get spell cost to go down. That is one reason to join that one vampire group for the 5 cost AOE frost spell. With that said, maybe it changed in unity at some point, because I still only get the same amount of mana back. From what I read with that build and quite a few other builds, is should get (eventually?) more mana back than it takes to cast.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Vorbicon on August 20, 2019, 10:01:37 pm
Actually, nevermind about spell absorption. I found a mod that adds mana regen like in the newer elder scrolls games.

https://forums.dfworkshop.net/viewtopic.php?f=12&t=1653

Has a settings menu you can access from the mod menu that lets you tweak how much you regen etc.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Trolldefender99 on August 20, 2019, 10:41:41 pm
Actually, nevermind about spell absorption. I found a mod that adds mana regen like in the newer elder scrolls games.

https://forums.dfworkshop.net/viewtopic.php?f=12&t=1653

Has a settings menu you can access from the mod menu that lets you tweak how much you regen etc.

Well thats a must have for me! Nice find

Thanks :)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 21, 2019, 07:31:47 am
Very good !

As without taking a mana =  x3 INT advantage to have enough mana to cast a few spell, by default you're stuck with casting 2 or at most 3 weak spells (or only 1 strong assuming you have high int enough to be able to afford it) before having to rest for long enough to regain mana (hoping you're not going to be interrupted by enemies spawning nearby).

regenerating mana makes spellcasting a lot more interesting to play.

Odd that while there was renegerating health there was no regenerating mana advantage to pick for custom classes.

Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on August 21, 2019, 09:38:39 am
It seems they limited house selection.I remember it used to have many varity of houses sold in daggerfall bank,but now it's just one.Did I missed something?

I think there is one house you can buy in each country, but each country has a different style of house.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Teneb on August 27, 2019, 12:49:29 pm
Well, I decided to scrap my character because everyone just hated me for whatever reason (failing quests? completing "murder this rando" quests? I dunno). Will go with a more magic-oriented character this time and not bar myself from using plate like a fool.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on August 27, 2019, 04:49:19 pm
Everyone hates you only in the region you did this murderous quest.

But with time you should recover your badly hurt regional reputation there (as it go back to 0, 1 point at a time every months), so you can move to another region to resume your adventures (or travel a lot around to spend time).

The "murder this guy" quest deliver -75 regional reputation points , so you'll have to wait 75 months to get it back to 0 in your region of interest
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Virtz on August 27, 2019, 05:07:33 pm
Alternatively you can bounce back by doing quests for a knightly order of that region.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Bumber on August 31, 2019, 08:39:53 am
Jumped across a gap into a corridor that very quickly kills you if you try to walk through it. Had to levitate through it while a rat was attacking me and the door on the other side was locked.

A quick google search shows that reddit has heard of it, and it's the exact same corridor:
(http://i.imgur.com/bT1Nz2g.png)
(They drew red to indicate the damaging floor.)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: newsamsam on August 31, 2019, 11:27:14 pm
I was doing Guard the Guild quest,I accidentally click a door that leads to outside during the progress.Then the game decided I stole the magic item even I didn't. Is there a command for restarting this quest?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Mech#4 on September 01, 2019, 12:18:43 am
Jumped across a gap into a corridor that very quickly kills you if you try to walk through it. Had to levitate through it while a rat was attacking me and the door on the other side was locked.

A quick google search shows that reddit has heard of it, and it's the exact same corridor:
(http://i.imgur.com/bT1Nz2g.png)
(They drew red to indicate the damaging floor.)

Yes, I think this is one of the only floor traps in the game, certainly it's the only one I remember. I don't think there's anything you can do about it other than levitate over it as you said.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Sergius on September 02, 2019, 01:27:06 am
Jumped across a gap into a corridor that very quickly kills you if you try to walk through it. Had to levitate through it while a rat was attacking me and the door on the other side was locked.

A quick google search shows that reddit has heard of it, and it's the exact same corridor:
(http://i.imgur.com/bT1Nz2g.png)
(They drew red to indicate the damaging floor.)

I've been to that corridor in one dungeon, it only damages you when you move, I think. If you go straight without dilly-dallying plus a bit of healing you end up in a room with 4 or 5 loot piles (nothing great, just your regular randomly generated piles). I was only level 2 or 3, ended reloading just because the crappy treasure pissed me off.

