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DAGGERFALL WORKSHOP
Daggerfall Unity Beta 0.11.4 is now available for download on Live Builds and Releases page. This is a heavy bug-fix build with some new mod support. As always, a big thank you to everyone adding new code, fixing bugs, and helping test. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Daggerfall Unity Beta 0.11.4; Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; DaggerfallUnity Beta 0.11.2
LIVE BUILDS
The following game files are provided for convenience and best compatibility across all platforms. DaggerfallGameFiles.zip ( external Google Drive link) See this forum post for recommended way to setup Daggerfall Unity on all platforms using above game files. See here for more ways to install Daggerfall Unity with various free distributionsof
DAGGERFALL WORKSHOP FORUMS Last visit was: Tue Jun 08, 2021 10:32 am. It is currently Tue Jun 08,2021 10:32 am
APRIL 2021 – DAGGERFALL WORKSHOPTRANSLATE THIS PAGE Daggerfall Unity 0.11.3 is now available on Live Builds page. This is another general bug-fix release with some updates to mod system. Starting from this release, I’m attaching zipped builds along with patch notes to Releases page on GitHub. This will eventually become a longer-term archive for older builds even after they’re cleaned up from Live Builds page.ENHANCED SKY
Enhanced Sky v2.1.0 for Daggerfall Unity June 2018 or later. Enhanced Sky v1.8.1 for older versions of Daggerfall Unity. Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity. Note: Overcast blocking of sun flares and moons not implemented in TEDIOUS TRAVEL 0.4.2 (2019-10-16) Tedious Travel 0.4.2 (2019-10-16) A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game. Instead, you'll actually be traversing daggerfall, with a convienient EXPERIMENTAL SMALLER DUNGEONS Experimental Smaller Dungeons. Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds (0.7.3 or later), this will become available for general play-testing. To enable, open your settings.ini file and set the below option under section. KOW - D.R.E.A.M. - DAGGERFALL WORKSHOP FORUMS D aggerfall R emaster E nchanted A rt M od. DREAM is now covering 100% of the game assets including sound, music, animated sequences & all graphics found in-game. It goes beyond a restoration and additionally fixes the old quirks, bugs & increases variety/fidelity everywherepossible.
DAGGERFALL TOOL REPOSITORY Works not only for Daggerfall. Fallhack can install or load/unload compatible ('daggerhack/.dhk') mods each play session so the game files are not permanently changed. You can do a lot with this tool, such as editing material bonuses, weapon damage, etc without any hacking knowledge. DaggerClass (74 kb): by Andy Polis.DAGGERFALL WORKSHOP
Daggerfall Unity Beta 0.11.4 is now available for download on Live Builds and Releases page. This is a heavy bug-fix build with some new mod support. As always, a big thank you to everyone adding new code, fixing bugs, and helping test. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Daggerfall Unity Beta 0.11.4; Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; DaggerfallUnity Beta 0.11.2
LIVE BUILDS
The following game files are provided for convenience and best compatibility across all platforms. DaggerfallGameFiles.zip ( external Google Drive link) See this forum post for recommended way to setup Daggerfall Unity on all platforms using above game files. See here for more ways to install Daggerfall Unity with various free distributionsof
DAGGERFALL WORKSHOP FORUMS Last visit was: Tue Jun 08, 2021 10:32 am. It is currently Tue Jun 08,2021 10:32 am
APRIL 2021 – DAGGERFALL WORKSHOPTRANSLATE THIS PAGE Daggerfall Unity 0.11.3 is now available on Live Builds page. This is another general bug-fix release with some updates to mod system. Starting from this release, I’m attaching zipped builds along with patch notes to Releases page on GitHub. This will eventually become a longer-term archive for older builds even after they’re cleaned up from Live Builds page.ENHANCED SKY
Enhanced Sky v2.1.0 for Daggerfall Unity June 2018 or later. Enhanced Sky v1.8.1 for older versions of Daggerfall Unity. Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity. Note: Overcast blocking of sun flares and moons not implemented in TEDIOUS TRAVEL 0.4.2 (2019-10-16) Tedious Travel 0.4.2 (2019-10-16) A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game. Instead, you'll actually be traversing daggerfall, with a convienient EXPERIMENTAL SMALLER DUNGEONS Experimental Smaller Dungeons. Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds (0.7.3 or later), this will become available for general play-testing. To enable, open your settings.ini file and set the below option under section. KOW - D.R.E.A.M. - DAGGERFALL WORKSHOP FORUMS D aggerfall R emaster E nchanted A rt M od. DREAM is now covering 100% of the game assets including sound, music, animated sequences & all graphics found in-game. It goes beyond a restoration and additionally fixes the old quirks, bugs & increases variety/fidelity everywherepossible.
DAGGERFALL TOOL REPOSITORY Works not only for Daggerfall. Fallhack can install or load/unload compatible ('daggerhack/.dhk') mods each play session so the game files are not permanently changed. You can do a lot with this tool, such as editing material bonuses, weapon damage, etc without any hacking knowledge. DaggerClass (74 kb): by Andy Polis. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Daggerfall Unity Beta 0.11.4; Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; DaggerfallUnity Beta 0.11.2
REAL GRASS 2
by TheLacus » Tue Apr 24, 2018 8:06 pm. Real Grass 2. A vanilla-friendly and customizable ground cover for Daggerfal Unity. Adds grass and, optionally, water plants, stones and flowers to the terrain of Daggerfall Unity. Downloads. Real Grass on Nexus Mods. Credits. Real Grass was originally created by Uncanny_Valley and then expanded by TheLacus.MODDING TUTORIALS
1. In the Unity Editor, open the mod builder window (Daggerfall Tools -> Mod Builder) and select "Create New Mod". 2. A simple window with some text fields and buttons will open. Before you can build your mod, you must fill in the Mod Name & title fields (the rest are optional,but recommended).
KOW - D.R.E.A.M. - DAGGERFALL WORKSHOP FORUMS D aggerfall R emaster E nchanted A rt M od. DREAM is now covering 100% of the game assets including sound, music, animated sequences & all graphics found in-game. It goes beyond a restoration and additionally fixes the old quirks, bugs & increases variety/fidelity everywherepossible.
TREES OF DAGGERFALL
TREES OF DAGGERFALL. V1.0 is out. Thanks to @Hazelnut DU code tweaking, it is now possible to do 3D trees and with good performance. You can now crank it up all the way to Terrain Distance 4. (note that lower terrain distance settings will increase performance even more).V1.1.
DAGGERFALL GUARDS CAN'T GET ENOUGH OF ARRESTING ME Daggerfall guards can't get enough of arresting me. Every time I go to Daggerfall I keep getting strung up with criminal conspiracy charges. This started relatively early on in my save. I moved to Wayrest for a while until my bad reputation for an assault charge cleared, and now I'm considered dependable in Daggerfall.PERSISTENT DUNGEONS
Persistent Dungeons. Like the title says, this mod makes dungeons persistent so you can leave a dungeon and come back and stateful objects will remain like you left them (enemies, loot, doors, platforms & levers etc). By design, quest items / enemies should be POST PROCESSING EFFECTS CUSTOMIZER (V1.3.0) Post Processing Effects Customizer (v1.3.0) This is a simple mod that allows to configure standard post processing effects included with the game. Specifically, the following effects are supported: Place postprocessing.dfmod inside StreamingAssets/Mods folder. Open mod settings, click on Presets button and select Low, Medium or High. DAGGERFALL TOOL REPOSITORY Works not only for Daggerfall. Fallhack can install or load/unload compatible ('daggerhack/.dhk') mods each play session so the game files are not permanently changed. You can do a lot with this tool, such as editing material bonuses, weapon damage, etc without any hacking knowledge. DaggerClass (74 kb): by Andy Polis. MODDING TUTORIALS: ASSET-INJECTION TheLacus wrote: The name of the Mod must be the id of the model (modelID or Archive_record). Once we have built the Mod we can find three folders, one for each operating system. What's important it's the modelID.dfmod file. Does this mean we'll need to have a separate asset pack for each item we're replacing? Yes, for now.DAGGERFALL WORKSHOP
Daggerfall Unity Beta 0.11.4 is now available for download on Live Builds and Releases page. This is a heavy bug-fix build with some new mod support. As always, a big thank you to everyone adding new code, fixing bugs, and helping test. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Daggerfall Unity Beta 0.11.4; Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; DaggerfallUnity Beta 0.11.2
DAGGERFALL WORKSHOP FORUMS Last visit was: Tue Jun 08, 2021 10:32 am. It is currently Tue Jun 08,2021 10:32 am
LIVE BUILDS
The following game files are provided for convenience and best compatibility across all platforms. DaggerfallGameFiles.zip ( external Google Drive link) See this forum post for recommended way to setup Daggerfall Unity on all platforms using above game files. See here for more ways to install Daggerfall Unity with various free distributionsof
APRIL 2021 – DAGGERFALL WORKSHOPTRANSLATE THIS PAGE Daggerfall Unity 0.11.3 is now available on Live Builds page. This is another general bug-fix release with some updates to mod system. Starting from this release, I’m attaching zipped builds along with patch notes to Releases page on GitHub. This will eventually become a longer-term archive for older builds even after they’re cleaned up from Live Builds page.ENHANCED SKY
Enhanced Sky v2.1.0 for Daggerfall Unity June 2018 or later. Enhanced Sky v1.8.1 for older versions of Daggerfall Unity. Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity. Note: Overcast blocking of sun flares and moons not implemented in TEDIOUS TRAVEL 0.4.2 (2019-10-16) Tedious Travel 0.4.2 (2019-10-16) A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game. Instead, you'll actually be traversing daggerfall, with a convienientTREES OF DAGGERFALL
TREES OF DAGGERFALL. V1.0 is out. Thanks to @Hazelnut DU code tweaking, it is now possible to do 3D trees and with good performance. You can now crank it up all the way to Terrain Distance 4. (note that lower terrain distance settings will increase performance even more).V1.1.
