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  1. Take Elite Dangerous commodity market as example. Each starport produces certain goods and consumes others. While ED has a robust simulated economy, you wouldn't even have to implement it in your mod. All you need to create is a npc that sells and buys specific goods and maybe a small abode to protect them from the elements, and some relevant clutter. Solitude, for example, could import wood, furs and export luxury goods (brought by the ships). Whiterun would export mead, vegetables and import luxury goods. Dawstar could export minerals, Falkreath could export animal meat and fur, These itens would be new additions to the game and not be useable by any other means beyond simply selling them. They could come in wooden boxes, sacks or barrels and be extremely heavy, with discreet inventory models (no need for new ones). They would benefit from other already existing mods, such as horse inventory, carriage and boats. You could also disable fast travel while trading goods were under the player's possession, for more immersion, and maybe add some random encounters of highwaymen trying to steal your goodies. Anyway, I hope you at least found this read entertaining. Pictured: Fabled Lands' cargo panel and Elite Dangerous' commodity market.
  2. is there a way/mod that shows a small pop up window telling you what house or building you are staring at? It took an hour to find a house for the fighters guild
  3. So I haven't played this in awhile but I've been wanting to get back into it. The thing is before I was playing the GOG cut and this time I wanted to install the latest version instead and add in mods to customize the experience myself. I really like some of the mods available now that aren't included in the GOG cut, but after spending a few hours setting things up and playing the game I noticed a couple of minor issues. The first issue is that when I sleep in a tavern it moves me into a predetermined bed instead of the one that I went to initially, which I just checked and is not an issue in the GOG cut. Not a huge issue but it's a little immersion breaking and I've found some rooms across the world that I really like and have certain charm. The second issue is that when I go to the coast, well there is no coast. I can just keep running and never reach the ocean, even if on the map it shows me in the middle of the sea. Again, not super noticeable in regular gameplay because the map is so huge and I'm rarely right there on the coast, but it's another little immersion breaking thing and it sours the experience for me a bit. Also I'm not sure if this is related to the second issue but I feel like it might be. Is there any reason to have one terrain mod over another? Like if I have Mountains and Hills do I get anything out of Interesting Eroded Terrain, World of Daggerfall Project, or Wilderness Overhaul? Any conflicts? Is there one that you personally prefer for any reason? I want to have the perfect playing experience but so far the GOG cut seems like a nice complete experience with no real issues (for me anyway) and I might just go with that if I can't figure this out.
  4. In an effort to make custom class of an archer with a little magic I discovered I had to recreate the archer class from scratch from online information sources. Is there a way to save a custom class and load it later? Or to load an existing class to tweak it? I think this would be a useful tool for players especially when going between updates of DFU.