I suppose you could climb hugging the wall and avoid the trap? Haven't tried...
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on September 02, 2019, 12:44:56 pm
Would jumping help? You're on the floor less that way.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Bumber on September 02, 2019, 02:18:35 pm
I found another type of damaging corridor. It exists as a dead end. Wouldn't have even entered it if I wasn't looking for a lever (which I never found.)

Would jumping help? You're on the floor less that way.
It only helps a little bit.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Teneb on September 02, 2019, 04:03:34 pm
I imagine the way to avoid those things is to just climb along the wall until you are past it.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Bumber on September 03, 2019, 05:39:28 pm
Temple of Stendarr sent me to rescue an archeologist in some ruins:
(https://i.postimg.cc/k4Kz1hhf/witch.jpg)

We'll see how merciful Stendarr is to witches! (I mean, assuming she's not wearing a necklace of water breathing, or something.)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on September 04, 2019, 06:14:16 am
Quote
We'll see how merciful Stendarr is to witches!
Wait a minute ! Does she weighs the same as a duck (https://www.youtube.com/watch?v=zrzMhU_4m-g) ?

Title: Re: The Elder Scrolls II: Daggerfall
Post by: Teneb on September 04, 2019, 10:40:44 am
Quote
We'll see how merciful Stendarr is to witches!
Wait a minute ! Does she weighs the same as a duck (https://www.youtube.com/watch?v=zrzMhU_4m-g) ?
She ain't floating so she's clearly not a witch.

... unless she used her foul witchcraft to cast waterbreathing instead!
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Imic on September 04, 2019, 01:21:36 pm
Quote
We'll see how merciful Stendarr is to witches!
Wait a minute ! Does she weighs the same as a duck (https://www.youtube.com/watch?v=zrzMhU_4m-g) ?
She ain't floating so she's clearly not a witch.

... unless she used her foul witchcraft to cast waterbreathing instead!
She might be breathing underwater, but that doesn’t discount the fact that she didn’t float. Not a Witch. Might be a mermaid or a Selkie though, so no promises.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Bumber on September 04, 2019, 04:06:59 pm
She might be breathing underwater, but that doesn’t discount the fact that she didn’t float. Not a Witch. Might be a mermaid or a Selkie though, so no promises.
Wouldn't they take on an aquatic form? Probably a vampire. I teleported back, so she didn't get exposed to any sunlight.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Bumber on November 05, 2019, 02:36:57 pm
I figured out you can escape from a dungeon by quick loading and then using the dungeon exit that appears for an instant.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on November 05, 2019, 06:32:13 pm
It's been some time i haven't played but looking into the DFU board show that there's a lot of greatness there, the roleplay&realism mod had some amazing improved horse handling, the warm ashes mod is becoming more and more a complete must have with interaction and quest from random world-encountered people and infighting that actually work .

The october release of DFU has a lot to it too, i wonder if the november release will top that, as it seems there are several contributors that are going all-in :D

and how could i miss that airship mod, it looks awesome !
https://www.youtube.com/watch?v=TjUVv7sYZWM

Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on December 18, 2020, 05:33:58 am
A little necromancy spell,

Daggerfall Unity has reached a new milestone , it is now officially out of Alpha releases, the project is now in Beta
https://www.dfworkshop.net/daggerfall-unity-beta-0-11-0-milestone-accomplished/

(note for those interested but that have never tried : Daggerfall has been fully playable to the end since a long time in that amazing DFU , so don't worry about the words alpha and beta, just get it, get the mods you want and enjoy DFU)

Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on December 18, 2020, 09:52:01 am
A little necromancy spell,

Daggerfall Unity has reached a new milestone , it is now officially out of Alpha releases, the project is now in Beta
https://www.dfworkshop.net/daggerfall-unity-beta-0-11-0-milestone-accomplished/

(note for those interested but that have never tried : Daggerfall has been fully playable to the end since a long time in that amazing DFU , so don't worry about the words alpha and beta, just get it, get the mods you want and enjoy DFU)

Did they ever get the flowing water and festivals working like the original devs had planned, or is it more of a "this game, but slightly more modern"?
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on December 18, 2020, 02:44:21 pm
The project is about porting Daggerfall completely into the Unity version and enabling into the game all of what such a modern engine allows.
It's not a modification of Daggerfall the game by itself (though you'll see by default a lot of visual enhancement due to Unity).