EXPERIMENTAL SMALLER DUNGEONS Experimental Smaller Dungeons. Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds (0.7.3 or later), this will become available for general play-testing. To enable, open your settings.ini file and set the below option under section. KOW - D.R.E.A.M. - DAGGERFALL WORKSHOP FORUMS D aggerfall R emaster E nchanted A rt M od. DREAM is now covering 100% of the game assets including sound, music, animated sequences & all graphics found in-game. It goes beyond a restoration and additionally fixes the old quirks, bugs & increases variety/fidelity everywherepossible.
DAGGERFALL WORKSHOP
Daggerfall Unity Beta 0.11.4 is now available for download on Live Builds and Releases page. This is a heavy bug-fix build with some new mod support. As always, a big thank you to everyone adding new code, fixing bugs, and helping test. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Daggerfall Unity Beta 0.11.4; Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; DaggerfallUnity Beta 0.11.2
DAGGERFALL WORKSHOP FORUMS Last visit was: Tue Jun 08, 2021 10:32 am. It is currently Tue Jun 08,2021 10:32 am
LIVE BUILDS
The following game files are provided for convenience and best compatibility across all platforms. DaggerfallGameFiles.zip ( external Google Drive link) See this forum post for recommended way to setup Daggerfall Unity on all platforms using above game files. See here for more ways to install Daggerfall Unity with various free distributionsof
APRIL 2021 – DAGGERFALL WORKSHOPTRANSLATE THIS PAGE Daggerfall Unity 0.11.3 is now available on Live Builds page. This is another general bug-fix release with some updates to mod system. Starting from this release, I’m attaching zipped builds along with patch notes to Releases page on GitHub. This will eventually become a longer-term archive for older builds even after they’re cleaned up from Live Builds page.ENHANCED SKY
Enhanced Sky v2.1.0 for Daggerfall Unity June 2018 or later. Enhanced Sky v1.8.1 for older versions of Daggerfall Unity. Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity. Note: Overcast blocking of sun flares and moons not implemented in TEDIOUS TRAVEL 0.4.2 (2019-10-16) Tedious Travel 0.4.2 (2019-10-16) A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game. Instead, you'll actually be traversing daggerfall, with a convienientTREES OF DAGGERFALL
TREES OF DAGGERFALL. V1.0 is out. Thanks to @Hazelnut DU code tweaking, it is now possible to do 3D trees and with good performance. You can now crank it up all the way to Terrain Distance 4. (note that lower terrain distance settings will increase performance even more).V1.1.
EXPERIMENTAL SMALLER DUNGEONS Experimental Smaller Dungeons. Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds (0.7.3 or later), this will become available for general play-testing. To enable, open your settings.ini file and set the below option under section. KOW - D.R.E.A.M. - DAGGERFALL WORKSHOP FORUMS D aggerfall R emaster E nchanted A rt M od. DREAM is now covering 100% of the game assets including sound, music, animated sequences & all graphics found in-game. It goes beyond a restoration and additionally fixes the old quirks, bugs & increases variety/fidelity everywherepossible.
DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Daggerfall Unity Beta 0.11.4; Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; DaggerfallUnity Beta 0.11.2
DAGGERFALL WORKSHOP FORUMS Last visit was: Thu Jun 03, 2021 6:06 am. It is currently Thu Jun 03,2021 6:06 am
MODDING TUTORIALS
1. In the Unity Editor, open the mod builder window (Daggerfall Tools -> Mod Builder) and select "Create New Mod". 2. A simple window with some text fields and buttons will open. Before you can build your mod, you must fill in the Mod Name & title fields (the rest are optional,but recommended).
ROLEPLAY & REALISM (MODULAR) This mod pack contains optional modules to enhance roleplay and realism for Daggerfall Unity gameplay. Enable / disable the modules in the mod settings. The intention is to add small mini-mod modules to this over time that support roleplay and realism to enhance immersion for those that desire it. Current modules: Clickable beds. AdvancedArchery.
REAL GRASS 2
by TheLacus » Tue Apr 24, 2018 8:06 pm. Real Grass 2. A vanilla-friendly and customizable ground cover for Daggerfal Unity. Adds grass and, optionally, water plants, stones and flowers to the terrain of Daggerfall Unity. Downloads. Real Grass on Nexus Mods. Credits. Real Grass was originally created by Uncanny_Valley and then expanded by TheLacus. KOW - D.R.E.A.M. - DAGGERFALL WORKSHOP FORUMS D aggerfall R emaster E nchanted A rt M od. DREAM is now covering 100% of the game assets including sound, music, animated sequences & all graphics found in-game. It goes beyond a restoration and additionally fixes the old quirks, bugs & increases variety/fidelity everywherepossible.
PERSISTENT DUNGEONS
Persistent Dungeons. Like the title says, this mod makes dungeons persistent so you can leave a dungeon and come back and stateful objects will remain like you left them (enemies, loot, doors, platforms & levers etc). By design, quest items / enemies should be VILLAGER IMMERSION OVERHAUL Villager Immersion Overhaul. The land of Daggerfall is massive, so one would think that it would inhabit many diverse people? Villager Immersion Overhaul replaces many of the generic Villagers and adds adventurers/New races to the cities of the Iliac Bay. Cities and towns should feel more alive than ever with this texture swap. POST PROCESSING EFFECTS CUSTOMIZER (V1.3.0) Post Processing Effects Customizer (v1.3.0) This is a simple mod that allows to configure standard post processing effects included with the game. Specifically, the following effects are supported: Place postprocessing.dfmod inside StreamingAssets/Mods folder. Open mod settings, click on Presets button and select Low, Medium or High. DAGGERFALL REMASTERED MUSIC PROJECT (RELEASED Download the rar file, and extract with an appropriate utility (winrar, 7zip, etc.). 1: Create a folder called Sound inside the DaggerfallUnity_Data\StreamingAssets folder. 2: copy the .OGG files directly into the Sound folder as loose files. Enjoy!DAGGERFALL WORKSHOP
Daggerfall Unity Beta 0.11.4 is now available for download on Live Builds and Releases page. This is a heavy bug-fix build with some new mod support. As always, a big thank you to everyone adding new code, fixing bugs, and helping test. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Daggerfall Unity Beta 0.11.4; Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; DaggerfallUnity Beta 0.11.2
DAGGERFALL WORKSHOP FORUMS Last visit was: Tue Jun 08, 2021 10:32 am. It is currently Tue Jun 08,2021 10:32 am
LIVE BUILDS
The following game files are provided for convenience and best compatibility across all platforms. DaggerfallGameFiles.zip ( external Google Drive link) See this forum post for recommended way to setup Daggerfall Unity on all platforms using above game files. See here for more ways to install Daggerfall Unity with various free distributionsof
APRIL 2021 – DAGGERFALL WORKSHOPTRANSLATE THIS PAGE Daggerfall Unity 0.11.3 is now available on Live Builds page. This is another general bug-fix release with some updates to mod system. Starting from this release, I’m attaching zipped builds along with patch notes to Releases page on GitHub. This will eventually become a longer-term archive for older builds even after they’re cleaned up from Live Builds page.ENHANCED SKY
Enhanced Sky v2.1.0 for Daggerfall Unity June 2018 or later. Enhanced Sky v1.8.1 for older versions of Daggerfall Unity. Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity. Note: Overcast blocking of sun flares and moons not implemented in TEDIOUS TRAVEL 0.4.2 (2019-10-16) Tedious Travel 0.4.2 (2019-10-16) A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game. Instead, you'll actually be traversing daggerfall, with a convienientTREES OF DAGGERFALL
TREES OF DAGGERFALL. V1.0 is out. Thanks to @Hazelnut DU code tweaking, it is now possible to do 3D trees and with good performance. You can now crank it up all the way to Terrain Distance 4. (note that lower terrain distance settings will increase performance even more).V1.1.
EXPERIMENTAL SMALLER DUNGEONS Experimental Smaller Dungeons. Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds (0.7.3 or later), this will become available for general play-testing. To enable, open your settings.ini file and set the below option under section. KOW - D.R.E.A.M. - DAGGERFALL WORKSHOP FORUMS D aggerfall R emaster E nchanted A rt M od. DREAM is now covering 100% of the game assets including sound, music, animated sequences & all graphics found in-game. It goes beyond a restoration and additionally fixes the old quirks, bugs & increases variety/fidelity everywherepossible.
DAGGERFALL WORKSHOP
Daggerfall Unity Beta 0.11.4 is now available for download on Live Builds and Releases page. This is a heavy bug-fix build with some new mod support. As always, a big thank you to everyone adding new code, fixing bugs, and helping test. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Daggerfall Unity Beta 0.11.4; Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; DaggerfallUnity Beta 0.11.2
DAGGERFALL WORKSHOP FORUMS Last visit was: Tue Jun 08, 2021 10:32 am. It is currently Tue Jun 08,2021 10:32 am
LIVE BUILDS
The following game files are provided for convenience and best compatibility across all platforms. DaggerfallGameFiles.zip ( external Google Drive link) See this forum post for recommended way to setup Daggerfall Unity on all platforms using above game files. See here for more ways to install Daggerfall Unity with various free distributionsof
APRIL 2021 – DAGGERFALL WORKSHOPTRANSLATE THIS PAGE Daggerfall Unity 0.11.3 is now available on Live Builds page. This is another general bug-fix release with some updates to mod system. Starting from this release, I’m attaching zipped builds along with patch notes to Releases page on GitHub. This will eventually become a longer-term archive for older builds even after they’re cleaned up from Live Builds page.ENHANCED SKY
Enhanced Sky v2.1.0 for Daggerfall Unity June 2018 or later. Enhanced Sky v1.8.1 for older versions of Daggerfall Unity. Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity. Note: Overcast blocking of sun flares and moons not implemented in TEDIOUS TRAVEL 0.4.2 (2019-10-16) Tedious Travel 0.4.2 (2019-10-16) A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game. Instead, you'll actually be traversing daggerfall, with a convienientTREES OF DAGGERFALL
TREES OF DAGGERFALL. V1.0 is out. Thanks to @Hazelnut DU code tweaking, it is now possible to do 3D trees and with good performance. You can now crank it up all the way to Terrain Distance 4. (note that lower terrain distance settings will increase performance even more).V1.1.