  5. Sat, 06 Apr 2024 16:37:03 GMT - warn: failed to link link=StandaloneWindows\convenientquestlog.dfmod.meta, source=Convenient Quest Log 2.1-189-2-1-0-1704710220, error=EINVAL: invalid argument, link 'C:\Users\gman2\AppData\Roaming\Vortex\daggerfallunity\mods\Convenient Quest Log 2.1-189-2-1-0-1704710220\StandaloneWindows\convenientquestlog.dfmod.meta' -> 'C:\Users\gman2\Desktop\dfu_windows_64bit-v1.0.0\DaggerfallUnity_Data\StreamingAssets\StandaloneWindows\convenientquestlog.dfmod.meta' Sat, 06 Apr 2024 16:37:03 GMT - warn: failed to link link=StandaloneWindows\StandaloneWindows, source=Convenient Quest Log 2.1-189-2-1-0-1704710220, error=EINVAL: invalid argument, link 'C:\Users\gman2\AppData\Roaming\Vortex\daggerfallunity\mods\Convenient Quest Log 2.1-189-2-1-0-1704710220\StandaloneWindows\StandaloneWindows' -> 'C:\Users\gman2\Desktop\dfu_windows_64bit-v1.0.0\DaggerfallUnity_Data\StreamingAssets\StandaloneWindows\StandaloneWindows' Sat, 06 Apr 2024 16:37:03 GMT - warn: failed to link link=StandaloneWindows\StandaloneWindows.meta, source=Convenient Quest Log 2.1-189-2-1-0-1704710220, error=EINVAL: invalid argument, link 'C:\Users\gman2\AppData\Roaming\Vortex\daggerfallunity\mods\Convenient Quest Log 2.1-189-2-1-0-1704710220\StandaloneWindows\StandaloneWindows.meta' -> 'C:\Users\gman2\Desktop\dfu_windows_64bit-v1.0.0\DaggerfallUnity_Data\StreamingAssets\StandaloneWindows\StandaloneWindows.meta' Sat, 06 Apr 2024 16:37:03 GMT - warn: failed to link link=StandaloneWindows\Textures\LootMenu\lootMenuBackground.png, source=LootMenu Main-226-1-2-1632941195, error=ENOENT: no such file or directory, mkdir 'C:\Users\gman2\Desktop\dfu_windows_64bit-v1.0.0\DaggerfallUnity_Data\StreamingAssets\StandaloneWindows\Textures'
  6. Hi All There is a good quest in Daggerfall city where you get told that at night a Werewolf is killing animals.I accepted the quest and made a potion with a way to make a person reveal his true werewolf identity. But Im not sure which NPC is the Werewolf and I was wondering if anyone has ever completed this quest and if you can give me tips, not spoilers, about who I should use potion on? Is the person in a Tavern or Inn? I couldnt find any information on this quest so has anyone completed it?
  7. Hello everybody! I'd like to edit the: -strength - carriable weight ratio -the weight you can transport to remain afloat I'd be very grateful to learn the way I can do this. EDIT: I edited one of my savegames and fixed the low magic problem but I still need your help for the 2 other problems. EDIT 2: By the way whoever created the SaveData file has all my gratefulness and respect, this feature is a very great improvement for the gaming pleasure. :-)
  8. I need help installing mods on Daggerfall Unity with Vortex. The mods do not appear as plugins (there is no plugin tab), and Daggerfall Unity does not find any mods enabled. It seems the only advice I have seen others received is to install manually. Does the mods not work with Vortex, or is it just me doing something wrong? Thanks in advance for any help.
  9. Been playing Daggerfall since launch and I could tell you everything about hacking save files, but now I can't even figure out how to open a zipped file without breaking my computer. Is there a free answer that won't bloat my pc with adware?
  10. A mod that influences the 'Skill Advancement For Class' by only applying a big impact when selecting "Derp+" (Disadvantage) or "Derp-" (Advantage) In the respective menus. In other words, it's to new "dummy" dis/advantages added to the game, nothing more. They only influence (greatly) the 'Skill Advancement For Class' I'm fairly certain making two "empty" dis/advantages will be easy. In a way, i bet it's just copy/paste, then tweak, save, compile, upload. I just have little idea of where to even begin... Not as easy as just firing up the creation kit or some such, hehe. I'll, of course, poke around in the base game files (not the unity game) and see what i learn, but usually i don't get far, and left to post on a forum. Decided to post first, before looking, for once. (might be dumb of me to do...)