But the brillance of Daggerfall Unity is that they have opened the code to modding and some modders have done rather impressive stuff with it, from terrain addition/modification to new quests, new locations, new guilds and events (and of course for graphic people, it allows new graphic thingies (https://www.youtube.com/watch?v=VsOSmHShnKA) ).

I don't know if festivals or flowing water is modded in by now, there are some mods that add a lot of lively NPC stuff, Warmer Ashes about that had been awesome (NPC fighting each other, armies duking it out...) but in recent version it became less awesome as some features of old are missing as the dev was refactoring it in order to include even more great features, hopefully soon(tm)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on January 16, 2021, 12:04:21 pm
Is there a list of (preferably non-Nexus) mods that are recommended? The Daggerfall mods forum badly needs an index.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on January 16, 2021, 12:56:27 pm
edit : reformatted better the post

Finding a non-Nexus mod is going to be hard as nearly all of the mods for DFU are hosted on Nexus nowadays.

Anyways, here are the mods i have always enabled for all my DFU characters
(links are all to the DFU forum, in their corresponding post there is usually a nexus link to download the mod)

Airships (https://forums.dfworkshop.net/viewtopic.php?f=27&t=2324)
Archeologists (https://forums.dfworkshop.net/viewtopic.php?f=27&t=888)
Basic Magic Regen (https://forums.dfworkshop.net/viewtopic.php?f=27&t=3898)
Basic Roads (https://forums.dfworkshop.net/viewtopic.php?f=27&t=4167)
Better Ambience (https://forums.dfworkshop.net/viewtopic.php?f=27&t=4182)
Convenient Clock (https://forums.dfworkshop.net/viewtopic.php?f=27&t=1021)
DFU Quest Pack 1 (https://forums.dfworkshop.net/viewtopic.php?f=27&t=924)
Forgotten Questpack (https://forums.dfworkshop.net/viewtopic.php?f=27&t=3643)
Improved Interior Lighting (https://forums.dfworkshop.net/viewtopic.php?f=27&t=2479)
Mercenaries (https://forums.dfworkshop.net/viewtopic.php?f=27&t=4019)
Mountain&Hills (https://forums.dfworkshop.net/viewtopic.php?f=27&t=1008)
NPC Health Indicator (https://forums.dfworkshop.net/viewtopic.php?f=27&t=3263)
Pilgrimages (https://forums.dfworkshop.net/viewtopic.php?f=27&t=4211)
Readied Spellcasting Hands (https://forums.dfworkshop.net/viewtopic.php?f=14&t=3811)
Roleplay&Realism (modular) (https://forums.dfworkshop.net/viewtopic.php?f=27&t=2298)
Skyshards (https://forums.dfworkshop.net/viewtopic.php?f=27&t=2746)
Sneak and Crouch combined (https://forums.dfworkshop.net/viewtopic.php?f=14&t=4195)
Tavern Games (https://forums.dfworkshop.net/viewtopic.php?f=27&t=4014)
Tavern Redone (https://forums.dfworkshop.net/viewtopic.php?f=27&t=2979)
Warm Ashes (https://forums.dfworkshop.net/viewtopic.php?f=27&t=1087)
Windmills of Daggerfall (https://forums.dfworkshop.net/viewtopic.php?f=14&t=2850)

(for Better Ambience, i take care to disable the better snow and rain as it impacts performance in large cities)

Waiting for their updates to be back at being must-have , as i'm unsure they're working right in latest DFU
Villager Immersion Overhaul (https://forums.dfworkshop.net/viewtopic.php?f=27&t=1131)
(edit : warm ashes is now updated)

Some very interesting mod, but can change the gameplay a lot, so i'm not using them on all my characters
Climate&Calories (https://forums.dfworkshop.net/viewtopic.php?f=27&t=3073)
Random Starting Dungeon (https://forums.dfworkshop.net/viewtopic.php?f=27&t=4065)
Travel Options (https://forums.dfworkshop.net/viewtopic.php?f=27&t=3963)

(Travel Options is amazing, especially in combination with Basic Roads, but if you need to travel far, it can take a very lot of time)
(Climate&Calories is fantastic if you want Daggerfall to be a survival game, as temperature, hydration and nutrition become extremely important and will kill you a lot more than any monsters will do)