EXPERIMENTAL SMALLER DUNGEONS Experimental Smaller Dungeons. Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds (0.7.3 or later), this will become available for general play-testing. To enable, open your settings.ini file and set the below option under section. KOW - D.R.E.A.M. - DAGGERFALL WORKSHOP FORUMS D aggerfall R emaster E nchanted A rt M od. DREAM is now covering 100% of the game assets including sound, music, animated sequences & all graphics found in-game. It goes beyond a restoration and additionally fixes the old quirks, bugs & increases variety/fidelity everywherepossible.
DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Daggerfall Unity Beta 0.11.4; Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; DaggerfallUnity Beta 0.11.2
DAGGERFALL WORKSHOP FORUMS Last visit was: Thu Jun 03, 2021 6:06 am. It is currently Thu Jun 03,2021 6:06 am
MODDING TUTORIALS
1. In the Unity Editor, open the mod builder window (Daggerfall Tools -> Mod Builder) and select "Create New Mod". 2. A simple window with some text fields and buttons will open. Before you can build your mod, you must fill in the Mod Name & title fields (the rest are optional,but recommended).
ROLEPLAY & REALISM (MODULAR) This mod pack contains optional modules to enhance roleplay and realism for Daggerfall Unity gameplay. Enable / disable the modules in the mod settings. The intention is to add small mini-mod modules to this over time that support roleplay and realism to enhance immersion for those that desire it. Current modules: Clickable beds. AdvancedArchery.
REAL GRASS 2
by TheLacus » Tue Apr 24, 2018 8:06 pm. Real Grass 2. A vanilla-friendly and customizable ground cover for Daggerfal Unity. Adds grass and, optionally, water plants, stones and flowers to the terrain of Daggerfall Unity. Downloads. Real Grass on Nexus Mods. Credits. Real Grass was originally created by Uncanny_Valley and then expanded by TheLacus. KOW - D.R.E.A.M. - DAGGERFALL WORKSHOP FORUMS D aggerfall R emaster E nchanted A rt M od. DREAM is now covering 100% of the game assets including sound, music, animated sequences & all graphics found in-game. It goes beyond a restoration and additionally fixes the old quirks, bugs & increases variety/fidelity everywherepossible.
PERSISTENT DUNGEONS
Persistent Dungeons. Like the title says, this mod makes dungeons persistent so you can leave a dungeon and come back and stateful objects will remain like you left them (enemies, loot, doors, platforms & levers etc). By design, quest items / enemies should be VILLAGER IMMERSION OVERHAUL Villager Immersion Overhaul. The land of Daggerfall is massive, so one would think that it would inhabit many diverse people? Villager Immersion Overhaul replaces many of the generic Villagers and adds adventurers/New races to the cities of the Iliac Bay. Cities and towns should feel more alive than ever with this texture swap. POST PROCESSING EFFECTS CUSTOMIZER (V1.3.0) Post Processing Effects Customizer (v1.3.0) This is a simple mod that allows to configure standard post processing effects included with the game. Specifically, the following effects are supported: Place postprocessing.dfmod inside StreamingAssets/Mods folder. Open mod settings, click on Presets button and select Low, Medium or High. DAGGERFALL REMASTERED MUSIC PROJECT (RELEASED Download the rar file, and extract with an appropriate utility (winrar, 7zip, etc.). 1: Create a folder called Sound inside the DaggerfallUnity_Data\StreamingAssets folder. 2: copy the .OGG files directly into the Sound folder as loose files. Enjoy! DAGGERFALL WORKSHOP FORUMS Last visit was: Sat Jun 05, 2021 10:06 am. It is currently Sat Jun 05,2021 10:06 am
LIVE BUILDS
The following game files are provided for convenience and best compatibility across all platforms. DaggerfallGameFiles.zip ( external Google Drive link) See this forum post for recommended way to setup Daggerfall Unity on all platforms using above game files. See here for more ways to install Daggerfall Unity with various free distributionsof
ENHANCED SKY
Enhanced Sky v2.1.0 for Daggerfall Unity June 2018 or later. Enhanced Sky v1.8.1 for older versions of Daggerfall Unity. Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity. Note: Overcast blocking of sun flares and moons not implemented in TEDIOUS TRAVEL 0.4.2 (2019-10-16) Tedious Travel 0.4.2 (2019-10-16) A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game. Instead, you'll actually be traversing daggerfall, with a convienientREAL GRASS 2
Adds grass and, optionally, water plants, stones and flowers to the terrain of Daggerfall Unity. There are two variations available from settings: Realistic. Classic. Features. Grass adapts to seasonal changes with smooth size and color transitions. Increase flora variety with additional flowers and water plants. Easily customizable.SETTINGS.INI
Re: Settings.ini. Post. by Interkarma » Sat Jan 19, 2019 8:14 am. The persistent data path is also displayed at the bottom of the startup UI when you open the game. Here's a screenshot of mine, for example. data-path.jpg. You do not have the required permissions to view the files attached to this post. EXPERIMENTAL SMALLER DUNGEONS Experimental Smaller Dungeons. Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds (0.7.3 or later), this will become available for general play-testing. To enable, open your settings.ini file and set the below option under section.PERSISTENT DUNGEONS
Persistent Dungeons. Like the title says, this mod makes dungeons persistent so you can leave a dungeon and come back and stateful objects will remain like you left them (enemies, loot, doors, platforms & levers etc). By design, quest items / enemies should beCAN'T SWING WEAPON
Re: Can't swing weapon. Post. by Interkarma » Tue Jun 28, 2016 12:54 am. Hi SusuKacangSoya, welcome to the forums. Attacking is implemented and works just like Daggerfall: hold down the right button and drag mouse either horizontally, diagonally, or vertically for different attacks. Depending on the sensitivity of your mouse, you may wish to DAGGERFALL GUARDS CAN'T GET ENOUGH OF ARRESTING ME Daggerfall guards can't get enough of arresting me. Every time I go to Daggerfall I keep getting strung up with criminal conspiracy charges. This started relatively early on in my save. I moved to Wayrest for a while until my bad reputation for an assault charge cleared, and now I'm considered dependable in Daggerfall. DAGGERFALL WORKSHOP FORUMS Last visit was: Sat Jun 05, 2021 10:06 am. It is currently Sat Jun 05,2021 10:06 am
LIVE BUILDS
The following game files are provided for convenience and best compatibility across all platforms. DaggerfallGameFiles.zip ( external Google Drive link) See this forum post for recommended way to setup Daggerfall Unity on all platforms using above game files. See here for more ways to install Daggerfall Unity with various free distributionsof
ENHANCED SKY
Enhanced Sky v2.1.0 for Daggerfall Unity June 2018 or later. Enhanced Sky v1.8.1 for older versions of Daggerfall Unity. Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity. Note: Overcast blocking of sun flares and moons not implemented in TEDIOUS TRAVEL 0.4.2 (2019-10-16) Tedious Travel 0.4.2 (2019-10-16) A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game. Instead, you'll actually be traversing daggerfall, with a convienientREAL GRASS 2
Adds grass and, optionally, water plants, stones and flowers to the terrain of Daggerfall Unity. There are two variations available from settings: Realistic. Classic. Features. Grass adapts to seasonal changes with smooth size and color transitions. Increase flora variety with additional flowers and water plants. Easily customizable.SETTINGS.INI
Re: Settings.ini. Post. by Interkarma » Sat Jan 19, 2019 8:14 am. The persistent data path is also displayed at the bottom of the startup UI when you open the game. Here's a screenshot of mine, for example. data-path.jpg. You do not have the required permissions to view the files attached to this post. EXPERIMENTAL SMALLER DUNGEONS Experimental Smaller Dungeons. Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds (0.7.3 or later), this will become available for general play-testing. To enable, open your settings.ini file and set the below option under section.PERSISTENT DUNGEONS
Persistent Dungeons. Like the title says, this mod makes dungeons persistent so you can leave a dungeon and come back and stateful objects will remain like you left them (enemies, loot, doors, platforms & levers etc). By design, quest items / enemies should beCAN'T SWING WEAPON
Re: Can't swing weapon. Post. by Interkarma » Tue Jun 28, 2016 12:54 am. Hi SusuKacangSoya, welcome to the forums. Attacking is implemented and works just like Daggerfall: hold down the right button and drag mouse either horizontally, diagonally, or vertically for different attacks. Depending on the sensitivity of your mouse, you may wish to DAGGERFALL GUARDS CAN'T GET ENOUGH OF ARRESTING ME Daggerfall guards can't get enough of arresting me. Every time I go to Daggerfall I keep getting strung up with criminal conspiracy charges. This started relatively early on in my save. I moved to Wayrest for a while until my bad reputation for an assault charge cleared, and now I'm considered dependable in Daggerfall. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Daggerfall Unity Beta 0.11.4; Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; DaggerfallUnity Beta 0.11.2
PERSISTENT DUNGEONS
Persistent Dungeons. Like the title says, this mod makes dungeons persistent so you can leave a dungeon and come back and stateful objects will remain like you left them (enemies, loot, doors, platforms & levers etc). By design, quest items / enemies should beMODDING TUTORIALS
1. In the Unity Editor, open the mod builder window (Daggerfall Tools -> Mod Builder) and select "Create New Mod". 2. A simple window with some text fields and buttons will open. Before you can build your mod, you must fill in the Mod Name & title fields (the rest are optional,but recommended).