  11. This is not so much a mod request as a concept for one. It would overhaul the cities to be more immersive. As stated before I am not a programmer but want to share my ideas. If you think it is a good idea, give me a thumbs up, share, comment, etc. If you visit any city in real life you will see that most are not perfectly flat. There are hills, tall and short buildings, bad and good parts of town, etc. For small villages and towns the flat layout works but when you get to big cities this frying plan flat element is extremely obvious. So here are a few mods that when added together overhaul the cities. 1. Unlevel ground: The in game feature that levels the ground for cities still works but does not reduce everything perfectly flat. Instead you have slopes, hills, but no cliffs. This means two additional mods are required for walls and buildings. 2. Sectional walls: To work with unlevel grounds city walls are now sectional with divisions being at the towers. The height of the wall snaps up or down per level within the tower. The wall sections are always one level above the ground based on the highest point of the slope it spans that is if wall tops are always flat, or have new models with slopes. The towers are accessible without keys. But lower level doors may be locked. 3. Accessible buildings. If you have a building on a hill the door can be above you with the default model. This mod requires buildings to have a deeper base with a wrap around staircase. The buildings would be sunk into the ground so the side on the higher end of the hill is ground level but the front is now above the ground. Thus the stairs. 4. City layout roads: This is a rework of how roads are made in cities. They are created first then the buildings around them. Giving the roads a reason instead of randomly placed between buildings. Rules such as "all roads lead from the city gates to the center of the city" would come first, then branch out. Roads could now have randomly generated street names. 5. Economic Districts: Creates sections of towns that are visibly wealthier or poor. A signifier of crime and the lack of guard response time. Possibly wider roads, more trees for wealth and tight roads with no greenery for poor. 6. City Overgrowth: Buildings can now be outside the city walls. This creates a small walled city, then an expansive wall-less city surrounding the outside it. New buildings could be available such as Stables for your horses! 7. City Farms: If there is a walled city, there has to be farms to support it. Gives every city or town a need for a food source. Miles and miles of FARMS! Possible new farm models that ignore the "flaten ground" command for their placement. Applies a farm field texture to the ground with farm buildings in the center. Create new farm types. Livestock farms were the fields are not planted and fenced in. Orchards with rows of trees. Farming fields where a planted field texture is applied to the grounds. 8. City sewers: Gives each walled city a sprawling single depth dungeon with associated monsters. Rats, crocodiles, thieves, etc. Also a "sewer entrance" of course. These are some ideas. I believe that 4,5 & 6 would be the most effective at overhauling the cities. Alas they are only ideas as I am no programmer. If you like the concept, give me a thumbs up, or suggest something better! I always love to hear what folks are working on.
  12. I want a wizards tower home in newcaster, Daggerfall, and a few other popular towns please? Build it in a way you like and share it with everyone.
  13. I want a magic song mod that lets you buff our characters and other fun stuff like Everquest. Please make?!
  14. turtle likes orcs ^-^ turtle tried using this orc mod but couldnt get it to work in the slightest. Daggerfall:Orcs (ghastley.org)
  15. The wilderness seems vast and empty even between nearby towns. I imagine roads connecting big cities and rivers. Roads allow faster travel to connected cities but increase bandit group encounters. Rivers connect small towns and allow fast travel downstream. Bridges would be a necessity. I think this mod would need a heavy map rework and is not a small task. Later versions of such a mod would incorporate crossroads with signs, lakes with ferries and smaller paths and creeks. As I am no programmer this is but wishful thinking. Just an idea I'm putting out there.
  16. has anyone thought of maybe trying to make a FPS version of diablo 1 in this game? I think that'd be pretty cool of an undertaking but i am pretty much unable to do this. Just curious if anyone ever thought of this before.
  17. It's ok, I'm declared legally insane. I'd like to only see the so called dungeon micromap, big and central, with the hideous and completely out of character 3d automap removed for dungeons. I'll find my own way, drop coins and immerse myself, thank you very much.
  18. I want a kitsune fox race mod and a WereFox varient with a werefox portrait that matches the character gender please?
  19. In interviews it was revealed that the original designers of Daggerfall envisioned massive multiplayer capabilities. That you would log in as an npc and go from there. Now basic features necessary for such a mod are many. Too many to count currently. Much is already present and it is to this end that I throw out this gauntlet. Let's make the original designers dream come true.