There are alternatives to Mountain&Hills (my preference still goes to Mountain&Hills, it play very well with Basic Road) :
Distant Terrain (https://forums.dfworkshop.net/viewtopic.php?f=27&t=10)
Interesting Terrain (https://forums.dfworkshop.net/viewtopic.php?f=14&t=4062)
Eroded and Enhanced Terrain (https://forums.dfworkshop.net/viewtopic.php?f=14&t=4431)

I really like playing with the Retro Rendering Mode , so the high res mods aren't for me, but if you want HD , these should be the mods you're lookin for :
D.R.E.A.M. (https://forums.dfworkshop.net/viewtopic.php?f=27&t=1168)
Enhanced Sky (https://forums.dfworkshop.net/viewtopic.php?f=27&t=1542)
Handpainted Models (https://forums.dfworkshop.net/viewtopic.php?f=27&t=583)
Trees of Daggerfall (https://forums.dfworkshop.net/viewtopic.php?f=27&t=1826)
Real Grass (https://forums.dfworkshop.net/viewtopic.php?f=27&t=964)
Splat Terrain Texturing (https://forums.dfworkshop.net/viewtopic.php?f=14&t=3322)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on January 17, 2021, 09:28:42 am
I wanted health regen to help with early dungeons, but it's expensive.

I did some looking, and it's 15 hp/hour (which is something like 1 hp/minute real time?). That's not really worth the 14 points (10 for in-dungeon only) when I could buy that many hp with the points.

Anyway, this is a fairly useful page for character creation: https://en.uesp.net/wiki/Daggerfall:ClassMaker (https://en.uesp.net/wiki/Daggerfall:ClassMaker)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on January 20, 2021, 05:05:44 pm
I found a "door" that was black and covered in stars. In the middle was a blue symbol that looked like a tooth.

Assuming it wasn't just a cosmic dentist, what was that thing supposed to be?

Edit:
I also feel like I should make a record of which farm, shrine, and graveyard are closest to the city of Daggerfall for that stupid mage guild quest.

Spoiler (click to show/hide)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Mech#4 on January 21, 2021, 03:16:09 am
Do you have a screenshot of it?

Edit: Searching, I guess it was this? If you're playing with mods that is. https://i.redd.it/064xse8spse41.png

I believe it's replacing the base games brick wall. They're used as teleporters sometimes. It seems like a mod has changed it's appearance to make it stand out. The symbol is one that stands for Oblivion.

If it's a teleporter, running into it or using it may take you somewhere else in the dungeon. It might not, however, as the brickwalls are also used to block off corridors that don't lead anywhere. Or sometimes they just don't do anything.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on January 21, 2021, 03:54:01 am
I don't know if the hd mod you're using have different textures for the different type of teleporters (the one that work, the one that do nothing and the one that is a trap), but be carefull with them, sometime it's a damage trap that can kill your character if he doesn't have enough health.

edit : oh the developer of Warm Ashes updated it !!
https://forums.dfworkshop.net/viewtopic.php?p=51621#p51621

fantastic.

(edit : if you had a warm ashes.dfmod in your ...\DaggerfallUnity_Data\StreamingAssets\Mods\  from a previous beta, delete it, the Warm Ashes mod is back at using the quests and questpacks folders system instead)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on January 21, 2021, 09:14:29 am
Do you have a screenshot of it?

Edit: Searching, I guess it was this? If you're playing with mods that is. https://i.redd.it/064xse8spse41.png

I believe it's replacing the base games brick wall. They're used as teleporters sometimes. It seems like a mod has changed it's appearance to make it stand out. The symbol is one that stands for Oblivion.

If it's a teleporter, running into it or using it may take you somewhere else in the dungeon. It might not, however, as the brickwalls are also used to block off corridors that don't lead anywhere. Or sometimes they just don't do anything.

Yeah, that looks like the one.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on January 22, 2021, 08:54:37 pm
Now NPCs aren't spawning and walking around when I'm a werewolf. I understand that they wouldn't go outside when there's a werewolf around, but not even guards?

Edit: Changing back into a human fixed that, and then I was forced back into being a werewolf. At least I can get my monthly kill.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on January 26, 2021, 02:40:47 pm
Spoiler (click to show/hide)

So glad I'm using the small dungeons setting.