SPELL ABSORPTION: HOW DOES IT WORK? Spell Absorption will return the spell point cost of an incoming spell to your spell point pool. You must have enough free spell points to absosrb the spell. For example, if spell will return 20 spell points, you must have at least 20 spell points free. If you only have 19 SPELL POINTS FORMULA I actually love Arena and Daggerfall approach that magic is an Art for the few, and it doesn't allow you to use it easily. If you're going to be a mage, 3x INT is a must, and I think it is how it should be. 2x INT and 1x INT are still nice options for those mixed classes who rely on magic as an auxiliary tool.SLOW FPS IN TAVERNS
I have a Radeon 8770 and Intel i7 (in a laptop, it's about 4 years old now) and get hits to the FPS in castles, taverns and dungeons. The FPS is dungeons is usually fine, sometimes it does slow down though. The castles have been the worst for me. As soon as ICAN'T SWING WEAPON
Re: Can't swing weapon. Post. by Interkarma » Tue Jun 28, 2016 12:54 am. Hi SusuKacangSoya, welcome to the forums. Attacking is implemented and works just like Daggerfall: hold down the right button and drag mouse either horizontally, diagonally, or vertically for different attacks. Depending on the sensitivity of your mouse, you may wish to FANCY VITALS INDICATORS In practice, it depends on the OS, the OS function, and how recursive it is. On Windows, you can create them by typing "cmd" into the search bar, running the Command program under administrator privileges, and typing: mklink /J "link/from/" "link/to/", where "link/from/" is the name and location of the new directory junction, and "link/to/" is MODDING TUTORIALS: ASSET-INJECTION TheLacus wrote: The name of the Mod must be the id of the model (modelID or Archive_record). Once we have built the Mod we can find three folders, one for each operating system. What's important it's the modelID.dfmod file. Does this mean we'll need to have a separate asset pack for each item we're replacing? Yes, for now. SKILL MAX IN UNITY 95 OR 100? Thanks for the reply, just wanted to make sure. I personally like that you can only master 1 and rest goes up to 95. Kinda ruined immersion when you could easily max everything in Morrowind and Oblivion withmaster trainers.
DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; Daggerfall Unity Beta 0.11.2; Localizing Strings in Daggerfall Unity – Part 5 DAGGERFALL WORKSHOP FORUMS Last visit was: Sat Jun 05, 2021 10:06 am. It is currently Sat Jun 05,2021 10:06 am
LIVE BUILDS
The following game files are provided for convenience and best compatibility across all platforms. DaggerfallGameFiles.zip ( external Google Drive link) See this forum post for recommended way to setup Daggerfall Unity on all platforms using above game files. See here for more ways to install Daggerfall Unity with various free distributionsof
MAY BUILDS – LYCANTHROPY – DAGGERFALL WORKSHOP May Builds – Lycanthropy. It’s almost the end of the month, which means a fresh round of Daggerfall Unity Live Builds. May comes bearing the full lycanthropy feature from curse through to cure. If you’re the kind of Daggerfall player who just loves to wolf out (or tusk out if you dig more on wereboars) then this update is for you!ENHANCED SKY
Enhanced Sky v2.1.0 for Daggerfall Unity June 2018 or later. Enhanced Sky v1.8.1 for older versions of Daggerfall Unity. Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity. Note: Overcast blocking of sun flares and moons not implemented in TEDIOUS TRAVEL 0.4.2 (2019-10-16) Tedious Travel 0.4.2 (2019-10-16) A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game. Instead, you'll actually be traversing daggerfall, with a convienient EXPERIMENTAL SMALLER DUNGEONS Experimental Smaller Dungeons. Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds (0.7.3 or later), this will become available for general play-testing. To enable, open your settings.ini file and set the below option under section.SETTINGS.INI
Re: Settings.ini. Post. by Interkarma » Sat Jan 19, 2019 8:14 am. The persistent data path is also displayed at the bottom of the startup UI when you open the game. Here's a screenshot of mine, for example. data-path.jpg. You do not have the required permissions to view the files attached to this post. DAGGERFALL GUARDS CAN'T GET ENOUGH OF ARRESTING ME Daggerfall guards can't get enough of arresting me. Every time I go to Daggerfall I keep getting strung up with criminal conspiracy charges. This started relatively early on in my save. I moved to Wayrest for a while until my bad reputation for an assault charge cleared, and now I'm considered dependable in Daggerfall. POST PROCESSING EFFECTS CUSTOMIZER (V1.3.0) Post Processing Effects Customizer (v1.3.0) This is a simple mod that allows to configure standard post processing effects included with the game. Specifically, the following effects are supported: Place postprocessing.dfmod inside StreamingAssets/Mods folder. Open mod settings, click on Presets button and select Low, Medium or High. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; Daggerfall Unity Beta 0.11.2; Localizing Strings in Daggerfall Unity – Part 5 DAGGERFALL WORKSHOP FORUMS Last visit was: Sat Jun 05, 2021 10:06 am. It is currently Sat Jun 05,2021 10:06 am
LIVE BUILDS
The following game files are provided for convenience and best compatibility across all platforms. DaggerfallGameFiles.zip ( external Google Drive link) See this forum post for recommended way to setup Daggerfall Unity on all platforms using above game files. See here for more ways to install Daggerfall Unity with various free distributionsof
MAY BUILDS – LYCANTHROPY – DAGGERFALL WORKSHOP May Builds – Lycanthropy. It’s almost the end of the month, which means a fresh round of Daggerfall Unity Live Builds. May comes bearing the full lycanthropy feature from curse through to cure. If you’re the kind of Daggerfall player who just loves to wolf out (or tusk out if you dig more on wereboars) then this update is for you!ENHANCED SKY
Enhanced Sky v2.1.0 for Daggerfall Unity June 2018 or later. Enhanced Sky v1.8.1 for older versions of Daggerfall Unity. Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity. Note: Overcast blocking of sun flares and moons not implemented in TEDIOUS TRAVEL 0.4.2 (2019-10-16) Tedious Travel 0.4.2 (2019-10-16) A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game. Instead, you'll actually be traversing daggerfall, with a convienient EXPERIMENTAL SMALLER DUNGEONS Experimental Smaller Dungeons. Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds (0.7.3 or later), this will become available for general play-testing. To enable, open your settings.ini file and set the below option under section.SETTINGS.INI
Re: Settings.ini. Post. by Interkarma » Sat Jan 19, 2019 8:14 am. The persistent data path is also displayed at the bottom of the startup UI when you open the game. Here's a screenshot of mine, for example. data-path.jpg. You do not have the required permissions to view the files attached to this post. DAGGERFALL GUARDS CAN'T GET ENOUGH OF ARRESTING ME Daggerfall guards can't get enough of arresting me. Every time I go to Daggerfall I keep getting strung up with criminal conspiracy charges. This started relatively early on in my save. I moved to Wayrest for a while until my bad reputation for an assault charge cleared, and now I'm considered dependable in Daggerfall. POST PROCESSING EFFECTS CUSTOMIZER (V1.3.0) Post Processing Effects Customizer (v1.3.0) This is a simple mod that allows to configure standard post processing effects included with the game. Specifically, the following effects are supported: Place postprocessing.dfmod inside StreamingAssets/Mods folder. Open mod settings, click on Presets button and select Low, Medium or High.DAGGERFALL WORKSHOP
Daggerfall Unity 0.11.3 is now available on Live Builds page. This is another general bug-fix release with some updates to mod system. Starting from this release, I’m attaching zipped builds along with patch notes to Releases page on GitHub. This will eventually become a longer-term archive for older builds even after they’re cleaned up from Live Builds page. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; Daggerfall Unity Beta 0.11.2; Localizing Strings in Daggerfall Unity – Part 5 MAY BUILDS – LYCANTHROPY – DAGGERFALL WORKSHOP May Builds – Lycanthropy. It’s almost the end of the month, which means a fresh round of Daggerfall Unity Live Builds. May comes bearing the full lycanthropy feature from curse through to cure. If you’re the kind of Daggerfall player who just loves to wolf out (or tusk out if you dig more on wereboars) then this update is for you!REAL GRASS 2
Adds grass and, optionally, water plants, stones and flowers to the terrain of Daggerfall Unity. There are two variations available from settings: Realistic. Classic. Features. Grass adapts to seasonal changes with smooth size and color transitions. Increase flora variety with additional flowers and water plants. Easily customizable.TREES OF DAGGERFALL
TREES OF DAGGERFALL. V1.0 is out. Thanks to @Hazelnut DU code tweaking, it is now possible to do 3D trees and with good performance. You can now crank it up all the way to Terrain Distance 4. (note that lower terrain distance settings will increase performance even more).V1.1.
SPELL ABSORPTION: HOW DOES IT WORK? Spell Absorption will return the spell point cost of an incoming spell to your spell point pool. You must have enough free spell points to absosrb the spell. For example, if spell will return 20 spell points, you must have at least 20 spell points free. If you only have 19SETTINGS.INI
Re: Settings.ini. Post. by Interkarma » Sat Jan 19, 2019 8:14 am. The persistent data path is also displayed at the bottom of the startup UI when you open the game. Here's a screenshot of mine, for example. data-path.jpg. You do not have the required permissions to view the files attached to this post.PERSISTENT DUNGEONS
Persistent Dungeons. Like the title says, this mod makes dungeons persistent so you can leave a dungeon and come back and stateful objects will remain like you left them (enemies, loot, doors, platforms & levers etc). By design, quest items / enemies should beSLOW FPS IN TAVERNS
I have a Radeon 8770 and Intel i7 (in a laptop, it's about 4 years old now) and get hits to the FPS in castles, taverns and dungeons. The FPS is dungeons is usually fine, sometimes it does slow down though. The castles have been the worst for me. As soon as I SKILL MAX IN UNITY 95 OR 100? Thanks for the reply, just wanted to make sure. I personally like that you can only master 1 and rest goes up to 95. Kinda ruined immersion when you could easily max everything in Morrowind and Oblivion withmaster trainers.
DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; Daggerfall Unity Beta 0.11.2; Localizing Strings in Daggerfall Unity – Part 5 DAGGERFALL WORKSHOP FORUMS Last visit was: Sat Jun 05, 2021 10:06 am. It is currently Sat Jun 05,2021 10:06 am
LIVE BUILDS
Daggerfall Game Files. A compatible set of free Daggerfall game files are required to play Daggerfall Unity. The following game files areprovided for
MAY BUILDS – LYCANTHROPY – DAGGERFALL WORKSHOP It’s almost the end of the month, which means a fresh round of Daggerfall Unity Live Builds.May comes bearing the full lycanthropy feature from curse through to cure.ENHANCED SKY
A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. Please message a moderator to have your mod moved into this forumarea.
TREES OF DAGGERFALL
TREES OF DAGGERFALL V1.0 is out. Thanks to @Hazelnut DU code tweaking, it is now possible to do 3D trees and with good performance. You cannow crank it
TEDIOUS TRAVEL 0.4.2 (2019-10-16) Hi jedidia, This is a very intriguing concept, and the implementation is surprisingly usable already! Impressive. My bug report: something fishy is happening with map search, sometimes I had to zoom the map region to get it working (otherwise the cursor would stay on mycurrent location).