  20. I was introduced to "The Elder Scrolls" with "Oblivion". imho Daggerfall Unity with its many mods make it better than Oblivion in Many many many ways. I am excited to see what mod makers will make in the future. I have an Idea for a few simple mods that could be simple yet complex. I'm not sure as I am no programer. Mod A. Kajiit Night Vision. I love the visual monochromatic element of Khajiit vision in Oblivion. The bonus's from "Races Redone" covers all the game mechanic so this is only a visual mod for Kajiit's that kicks in when visual light levels drop below a certain percent with an x-time adjustable delay. I suspect it would alter DFU's lighting settings temporarily to elminate shadows and push into a monochrome mode. But would only trip back when exposed to full visible light for X amount of time. The con is that once adapted to darkness that going into daylight causes a temporary white blindness and disables "access waggon without leaving dungeon" prompts. Mod B. Kajiit type variance. This is only a visual set of Player paperdolls for Kajiit's allowing for the more fluffier versions as seen in oblivion and skyrim. Lynxs, cheetahs, and tigers oh my. Con. Only applies to the player paperdoll not the in game sprites. Mod C. Climbable Trees. Bonus, get away from ground only mele attacks. Con, trees must now be colideable objects which is bad with trees with large roots. Tedious-Travel type programs become useless without a road-follow mod; which "travel options" does integrate with "basic roads" Also certain species can easily climb trees. Spiders anyone?. Mod D: Alfiq species. (a silly silly idea) In game play a thieves, spellcasters, etc. Mainly non mele combat. Inventory is unlimited as it uses a "transport crystal" to a secondary "base crystal" which requires a raided tomb, a constantly rented room at an inn, or a purchased house. Each has differnt prices but also percentage of loot being stolen, ie reliability. First person perspective is considerably reduced in height. Night vision as described above is constant but with quarter white blinding in sunlight. The ability to charm someone like a bard is increased. Only meats can consumed. All armor found must be "reworked" by a black smith/armorer to be effective and is full price. Said armor has a high weight restriction that slows down running, jumping and climbing. Paper doll is reduced to a small selection of unique Alfiq images. Other than helmet and body armor only rings, necklaces, bands, etc can be worn. Prefferably magical ones. All in all a VERY SILLY IDEA. Somehow I imagine if anyone did this, images of popular comicbook cats would show up. Garfield, Bucky, Dexstar, goose, etc. Verry silly. So there are four verry silly silly ideas. I hope I have inspired some of you as that is all I can do. As I mentioned I am no programmer so all I can do is suggest and dream. To all those who delve daggerfall; may the dungeons be deep and interesting, the loot be light weight to carry and expensively sold, may the monsters dispatched with enjoyable challenges!
  21. Hi there, Let me say right off the bat I have a hard time getting into DFU due to gameplay reasons. I mean no disrespect, this game is just not for everyone it seems. Hence, I am putting this ideas on hold and releasing them here, though I really kinda want to work on them myself. Feel free to use. In fact, I am currently studying C# and Unity, among other things. Idea 1: to port Might & Magic VI-VIII sprites into DFU Might & Magic has some beautiful sprites that do not get distorted while in motion and look very vivid and detailed, adding them into DFU, especially if additional steps are taken like AI upscale, can greatly enhance the visuals of the game. There is way more monster/villager types in MM6-8 compared to Daggerfall, so there is more than enough material to work with. There is not enough sprites to replace static daggerfall NPCs though, since MM doesn't really have "NPCs" apart from basic villagers of various ingame races - so no bartenders, bards or other indoors characters. Software to extract those sprites is available and fully functional, and there is proof it is possible to port them to other games, for example Doom: https://forum.zdoom.org/viewtopic.php?f=19&t=61221 . Looks fantastic, doesn't it? Idea 1.5: to expand on previous idea Not just replace sprites, but add new monster types using MM6-8 sprites. Those three games have a ton of iconic creatures you might've also encountered in Heroes of Might & Magic III - like Manticores, Dragons, Titans, Nagas, Medusas, Troglodytes, Minotaurs, Skeletal Dragons and a great many others. Link above has some videos. Please note I am not the author of said content, Alpaca is: https://www.youtube.com/c/AlpacaNox/videos Idea 2: to port GZDoom engine weapon sprites into DFU Doom community has a wealth of content accumulated over 27(!) years. There is a ton of various 1st person melee weapons/bows/staves sprites available, like the ones from Hexen and Heretic. Those can replace certain DFU weapon sprites, since, face it, just as the monster sprites, those are very basic in Daggerfall, even with well-known mods. Those don't really have enough animation frames to attack from different angles, like it is possible in DFU, but I see it as a necessary sacrifice to improve on visual fidelity. Idea 3: to expand on Doom influence by overhauling combat in DFU towards projectile-based combat Compared to ideas above, this one if very vague, but it's what would've drawn me personally into the game instantly. Once again, no disrespect to purists, you do you after all. Projectile-based combat means having monsters of various types have a range of different projectile attacks (different by speed, spread, projectile shape, AoE, number of projectiles, etc, etc), so that player have to move skillfully around / away from monsters to dodge them and find windows, opportunities to attack. While I totally understand this is an RPG game of purest kind, I do strongly believe synthesis is possible, but this, oh, it will require quite some effort, especially given the fact DFU locations are not really suited for such things (see: https://www.doomworld.com/25years/the-roots-of-doom-mapping/). Needless to say, this is a grand endeavor that will touch a lot of areas in the game, from enemies to player mobility, weapons and controls. Basically, a big combat overhaul. This is something that requires a dedicated big brain developer like you, %username%. Thank you for your time.