Edit: Although making it easier to tell "unexplored hallway" from "that dead-end you've visited 4 times already" would be nice. Put a question mark at the end of unexplored bits or something so I can tell where I haven't been.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on January 26, 2021, 02:52:51 pm
Daggerfall random dungeons had always been a thing of nightmares , i still remember when i finally gave up getting lost in them just to find a ridiculous item a dungeon random quest was targetting, and started to use the teleport to "item quests locations" cheats .

So glad Daggerfall Unity has this "smaller dungeon" settings (as they are still big enough) i have been having much more fun searching for the quests items without teleporting anymore.

But takes note that it is only for the random dungeons, the story dungeons are manually crafted (and why their geometry is so different than all the random dungeons) and aren't affected by the settings (fortunately as some have interesting designs).
Title: Re: The Elder Scrolls II: Daggerfall
Post by: wobbly on January 28, 2021, 01:04:59 pm
I don't know if the hd mod you're using have different textures for the different type of teleporters (the one that work, the one that do nothing and the one that is a trap), but be carefull with them, sometime it's a damage trap that can kill your character if he doesn't have enough health.

edit : oh the developer of Warm Ashes updated it !!
https://forums.dfworkshop.net/viewtopic.php?p=51621#p51621

fantastic.

(edit : if you had a warm ashes.dfmod in your ...\DaggerfallUnity_Data\StreamingAssets\Mods\  from a previous beta, delete it, the Warm Ashes mod is back at using the quests and questpacks folders system instead)

Hmm, so this mod doesn't happen to randomly spawn sabre-tooth tigers in the general store or anything? because that was kind of brutal. Perhaps it not this mod doing it but something is behaving fishy. Also had a bunch of grizzlies try and maul me at the inn.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on January 28, 2021, 01:15:37 pm
I haven't yet played with the latest version the author released recently ( 3.0.6 at the time (https://forums.dfworkshop.net/viewtopic.php?p=51818#p51818) )  but there shouldn't be tigers and grizzly spawning in the shops, unless there's a quest that is involving monster in abuilding.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on January 29, 2021, 05:54:15 pm
I had some difficulty getting the price down (they had me turn someone into a harpy, who attacked me and then I killed them. Failed the quest), but I got some witches to summon a daedra to assist with my lycanthropy for "only" ~185k gold.


Hmm, so this mod doesn't happen to randomly spawn sabre-tooth tigers in the general store or anything? because that was kind of brutal. Perhaps it not this mod doing it but something is behaving fishy. Also had a bunch of grizzlies try and maul me at the inn.

That sounds like something related to a quest.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: wobbly on January 29, 2021, 07:21:47 pm
I suspect it was something to do with this:

-Added measures to keep Wilderness Encounters from happening on loading a save.

Certainly both times it happened straight after I loaded a save. Anyway a massive slow down vanished when I disabled the mod, so I'll just play without.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on January 30, 2021, 07:08:04 pm
I suspect it was something to do with this:

-Added measures to keep Wilderness Encounters from happening on loading a save.

Certainly both times it happened straight after I loaded a save. Anyway a massive slow down vanished when I disabled the mod, so I'll just play without.

Yeah, mods can get weird if they're for an older version. I had a very nice autosave mod, until something changed the z-axis, meaning any save I loaded I started below ground, and fell forever.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on January 31, 2021, 03:16:58 am
From what i remember reading there was a change at some point in DFU because when you owned a boat the player sometime didn't spawned correctly on it.
Falling through the ground and the void is one of the most famous bug of the original Daggerfall though :D
It was a reason in itself to always learn the recall spell and always put a recall anchor outside the dungeon you entered.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on February 08, 2021, 05:38:36 am
The warm ashes author released a new version, in the hope it will fix the problem a few people reported about wilderness encounter happening where they shouldn't :
 
https://forums.dfworkshop.net/viewtopic.php?p=52338#p52338
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Vorbicon on February 08, 2021, 10:09:23 pm
Warm Ashes got to the point in my game where it was spawning piles of encounters everywhere I went. Hopefully he gets it nailed down, because it's fun otherwise.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on February 12, 2021, 07:30:36 pm
Late game recall issue:

Spoiler (click to show/hide)

Second time in a story dungeon I've been permanently trapped, but at least this one is more my fault than the game's. Last time it was because the recall spell anchor is not reusable for some reason, and sometimes just disappears.