EXPERIMENTAL SMALLER DUNGEONS Concept Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds(0.7.3
SETTINGS.INI
Downloaded the setup and the latest January build and want to try out the "smaller dungeons" option but I can not find the setting.ini file its not in the daggerfallunity_data like some say. DAGGERFALL GUARDS CAN'T GET ENOUGH OF ARRESTING ME Every time I go to Daggerfall I keep getting strung up with criminal conspiracy charges. This started relatively early on in my save. I moved to Wayrest for a while until my bad reputation for an assault charge cleared, and now I'm considered dependable in Daggerfall. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; Daggerfall Unity Beta 0.11.2; Localizing Strings in Daggerfall Unity – Part 5 DAGGERFALL WORKSHOP FORUMS Last visit was: Sat Jun 05, 2021 10:06 am. It is currently Sat Jun 05,2021 10:06 am
LIVE BUILDS
The following game files are provided for convenience and best compatibility across all platforms. DaggerfallGameFiles.zip ( external Google Drive link) See this forum post for recommended way to setup Daggerfall Unity on all platforms using above game files. See here for more ways to install Daggerfall Unity with various free distributionsof
MAY BUILDS – LYCANTHROPY – DAGGERFALL WORKSHOP May Builds – Lycanthropy. It’s almost the end of the month, which means a fresh round of Daggerfall Unity Live Builds. May comes bearing the full lycanthropy feature from curse through to cure. If you’re the kind of Daggerfall player who just loves to wolf out (or tusk out if you dig more on wereboars) then this update is for you!ENHANCED SKY
Enhanced Sky v2.1.0 for Daggerfall Unity June 2018 or later. Enhanced Sky v1.8.1 for older versions of Daggerfall Unity. Enhanced Sky was originally created by Lypyl and later rebuilt by Nystul for recent builds of Daggerfall Unity. Note: Overcast blocking of sun flares and moons not implemented inTREES OF DAGGERFALL
TREES OF DAGGERFALL. V1.0 is out. Thanks to @Hazelnut DU code tweaking, it is now possible to do 3D trees and with good performance. You can now crank it up all the way to Terrain Distance 4. (note that lower terrain distance settings will increase performance even more).V1.1.
TEDIOUS TRAVEL 0.4.2 (2019-10-16) Tedious Travel 0.4.2 (2019-10-16) A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game. Instead, you'll actually be traversing daggerfall, with a convienient EXPERIMENTAL SMALLER DUNGEONS Experimental Smaller Dungeons. Some time ago, I created a proof-of-concept for injecting smaller dungeon layouts for random dungeons. From next round of builds (0.7.3 or later), this will become available for general play-testing. To enable, open your settings.ini file and set the below option under section.SETTINGS.INI
Re: Settings.ini. Post. by Interkarma » Sat Jan 19, 2019 8:14 am. The persistent data path is also displayed at the bottom of the startup UI when you open the game. Here's a screenshot of mine, for example. data-path.jpg. You do not have the required permissions to view the files attached to this post. DAGGERFALL GUARDS CAN'T GET ENOUGH OF ARRESTING ME Daggerfall guards can't get enough of arresting me. Every time I go to Daggerfall I keep getting strung up with criminal conspiracy charges. This started relatively early on in my save. I moved to Wayrest for a while until my bad reputation for an assault charge cleared, and now I'm considered dependable in Daggerfall.DAGGERFALL WORKSHOP
Daggerfall Unity 0.11.3 is now available on Live Builds page. This is another general bug-fix release with some updates to mod system. Starting from this release, I’m attaching zipped builds along with patch notes to Releases page on GitHub. This will eventually become a longer-term archive for older builds even after they’re cleaned up from Live Builds page. DOWNLOADS – DAGGERFALL WORKSHOP Recent Posts. Localizing Strings in Daggerfall Unity – Part 6; Daggerfall Unity Beta 0.11.3; Daggerfall Unity Beta 0.11.2; Localizing Strings in Daggerfall Unity – Part 5 MAY BUILDS – LYCANTHROPY – DAGGERFALL WORKSHOP May Builds – Lycanthropy. It’s almost the end of the month, which means a fresh round of Daggerfall Unity Live Builds. May comes bearing the full lycanthropy feature from curse through to cure. If you’re the kind of Daggerfall player who just loves to wolf out (or tusk out if you dig more on wereboars) then this update is for you!REAL GRASS 2
Adds grass and, optionally, water plants, stones and flowers to the terrain of Daggerfall Unity. There are two variations available from settings: Realistic. Classic. Features. Grass adapts to seasonal changes with smooth size and color transitions. Increase flora variety with additional flowers and water plants. Easily customizable. SPELL ABSORPTION: HOW DOES IT WORK? Spell Absorption will return the spell point cost of an incoming spell to your spell point pool. You must have enough free spell points to absosrb the spell. For example, if spell will return 20 spell points, you must have at least 20 spell points free. If you only have 19PERSISTENT DUNGEONS
Persistent Dungeons. Like the title says, this mod makes dungeons persistent so you can leave a dungeon and come back and stateful objects will remain like you left them (enemies, loot, doors, platforms & levers etc). By design, quest items / enemies should beSETTINGS.INI
Re: Settings.ini. Post. by Interkarma » Sat Jan 19, 2019 8:14 am. The persistent data path is also displayed at the bottom of the startup UI when you open the game. Here's a screenshot of mine, for example. data-path.jpg. You do not have the required permissions to view the files attached to this post.SLOW FPS IN TAVERNS
I have a Radeon 8770 and Intel i7 (in a laptop, it's about 4 years old now) and get hits to the FPS in castles, taverns and dungeons. The FPS is dungeons is usually fine, sometimes it does slow down though. The castles have been the worst for me. As soon as I DAGGERFALL TOOL REPOSITORY Works not only for Daggerfall. Fallhack can install or load/unload compatible ('daggerhack/.dhk') mods each play session so the game files are not permanently changed. You can do a lot with this tool, such as editing material bonuses, weapon damage, etc without any hacking knowledge. DaggerClass (74 kb): by Andy Polis. SKILL MAX IN UNITY 95 OR 100? Thanks for the reply, just wanted to make sure. I personally like that you can only master 1 and rest goes up to 95. Kinda ruined immersion when you could easily max everything in Morrowind and Oblivion withmaster trainers.
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DAGGERFALL UNITY BETA 0.11.4 Posted on June 6, 2021June 6, 2021
by Interkarma
Daggerfall Unity Beta 0.11.4 is now available for download on LiveBuilds
and Releases
page. This is a heavy bug-fix build with some new mod support. As always, a big thank you to everyone adding new code, fixing bugs, and helping test. You all help make each release the best it can be. GENERAL FIXES & IMPROVEMENTSKABOISSONNEAULT
* Added the ability for mods to specify an item type as“noRepairs”
* Modding the character sheet’s Skills dialog UI mod system * Fix: Show biography skill bonuses during character creation * Added two event handlers for loot spawning * Added “weather”, “season”, and “climate” quest triggerconditions
* Added new time-related text macros * Expose the SpellMaker and its subwindows to mods UI * Added “resistance” formula overrides.FERITAL
* Cache RMB blocks
* Add %mn and %fn macros support to TalkManagerMCP * Change NPC knowledge in Talk Manager to match classic * Fix automap update not triggering on some occasions * Add a runtime method to fix invalid RDB blocks * Use classic hack to fix Orsinium overlapping blocksPANGO
* Resynchronize vital indicators after toggling large HUD bug * Quest and enchanted items exclusions wip * Fix Castle Wayrest backroom door messages not showing up (issue#1974)
* Stack identical books together (enhancement) * Immediately interrupt resting if you die * Prevent levitating and swimming diagonally from being 40% fasterbug
* Don’t reset lastSpell when using magic missile items bug * Use monotonic screenshot filenames * Preserve rumors line breaks on bulletin boardsJEFETIENNE
* Add Large HUD offset logic to FPSSpellCasting like in FPSWeaponL3LESSED
* SpeedChanger UpdatesHAZELNUT
* Allow water tile conversion to be handled by terrain texture mods * fix warning on trade window * Add new promptmulti action for 2-4 button message boxes in quests * Add OnItemHover to inventory window for mods * Open up spell book for mods * Fix typo in DFU macro %pg1 bug * Reset ship ownership on new game start bug * Enable player torch shadows based on spell shadows setting * Re-fix riding sprint in mods bug * Refactor guild service window UI mod system * Add formula for bank loansXJDHDR
* Fixed ArgumentOutOfRangeException on loading game with new dungeonmodels
* Extra features for the CustomDoor scriptJAY_H
* U0C00Y00 Fix
THELACUS
* Create ITerrainMaterialProvider and allow overriding by mods * Add “Create > C# Mod Script” menu for quickly adding new modscript
INTERKARMA
* Add back Rigidbody to PlayerAdvanced * Refill player vitals after banishment * Prevent Seducer stunlock during transformation * Fix out of work exception * Use questor billboard when moved by their own quests * Handle removal of magic items broken via combat hits * Visibly show effect of Drain Speed on enemies * Fix equipped “item used do” quest action handling and more * Fix multiple “teleport pc” into dungeon desync from world * Change Sx977 PlaySound usage * PlaySound now counts times sound is played * Fix ending condition for Lysandus’ Revenge * Add “print_quests” console command * Fix exiting non ground-level doors at higher terrain altitudes * Unlock Castle Daggerfall doors after teleporting inside * Console font fixes * Exclude Mantellan Crux “BOX” as crushing hazard * Fix custom region overlay on travel map * Do not process exhaustion event if player already dead * Store lastKeyCode during EventType.KeyDown handling * Force weather update after teleporting to different climate * Don’t import classis rumours in Save Explorer LOCALIZING STRINGS IN DAGGERFALL UNITY – PART 6 Posted on April 23, 2021April
23, 2021 by InterkarmaSERIES
Localizing Strings in Daggerfall Unity – Part 1 Localizing Strings in Daggerfall Unity – Part 2 Localizing Strings in Daggerfall Unity – Part 3 Localizing Strings in Daggerfall Unity – Part 4 Localizing Strings in Daggerfall Unity – Part 5 Localizing Strings in Daggerfall Unity – Part 6CUSTOM FONTS
_Note: Before progressing to this tutorial, please update source project to Daggerfall Unity 0.11.3 or later. This version has fixes required to complete this part in series._ In Part 3 of this series, we noted the _Korean (ko)_ locale would print out question mark characters (?? ???) instead of proper glyphs. This happens because Daggerfall Unity does not yet have an appropriate font asset to render these characters. The default fonts have a full complement of Latin characters but non-Latin languages require a new font to display their unique alphabet. This tutorial will demonstrate how to add a custom Korean font with a Hangul alphabet to Daggerfall Unity, but the same process can be used to add Cyrillic fonts, Kanji fonts, or even just a custom defaultfont.