  22. Allow me to set the scene... Or you can just scroll to the end. April 26th, 2022. It was a fine morning. I had woken up, got breakfast and sat down to watch the final episode of Redo of Healer - I had binged the previous episodes the day before. The episode ended just as I took the final bite of my poorly made pancake. It looked reminiscent of a cross between vomit and slightly solid vomit, yet it tasted tolerable - I'm not a good cook. Anyway, after my meal, I had the sudden urge to browse the internet. So I went over to my laptop and booted up my Opera GX browser, and upon it opening, I was greeted with the sweet serotonin of the word "free". There it was. "Free" labeled under the banner that read "Daggerf". The rest of the word was covered by the Steam icon. Naturally, I did what any sane person would do when they see the word "free" paired with a game. I quickly logged onto Steam and searched "Daggerf", and lo and behold, the top result, "The Elder Scrolls II: Daggerfall". I was taken aback. "The Elder Scrolls?", I thought, "As in the franchise that parents the likes of Skyrim and Oblivion?" At this point I just had to install the game and try it out immediately. I couldn't just not play it. I wouldn't be able to live with myself if I hadn't. So I did. I Installed the game, but not before turning my gaze to the reviews section. It was there that I had learned of Daggerfall Unity. I installed the game, I installed Daggerfall Unity, and then I jumped right into it. I died. Repeatedly. By mere RATS! The same rat, mind you. But I had fun. Frustrations and desk banging aside, I certainly did have fun. And at the end of the day, that's all that really matters, right? I persevered and powered through. I didn't care how many deaths I'd have, I kept trying until I finally escaped the first dungeon. And that has not yet happened. I admit, I ultimately gave up after about two and a half hours. However, during that session I took note of the cardboard cutout-like enemies. I personally liked that aspect of it - I don't know what was about it that I liked so much - and from what I assumed and confirmed online, the npcs are the same; cardboard cutouts. After that, I brushed it off, I figured I'd give the game another go the next day. So I went back to my initial plan of browsing the internet. My topic of choice: Anime. As I soaked in as much anime content I could possibly find, that's when the lightbulb that floats over my head lit up for the first time in ages. I actually had an Idea. What if there was a mod for Daggerfall that changes the enemy, npc, and player models to be anime styled? And that's just the basic idea. Like, what if the loot and objects that are scattered throughout the dungeons were also anime styled? Even as I write this right now, I'm thinking, "What if the buildings in the towns and cities where also anime styled?" I'm not even sure what that means, really, but I'm sure someone out there might. The more I think about this, the more I want this mod to exist. I even want to make this mod, but alas I don't know how to make a mod, nor do I have the skillset required. And that brings me to my point. I kindly request anyone who can and is willing to make this dream a reality. Thank you for your time, and thanks for reading. (Also, I never actually watched Redo of Healer) TL;DR: I'm a weeb.I can't cook.I don't know how nor do I have the skillset to make mods.I kindly request anyone to make an anime themed mod. (Read underlined)
  23. I wanna be able to master any amount of skills at 100. Can't find anything that does that
  24. Would be neat, woudn't it?
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