Edit: console commands solved the problem, but it's still a good thing to be aware of. Same reason the guard in Castle Daggerfall warns you not to use spells inside.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on February 25, 2021, 03:50:28 pm
I'm in possibly the last story dungeon, and have no idea what I'm supposed to do, or if I screwed something up by clipping through the ground.

Spoiler (click to show/hide)

I like most of the game, but dungeons were not the strong point.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on February 28, 2021, 08:19:52 am
random dungeons were way worse than the constructed storyline ones, after a while of seemingly neverending walks in corridors that mostly looked all the same with just different textures, you just started to check how to use the cheat codes to teleport directly to quest locations within them.

That's probably why i was super happy to learn DFU had implemented this optional smaller dungeon feature, that made to me dungeon crawling fun again because while they were still big enough, they never felt never ending repeated tiles anymore like it was unfortunately back in the days .
(the option does nothing for storyline constructed dungeons by the way, it's only for the thousand of random dungeons that non storyline quests will use)

Anyways, the warm ashes addon author has been hard at work with lots of projects
https://forums.dfworkshop.net/viewtopic.php?f=14&t=3974
(and probably why Warm Ashes didn't got updated as often as before as it seems all those projects will very likely merge one day into a giant feature packed  super upgraded Warm Ashes).

His last work is on some rather amazing banditry system.
Here a farm getting raided by a bandit group, with farms guards fighting them out
https://www.youtube.com/watch?v=7NrYD5ZEKbI
Quote
When a player enters a farm there is a chance that farm is to be raided. Depending on reputation, your side will be dependent on how the region sees you. If you are a known criminal, you will be with the bandit forces.

You do not have to participate in these raids, however they will continue without you. Do your business and get the hell out, or you might find the Farm you are at fall to ruin. You'll be updated periodically if a set of units are depleted. If all of the farm guardsmen have been killed, the raid ends and the farm will be destroyed. (Not permanently) If the bandits are taken out first then the farm will be saved. Right now I am in the process of writing a quest to reward the player and give text according to what is happening. I'm also adding random chances of other types of raids like orc raids and giant raids but they will be smaller events and not well organized as the bandits will be.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Mathel on March 15, 2021, 02:52:13 pm
In DOS Daggerfall, there is an exploit with stairs and slopes. If you levitate into a ceiling slope under a certain angle (straight up, IIRC), you can phase through it.
Walls are only opaque from the corridors and spells and arrows can mostly pass into the corridors and not out. So a magician can just levitate around the dungeon and find the goal that way.
To get back in, find a slope and levitate into it from below.

I did that a lot.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on March 16, 2021, 01:45:50 pm
I never knew that stair/slope trick, i remember falling into the void when jumping in stair/slope though .
Thinking about it, i never managed to fall into the void in Daggerfall Unity, maybe that's a bug they definitively fixed.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Iduno on March 16, 2021, 02:23:48 pm
I managed to fall into the void, but only when I used the autosave mod. Either is did the z-axis wrong, or one of the graphics mods changed the z-axis (which is the explanation I've heard).

I also didn't manage to get through the walls in a slope, but I did when I got stuck behind some furniture and tried the stand/crouch thing to escape. Luckily I had a levitation spell and was able to find a hallway or something where I could get back to the dungeon.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on June 09, 2022, 11:12:05 am
Coming back to Daggerfall Unity , using the latest version ( 0.13.5 at the time) and so redownloading mods i used as nearly all of them were updated.
Was sad to notice 2 mods i used to like were abandonned (Warm Ashes and Villager Immersion Overhaul)  but a lot of new mods also popped up, one named Vanilla Enhanced has a massive amount of village and bandit visual variety that could replace the villager immerision overhaul nicely, though it has several other mods incompatibilities.

Noticed an interesting project, World of Daggerfall that rework the mostly empty wilderness by adding tons of stuff in it :
https://www.youtube.com/watch?v=P_5Xi9FiZAA

And another mod named Power Struggle that has a lot of potential as it translate in actual ingame events the many flavor messages the game used to show sometime but that unfortunately had no impact at gameplay.
Quote
Even unmodded, the game keeps track of wars, alliances, famines, plagues and even witch hunts, but doesn't actually use these data... until now.