The font we’ll be using is Noto Serif KR from Google Fonts. Click _Download family_ on that page to download the font used in this tutorial, or substitute with another TTF/OTF font for your language. Once downloaded, unzip the whole font family and locate _NotoSerifKR-Regular.otf_. This is the specific font we’ll be using. To start with, we’ll add this font to our Unity project. * In _Project _view, navigate to our _DemoTranslationMod/Resources_folder.
* Drag and drop the _NotoSerifKR-Regular.otf font_ into this folder with other resources. Unity will import this like below. CREATE TEXTMESHPRO FONT Daggerfall Unity uses TextMeshPro (TMP) fonts. Before we can see this font in game, we need to create a TMP font asset. * Click _Window menu_ > _TextMeshPro_ > _Font Asset Creator_ * Set _NotoSerifKR-Regular_ in _Source Font File_ by clicking the circle selector on right-hand side then selecting font Now we need to determine which character codes our TMP font will support. This will vary based on many factors unique to the target language, but the core concept is that we want to inform _Font Asset Creator_ which character codes from your alphabet to compile into your TMP font. Any characters not added to TMP font asset will continue to display as question marks in game. There are multiple ways to describe which characters to use. You can select from a basic list of settings, use decimal/hex ranges, import from another TMP font, import from a file, etc. Whatever method you use, keep track of the settings so you can add to it later if any characters are found missing. In this example, we’re going to use a subset of Hangul alphabet by directly entering the characters required. It’s better to start with a subset of characters for the region/dialect you’re targeting rather than just trying to include everything. Some languages have thousands of characters which can result in an unusable TMP atlas without enough fidelity. * In _Font Asset Creator_, drop down _Character Set_ selector and choose _Custom Characters_ * Copy and paste the following custom characters into the Custom Character List text box. Note the very first character is a spacecharacter.
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz가개갸거게겨고괴괘교구귀궤규그긔기나내냐너네녀노뇌놰뇨누뉘눼뉴느늬니다대댜더데뎌도되돼됴두뒤뒈류드듸디라래랴러레려로뢰뢔료루뤼뤠류르릐리마매먀머메며모뫼뫠묘무뮈뭬뮤므믜미바배뱌버베벼보뵈봬뵤부뷔붸뷰브븨비사새샤서세셔소쇠쇄쇼수쉬쉐슈브븨비아애야어에여오외왜요우위웨유으의이자재쟈저제져조죄좨죠주쥐줴쥬즈즤지차채챠처체쳐초최쵀쵸추취췌츄츠츼치카캐캬커케켜코쾨쾌쿄쿠퀴퀘큐크킈키타태탸터테텨토퇴퇘툐투튀퉤튜트틔티파패퍄퍼페펴포푀퐤표푸퓌풰퓨프픠피하해햐허헤혀호회홰효후휘훼휴흐희히역을선택십시1234567890‘?’“!”(%){@}/&\<-+÷×=>®©$€£¥¢:;,.*… The above characters are enough for this tutorial, but will need to be expanded for full language support. This is how it looks in _Font Asset Creator_. We’re also adding the basic English alphabet to have a well-rounded font that can still display any untranslated Englishtext.
Click _Generate Font Atlas_ to render all the specified characters into a TMP atlas. Once you’ve created the atlas, you’ll see all the characters packed like below. Click for full size. TextMeshPro renders glyphs using signed distance fields (SDF). How this works is outside the scope of this tutorial, but to summarise it’s a way of representing fonts using mathematical values that can maintain smooth shapes at any resolution. In the output field, take note of the _Missing characters_, _Excluded characters_, and “characters missing from font file”. This will display any character codes you requested but could not be found in the provided TTF/OTF font. If your source font is missing any important characters, then it’s necessary to locate another TTF/OTF font containing those characters. Depending on your font requirements, you might want to increase _Atlas Resolution_, e.g. to 4096×4096 or higher to support more characters with good fidelity. You can also adjust packing method, sample size, etc. for your specific font needs. For this tutorial, the atlas generated above is good enough. Click the _Save_ button and save your new TMP font to _DemoTranslationMod/Resources_. We’ll use the default name in a moment, please don’t change it. This creates a new TMP font asset like below with the name “NotoSerifKR-Regular SDF”. This new SDF asset contains the atlas and other information required to render the TMP font in Daggerfall Unity. You can come back and recreate the font later with different properties or more charactersif needed.
ASSOCIATE FONT WITH LOCALE There’s one more step before can see this font in game. We need to associate our custom font with the correct locale so that Daggerfall Unity knows to use it. This is done using the _StartupScript.cs_ code we created previously. Open _StartupScript.cs_ in your code editor and replace the entire contents with below. Don’t forget to save your changes!using UnityEngine;
using UnityEngine.Localization; using UnityEngine.Localization.Settings; using DaggerfallWorkshop.Game; using DaggerfallWorkshop.Game.Utility.ModSupport; using DaggerfallWorkshop.Game.UserInterface; namespace DemoTranslationMod{
public class StartupScript : MonoBehaviour{
// Define the names of translated string table collections const string runtimeInternalStrings = "Demo_Strings"; const string runtimeRSCStrings = "Demo_RSC"; public static Mod mod; public static void Init(InitParams initParams){
mod = initParams.Mod; var go = new GameObject(mod.Title); go.AddComponent}
private void Awake(){
// Set TextManager properties to use translated string table collections TextManager.Instance.RuntimeInternalStrings = runtimeInternalStrings; TextManager.Instance.RuntimeRSCStrings = runtimeRSCStrings;// Load KO font
DaggerfallFont font_ko = new DaggerfallFont(DaggerfallFont.FontName.FONT0003); font_ko.LoadSDFFontAsset("NotoSerifKR-Regular SDF"); // Assign KO font Locale ko = LocalizationSettings.AvailableLocales.GetLocale("ko");if (ko)
{
TextManager.Instance.RegisterLocalizedFont(ko, DaggerfallFont.FontName.FONT0003, font_ko);}
Debug.Log("StartScript has completed.");}
}
}
Let’s take a look at what changed. To start with, we added some new _using_ statements. These import some extra functionality to thescript.
using UnityEngine.Localization; using UnityEngine.Localization.Settings; using DaggerfallWorkshop.Game.UserInterface; Then we added the following code to associate our custom font with the KO locale to Daggerfall’s FONT003. This is the default font used in most parts of the game.// Load KO font
DaggerfallFont font_ko = new DaggerfallFont(DaggerfallFont.FontName.FONT0003); font_ko.LoadSDFFontAsset("NotoSerifKR-Regular SDF"); // Assign KO font Locale ko = LocalizationSettings.AvailableLocales.GetLocale("ko");if (ko)
{
TextManager.Instance.RegisterLocalizedFont(ko, DaggerfallFont.FontName.FONT0003, font_ko);}
First, we create a custom DaggerfallFont called _font_ko_. By default we’re loading FONT003, but we’ll replace this in a moment with ourcustom font.
Second, we tell _font_ko_ to load our custom font asset using LOADSDFFONTASSET(). Any font created using the TextMeshPro Font Asset Creator should load OK. _Reminder: you need to be on Daggerfall Unity0.11.3 or later._
Finally, we try to get the “ko” locale and only continue if this locale is found. If the locale is found, we associate our custom DaggerfallFont with the “ko” locale using REGISTERLOCALIZEDFONT(). When this code executes at startup, Daggerfall Unity now knows it should use a different font when rendering FONT003 within the _Korean (ko)_ locale. You can associate the same SDF font with FONT001, FONT002, etc. but you might want to use different styles of typefaces to better match the desired look and feel in your translation. Make sure your changes are saved, then we can try this font in game. * Click _Play_ to start the game and click through to title menu. * Use the _locale_ drop-down to select _Korean (ko)_ in _Game_ view. * Click _Start New Game_ in title menu. If everything works as expected, our custom font will be selected and used with our translated text example. Click _Play_ again to stop game. To summarise, creating a custom font requires the following steps: * Locate appropriate TTF/OTF source fonts for your language. These fonts must contain all the alphabet characters you need for yourtranslation.
* Import the TTF/OTF font into Unity project. * Use the_ Font Asset Creator_ to generate a custom TMP font asset with the required characters and resolution. * Associate new font with your custom locale and related Daggerfall font in startup C# script. You might need to recreate font several times when creating your translation mod, either to add new characters, change resolution, or just finetune the look and feel. If you change the asset name, don’t forget to update this in your startup script. Now that we have a custom font, we can move on to packaging our localisation to standalone files. This will be covered in _Localizing Strings in Daggerfall Unity – Part _7. DAGGERFALL UNITY BETA 0.11.3 Posted on April 19, 2021April 19,
2021 by Interkarma
Daggerfall Unity 0.11.3 is now available on Live Buildspage.
This is another general bug-fix release with some updates to modsystem.
Starting from this release, I’m attaching zipped builds along with patch notes to Releases pageon GitHub.