FEATURES:
- wars: the enemy army will clash with the locals', prisoners will be will be executed;
- banned factions: guards will hunt down their members (this may include you);
- plagues: rats will rule the place, bodies will be gethered in stacks and burned;
- witch hunts: ashes of the burned witches; random chance that witches will attack the town;
- crime waves: thieves and assassins even in daylight (and they may help you if you belong to their faction).
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Chaosegg on June 28, 2022, 06:32:36 pm
Been playing DF:U off and on myself for a couple years and just was playing after almost a year-long break myself.

Really enjoy that they're getting close to making it as good as modded Morrowind.
Plenty of modders on the forum that seem to have the same priorities as myself (ironman/realism type options, like Skyrim overhaul "Requiem"which i can't play Skyrim without now, or the various Morrowind mods I won't play without either).

I haven't updated in many months, but i have a stable modded game I'm enjoying right now.
I've modded things like the graphics, adding airships & some realism options like need for clothing/weather+food,
and as many of the "unlevel the game aspect x, y and z" mods as I can get to run at once.
Good play experiences, fun characters created using mods from people like: (search their names on Nexus eh)
Ralzar
Jay
Hazelnut
Kab
Meritamas
Kingofworms (DREAM)
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on June 29, 2022, 03:55:26 am
Noticed that on the latest builds, the "Smaller Dungeon" option is finally available in the game option menu, previously you could only enable it by editing the settings.ini file.

There's a very configurable minimap addon too :
https://www.nexusmods.com/daggerfallunity/mods/233
Title: Re: The Elder Scrolls II: Daggerfall Unity project
Post by: Chaosegg on October 19, 2022, 08:14:08 pm
DF Unity has the console functions (using the ` button) that mimic some of the console stuff one might have done in later T.E.S. games [iirc?], which I find very nice.
https://en.uesp.net/wiki/Daggerfall_Mod:Daggerfall_Unity/Console
you can also just open the console in game and type help then scroll through the list of commands, though the link has descriptions of them that make it a little bit easier to learn.

I don't think of it as cheating to sometimes use the console for some things in Daggerfall...
since many of the randomly created dungeons are actually impossible to do certain things in.
(like explore/loot everything, or even find the quest item sometimes. There's an archealogists' guild mod that adds some stuff to help with that sort of thing i think, and i am using that mod, but i still find that i will only spend so many hours searching for something before i'm just like okay `tele2qmarker

But i tend to choose my quests carefully and save/restore rather than "console cheat" maybe half the time,
so the main one i use on occasion is just:
​"teleport" [to target of your cursor dot which represents the middle of where you are looking]

more PRO TIPS for DF:Unity
1) Save often, save a lot. Save before you do almost anything of consequence.
2) Try not to forget to set up your teleport-to spot somewhere useful (like near where you need to turn in a quest, so you can take more time doing the ones with shorter time limits...
which i have found is much more difficult with the mods i have running that wear out my endurance heavily
Spoiler (click to show/hide)
3) if you're using the realism type mods i am... you will probably find this stuff out the hard way, but:
A. The food/sleep need can actually kill you if your endurance runs out enough that you start taking hp damage , so you do need to plan a little bit of how you are going to rest... there's camping gear to setup a fire to sleep-well-at (you can use almost any fireplace to get good sleep at as long as it's legal there and no monsters, but you can also sleep with no fire or camping gear and get "enough" sleep).
B. inns are great,
C. Spells, of course, can also convert mana into endurance. (i almost always take the highest intx3 mana character build perk available since it's kind of like why not... the game is bare bones enough without plenty of magic imo.)
D. Food/drink of different types helps you not lose endurance so fast and even gives a small boost, so there's actually a point to paying different amounts for the massive variety of different food items offered at different inns!
D1. Starting with the 1-2 gold cows milk or 3 gold berry juice, 4 gold tea, ale etc, and then 2 gold gruel for breakfast, 1-2 gold for leftovers at the right times of day, but more often things like 6-20+ gold for a nice meal of stuff like sausage, rabbit, stew and other yummy local dishes that seem to change based on general area/nation.
Title: Re: The Elder Scrolls II: Daggerfall
Post by: Robsoie on December 31, 2023, 10:18:15 am
Daggerfall Unity reached version 1.0
https://www.dfworkshop.net/daggerfall-unity-1-0-release/