This will eventually become a longer-term archive for older builds even after they’re cleaned up from Live Builds page. If there’s enough demand, I can work through attaching older builds to previous releases on this page. Now that I’m finally caught up with code review, I’ll be able to get back into the localization tutorial series. This series was pending some fixes rolled out in 0.11.2 and 0.11.3, so please be sure to update before the next article in series is published. QUEST DEBUGGER INPUT CHANGES The quest debugger has a few changes to input settings. These changes are to prevent accidentally opening debugger during normal play, free up the Tab key for other uses, and to make shortcuts easier on non-US keyboards. For example, the square bracket keys are not so easy to use on AZERTY keyboards. If you are not a quest author or don’t care about quest debugger, you can ignore these changes. * Quest debugger is now disabled by default. Must edit ENABLEQUESTDEBUGGER=TRUE in _settings.ini_ to activate it again. * CTRL+SHIFT+D now cycles through debugger display statesoff/partial/full
* CTRL+SHIFT+LEFTARROW now opens previous active quest while debuggeractive
* CTRL+SHIFT+RIGHTARROW now opens next active quest while debuggeractive
* CTRL+SHIFT+UPARROW now teleports to next dungeon quest marker while debugger active inside dungeon * CTRL+SHIFT+DOWNARROW now teleports to previous dungeon quest marker while debugger active inside dungeon _Note:_ Some inputs might move character, e.g. Ctrl+Shift+D will also move character slightly to right when activating debugger. This is expected and not considered a breaking issue for a debug/development feature that is normally disabled. GENERAL FIXES & IMPROVEMENTSPANGO
* Potion maker: Fix issues tracking ingredient stack count between cauldron and player inventory * Conjured arrows: Don’t stack conjured arrows with differenttime-to-live
* Conjured arrows: Always shoot conjured arrows first, priority tolowest time-to-live
* Conjured arrows: Change colour of arrows to show if conjured or real in inventory and arrow counter on HUD * Conjured arrows: Prevent shooting a conjured arrow converting to areal arrow
FERITAL
* World: Fix classic bug relating to %ef macro not using correct local race for building namesHAZELNUT
* DaggerfallQuestJournalWindow: Change access permissions to allowoverriding by mods
* DaggerfallQuestJournalWindow: Allow events to be overridden by mods * DaggerfallLoot: Allow mods to add or modify loot items via FormulaHelper.ModifyFoundLootItems() override * Inventory UI: Right-click now works as described in Daggerfall manual to perform complement of equip/remove, appearance cycling movedto middle-mouse
KABOISSONNEAULT
* DaggerfallInventoryWindow: Change access permissions to allowoverriding by mods
* Biographies: Fix issues parsing patched BIOG files * Biographies: Add ability to add custom biographies * FormulaHelper: Add hook to override CalculateCasterLevel * FormulaHelper: Add hooks to override spell costing formulas CalculateTotalEffectCosts, CalculateEffectCosts, ApplyTargetCostMultiplier * Magic: Fix spells with multiple effects ending too earlyBL4CKH34D
* World: Fix incorrect nature billboards at climate bordersXJDHDR
* ActionDoor: Add support for MeshCollider * RuntimeMaterials: Fix bug where dungeon texture not applied if runtime material not attached to base object * MeshReplacement: Fix regressions of new scripts not added tomod-added models
THELACUS
* TextBox: Do not draw defaultText if nullINTERKARMA
* World: Extend town borders by 4096 units – increases distance at which flavour text is displayed, guards will chase player out of town,etc.
* Magic: Fix player not receiving payload of Damage Fatigue effect * Formula: Fix randomness of levelup health roll so this is always different, even after a reload * Localization: Fix exception when determining size of new font atlas using deprecated fields * Engine: Update Addressables package to 1.17.17 DAGGERFALL UNITY BETA 0.11.2 Posted on March 23, 2021March 30,
2021 by Interkarma
Daggerfall Unity 0.11.2 is now available on Live Builds page. This is a general bug-fix release with some updates to modsystem.
NEW FEATURES
CUSTOM MOBILE UNITS (THELACUS) TheLacus has taken a big step towards support for replacing enemies with custom graphics, including 3D models. See gif below for an example of this in action using a humble cube. If you don’t think a cube is that amazing, consider this a 3D model injected by a mod into an enemy mobile unit to alter it’s appearance. The same could be done with a fully animated 3D model. There are some limitations around this for now, notably that classic enemy attack triggers are linked to sprite animation frames. So for now a modder would also need to reimplement parts of combat to fully replace model. But this is something that can be refined over time as the community starts experimenting with this feature and sending theirfeedback.
TELEPORT TO ANY DUNGEON MARKER (INTERKARMA) This is a very minor improvement to quest debugger that finally reimplements a test/cheat feature from classic. When quest debugger is open (default LeftShift+Tab) you can now use Shift+ keys to cycle forwards and backwards through _all markers_ in a dungeon. This doesn’t require a quest to be active in dungeon, only for the quest debugger to be open while player is in a dungeon. This is handy for situations like teleporting to Medora’s room in Direnni Tower, as she’s a permanent NPC without a specific quest marker. The keybinds for quest debugger and cycling through markers can be changed in StreamingAssets/Text/DialogShortcuts.txt. GENERAL FIXES & IMPROVEMENTS Lots of bug fixes small and large from our awesome community of devs.HAZELNUT
* Fix dictionary access for non-existent world variant keys * Prevent “remote” Place quest selection from randomly selectinglocal Place
* Don’t restrict shields by plate or chain to match classic * Move hardcoded info panel colour into DaggerfallUI * Allow non-member quests to have rep requirements – to fix non-joinable Witch Coven quest dispensing * Fix Oghma removal after use to function from everywhere includingwagon
ASESINOBLADE
* Change HotKeySequenceProcessed from Bool to Enum * Add forward thrust to click to attack – previously this move wasnever selected
DEEPFIGHTER
* Fix formatting of date lines in diary entries of questsKABOISSONNEAULT
* Fixed misnamed formula overrides for CalculateFatigueRecoveryRate and CalculateSpellPointsRecoveryRate * Fix torch burning ticks progressing while game is paused * Fix %hpw inconsistent with classic for Dunmer charactersTHELACUS
* Import mod settings and presets files after create or changes fromeditor window
* Fix mod settings not accepting negative float values * Fix mod asset loading on Turkish culture * Fix RuntimeMaterials by ignoring climate when using dungeon table * Improve support of mod localization through CSV text tablesPANGO
* Toggle large HUD with F10 like classic * Fix interacting with HUD when cursor not active on Linux * Fix NullReferenceException * Horse now has constant jump height to clear hedgesJEFETIENNE
* Add joystick middle-click keybind and set joystick UI controls toprotected
* Prevent accidental axis button “presses” from binded movementand camera axes
XJDHDR
* Reduce delay filling Dungeon variable in PlayerEnterExit * Add detailed exception handling and logging to BookReader * Automap check CombineRDB state before resetting so it stays disabled if previously set in editor * Automap move mesh and material update to separate script and optimise automap creation times * Fix texture table in dungeon automap to match environment * RuntimeMaterials automap type differentiation for interior typesand other models
* Add support for the discovery state of OBJ models to be saved andloaded
* Fix some editor warningsINTERKARMA
* Fix vampires not being offered vampire quests * Restore per-task click rearming * Update DaggerfallFont to use .atlasTexture instead of deprecated.atlas
* Deprioritise System Locale Selector to prevent an error during localization development * S0000011: Fix needing to click Barenziah twice with Chapter 6before quest ends
* S0000011: Fix clicking Gortwog to hand in Chapter 6 with per-taskclick rearming
* S0000011: Reordered gold reward so it doesn’t interupt Barenziah’s information at end of quest * N0B00Y16: Fix issue of clicking on _merchant_ at wrong timestalling quest
* S0000021: Fix King of Worms potentially spawning into Sentinelduring quest
* S0000021: Fix logic issues with click handling carried over fromclassic
* S0000021: Fix success condition to correctly check player haskilled lich
* M0B21Y19: Fix _victim_ default home being selected as local and stashing live version of dead NPC LOCALIZING STRINGS IN DAGGERFALL UNITY – PART 5 Posted on February 26, 2021April
23, 2021 by InterkarmaSERIES
Localizing Strings in Daggerfall Unity – Part 1 Localizing Strings in Daggerfall Unity – Part 2 Localizing Strings in Daggerfall Unity – Part 3 Localizing Strings in Daggerfall Unity – Part 4 Localizing Strings in Daggerfall Unity – Part 5 Localizing Strings in Daggerfall Unity – Part 6CREATE MOD SETTINGS
We’ve now created new locales, string tables, imported text, translated text, and seen how to manually enable translated text in-game. We’ve also worked through concepts unique to Daggerfall Unity like character remapping, macros, and RSC markup. The next step is to create our mod settings. * Click _Daggerfall Tools menu > Mod Builder_ * Click _Create New Mod_ * Navigate to path _Assets/Game/Mods/DemoTranslationMod_ * Set _Filename_ to _DemoTranslationMod_* Click _Save_
* Fill out some information about your mod, such as mod name, version, creator name and contact, etc. * Select the platforms you want to build for. We’re just building for Windows in this tutorial. * Click _Save Mod Settings to File_ to save our settings. This should be done any time the settings are changed in _Mod Builder_. You should now have something like below (click for full size). Click _Save Mod Settings to File_ and close the _Mod Builder_ window.VERIFY MOD FOUND
After completing Part 4, you should have the _DaggerfallUnityStartup_ scene open. If not, please open this scene now from _Assets/Scenes_. Daggerfall Unity will load any mod settings found as a _virtual mod_ when starting from launcher scene. We’re going to check our new modsettings are found.
* Click editor PLAY button to start game * Click _Mods_ button in launcher * Verify that _Demo Translation Mod_ is listed under _Mods Found_ andit is _Enabled_
Click editor PLAY button again to stop game. _Note: If you forget to stop PLAY from editor, your future changes will not be saved. Unity will revert editor changes when PLAY isstopped._
CREATE MOD SCRIPT
We’re now going to create a small C# script for our mod to coordinate everything at startup. To begin with, this script will simply set the translated text tables to _Live String Tables_, as we did manually in Part 3. * In _Project_ view, navigate to _Assets/Game/Mods/DemoTranslationMod/Assets_ * Right-click in empty space space inside this folder and click _Create menu > Folder_ to create a new folder * Name this folder SCRIPTS Now we can create our C# script. * Navigate into SCRIPTS folder above * Right-click in empty space inside this folder and click _Create menu > C# Script_ to create a new C# script * Name this script STARTUPSCRIPT (Unity will automatically save with.cs extension)
Double-click STARTUPSCRIPT to open it in your configured code editor. Replace the full contents with below and save changes.using UnityEngine;
using DaggerfallWorkshop.Game; using DaggerfallWorkshop.Game.Utility.ModSupport; namespace DemoTranslationMod{
public class StartupScript : MonoBehaviour{
// Define the names of translated string table collections const string runtimeInternalStrings = "Demo_Strings"; const string runtimeRSCStrings = "Demo_RSC"; public static Mod mod; public static void Init(InitParams initParams){
mod = initParams.Mod; var go = new GameObject(mod.Title); go.AddComponent}
private void Awake(){
// Set TextManager properties to use translated string table collections TextManager.Instance.RuntimeInternalStrings = runtimeInternalStrings; TextManager.Instance.RuntimeRSCStrings = runtimeRSCStrings; Debug.Log("StartScript has completed.");}
}
}
ADD SCRIPT TO MOD
Now we have a script to set our string tables at start, we need to add this script to our mod’s list of assets. * Click _Daggerfall Tools menu > Mod Builder_ * Select STARTUPSCRIPT in _Project view_ * Click _Add Selected Assets_ in _Mod Builder_ * Expand FILES in _Mod Builder_ (click the little arrow next to Filesto expand/contract)
* Confirm that STARTUPSCRIPT has been added to list of assetsincluded in mod
* Click _Save Mod Settings to File_ and close _Mod Builder_. Now start the game with PLAY in Unity Editor. Click _Play_ again on the launcher screen to start game as normal. As the main game starts, you should see the following output to _Console_ view. It will be near the end of output, but you might have to scroll up a little. The highlighted line below was emitted by our mod script, so we know it ran the Init() method. If you don’t see the above, check that STARTUPSCRIPT is added to _Mod Builder_ and you clicked _Save Mod Settings_ to save changes. Be careful not to make editor changes while the game is playing. Now script has executed, click on TEXTMANAGER in _Hierarchy_ view while game is running and confirm script has set correct names to _Live String Tables_ in _Inspector_ view. This live change by our script will only persist until game closes. Now test translated strings are being used. We’ll test this by starting a new character as we did in Part 3. * Select _French (fr)_ locale from selector at top-right of _Game_view.
* Click _Start New Game_ * Confirm French language is shown Click PLAY in editor to stop the game. We now have a Daggerfall Unity mod including translated string tables and a C# script to coordinate settings. We will continue to build on this in _Localizing Strings in Daggerfall Unity – Part 6_.
LOCALIZING STRINGS IN DAGGERFALL UNITY – PART 4 Posted on February 25, 2021April
23, 2021 by InterkarmaSERIES
Localizing Strings in Daggerfall Unity – Part 1 Localizing Strings in Daggerfall Unity – Part 2 Localizing Strings in Daggerfall Unity – Part 3 Localizing Strings in Daggerfall Unity – Part 4 Localizing Strings in Daggerfall Unity – Part 5 Localizing Strings in Daggerfall Unity – Part 6 UNDERSTANDING RSC MARKUP Before configuring our mod for distribution, we’re going to look back at the _Demo_RSC_ string table from Part 2. Here, you saw tags like and combined with plain text. This is called _RSC markup_. See screenshot below with some markup highlighted. To fully translate Daggerfall’s text will require an understanding of how to use this markup in RSC strings. Strings imported from TEXT.RSC contain bytecode controlling how each line of text is to be formatted. Like TEXT.RSC itself, this bytecode is in a binary format and is not easily read or edited by humans. If this bytecode stream was to be translated directly into numbers with no other changes, it would look something like below. STRENGTH Strength governs encumbrance, weapon damage and the ease of increasing strength-related skills. With your strength of %str, you are considered %ark %dam (modifier is factored into your (hand-to-hand / weapon damage. %enc (kilograms is your maximum encumbrance. This is obviously not pleasant for humans to work with. To overcome this, Daggerfall Unity’s localization system converts raw RSC bytecode into neatly formatted RSC markup with plain-text codes standing in for raw numbers. Line breaks are added where appropriate to help make text more readable and simulate how it will format in-game. The end result seen in RSC string tables now looks likebelow.
STRENGTH
Strength governs encumbrance, weapon damage and the ease of increasing strength-related skills. With your strength of %str, you are considered %ark %dam modifier is factored into your hand-to-hand / weapon damage. %enc kilograms is your maximum encumbrance. At runtime, RSC markup text is converted back into a bytecode stream and printed to screen by Daggerfall’s UI based on these codes. It’s important not to translate markup codes. Anything contained inside of square brackets in an RSC-compatible string table will be treated as markup code. Following is a summary of supported codes so far. * – Centre align this line and starts new line. * – Left align this line and starts a new line. * – Starts a new line. * – Ends a sub-record for multi-record text (e.g. variants of answers or rumours in conversations). * – Requests a prompt from player (e.g. entering “yes” to open gates in Castel Daggerfall). * – Position prefix for text aligned within UI (e.g. indented text under some other text). The X and Y values determine how far text is offset or indented from start position. * – End orecord. Each RSC record must contain once all data is completed. This tells the reader there are no more subrecords or data to read for this key. As you work through the RSC strings, remember to never change anything between square brackets or the formatting will be broken. And as a general rule, any markup code at the end of a line will also start a new line, except for which terminates the record. UNDERSTANDING MACROS You might have noticed many strings contain a word prefixed with % character, e.g. %STR in text above. In Daggerfall Unity, these are called _macros_, as they expand into some other text when printed out. For example, %STR will be converted into the character’s actual _STR_ value at time text is printed – e.g. 65 will be printed in-game in place of %STR. There are over a hundred different macros in Daggerfall, so they won’t be covered in detail here. Just keep in mind that like markup codes above between , you should never translate a macro prefixed with %. This macro code has special meaning to the game and changing it will break the purpose of the text and result in an _unhandled_error.
VARIANTS IN LEGACY IMPORT There are a few places where Daggerfall Unity doesn’t have the exact same string records as classic. The main example of this is TEXT.RSC record 9000 – questions and answers for class questionnaire. In classic, this is one large record with dozens of entries terminated by a special separator character. This record is so large that it’s very difficult for humans to edit even with RSC markup, and the length of text breaks the Unity string editor UI. To overcome this, Daggerfall Unity splits record 9000 into multiple new records not present in classic TEXT.RSC – 9000.1 through 9000.40. Each record represents a single question/answer block for class questionnaire and does away with special separator character. If you import legacy TEXT.RSC translations as we did with French and German, you will note that IDs 9000.1 through 9000.40 are notpopulated.
It will be necessary to manually translate these 40 records again, following the formatting example shown in English. The other locales did not use a legacy TEXT.RSC file so imported with the default English language version of text.TRANSLATE SOME RSC
Earlier in this series, we mentioned it’s also possible to translate English strings. There are a few reasons you might want to create an English translation, such as to fix spelling and formatting, or to change the “flavour” of text to create a unique game experience inyour mod.
For a bit of fun, we’ll translate the English record for STRENGTH info popup into pirate speak. Please be sure to have completed Parts 1-3 and confirmed your translated string tables appear in game. It helps if you have a save game to load here, as we’re going to view something on the Character Sheet which requires an actual character. If you don’t have a character available, quickly start a new game to put together a basic character, then save that game. To translate your STRENGTH info popup. * Click _Window menu > Asset Management > Localization Tables_ * Dropdown _Selected Table Collection_ and select _Demo_RSC(StringTable)_
* Locate _key_ 0 for STRENGTH text. It will be at top of string table * If you need to, enlarge editor window and drag around column widths until you can comfortably edit the _English (en) value_ * Copy and paste the entire block of text below into the _English(en) value_ field
STRENGTH
Ahoy matey! Strength governs yer encumbrance, weapon damage an' the ease o' increasin' strength-related skills. with yer strength o' %str, ye be considered %ark %dam modifier be factored into your hand-to-hand / weapon damage. %enc kilograms be yer maximum encumbrance. This should look like below. You can now close the _Localization Tables_ editor. To see yourchanges in-game:
* Click PLAY to start game * Ensure _English (en)_ is selected at the top-right of _Game_ view * Load a previously saved character * Press F5 to open the _Character Sheet UI_ (if you’ve changed this keybinding from default, use that key instead) * Click on STR button to open the STRENGTH info popup If everything has worked, it will look like below in-game. PREPARING TO DISTRIBUTE MOD So far, we’ve done everything directly in the Unity Editor. This is fine for testing, but we eventually want to distribute translations so that others can use them. Getting ready for distribution will be the focus of next parts in this series. Before we move on, we need to undo a couple of changes made in editor while testing. Moving forward, we’ll be preparing mod as if our translation work is completed and it’s time to ship the mod. The first change to undo is the manual setting to use our string tablecollections.
* In _DaggerfallUnityGame_ scene, click the TEXTMANAGER object * On the TEXTMANAGER inspector, reset _Live String Tables_ and other settings back to defaults as shown in below screenshot * Save the scene using _File menu > Save_ We’re done with copying string tables, so empty those settings also. Because we’re going to create a .dfmod for distribution, we need to ensure the _DaggerfallUnityStartup_ scene is how we start the game. This scene is responsible for loading mods, and going direct to the game scene like we did for testing will skip this essential process. Please open the _DaggerfallUnityStartup_ scene now, and keep this scene open as you work through remainder of tutorial series. Once you’ve opened _DaggerfallUnityStartup_ scene, please check the settings for TEXTMANAGER to ensure they’re still set to defaults as pictured above. We did not change startup scene’s TEXTMANAGER, but please check it hasn’t been changed by mistake. Now that we’ve reset TEXTMANAGER properties and opened _DaggerfallUnityStartup_ scene, we’re ready for _Localizing Strings in Daggerfall Unity – Part 5_.
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* Daggerfall Unity Beta 0.11.4 * Localizing Strings in Daggerfall Unity – Part 6 * Daggerfall Unity Beta 0.11.3 * Daggerfall Unity Beta 0.11.2 * Localizing Strings in Daggerfall Unity – Part 5 Get the most recent version of Daggerfall Unity:Live Builds+ +
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