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rtcvb32: Ouch. A slight upgrade in texture quality would be fine (say 4x the original), but 4k is seriously going overboard.
Indeed; the mods manage to drag the graphics into the 2000s, which of course clash with all the very classic gaming jank.
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Darvond: Though, I will say it is impressive how they manged to outbloat Morrowind and Oblivion, but that's what 4K textures nobody asked for and most of the Nexus will do to a filesize.
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rtcvb32: Ouch. A slight upgrade in texture quality would be fine (say 4x the original), but 4k is seriously going overboard.
Ignore the gog version. DFworkshop has a prepacked version that works out of the box with the unity engine.

The game using maxed out settings should play fine with any laptop that has 4gb video card memory and 8gb system memory after the os is accounted for.

So far the only thing I find bothersome is the monster difficulty at start.....then again DREAMs instructions are 50/50 useful. While the mod pack is fine. You have to watchout about the settings and gameplay. To any noob it is annoying that half the settings are accurate and the other half break a few things. That as a noob, you would not know what went wrong.

I got mine running well. But it took time and aome digging. Plus many mods overlap function and you have to read a lot to know what to turn off because one thing will break stuff easy.

If anyone wants some pointers you can ask.

edit....typos
Post edited January 09, 2024 by Shmacky-McNuts
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Shmacky-McNuts: So far the only thing I find bothersome is the monster difficulty at start.....
Hmmm i remember you should likely choose the obsidian dagger during the initial questionnaire, as that gives a big boost in survival.
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Shmacky-McNuts: So far the only thing I find bothersome is the monster difficulty at start.....
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rtcvb32: Hmmm i remember you should likely choose the obsidian dagger during the initial questionnaire, as that gives a big boost in survival.
I prefer unleveling my game. Makes it after the first cave start a better game. But yeah, starting is hard. I can offer a suggestion though. Mage= destruction spell spamming as Archer can shoot with ease. Just do not forget to collect arrows upon enemies death.
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Shmacky-McNuts: -snip-
Wow, just wanted to thank you. This post has saved me from myself. lol

I was, for the past couple of days, stuck in "choice paralysis" (if there is such a thing). I hadn't realized until this thread that "gog cut" wasn't just "Daggerfall Unity" but it was DU with a lot of mods. So I follow the links and instructions in this thread and discover the "plain" DU 1.0 is really just a start, and the next step is to choose mods. And that's where I get stuck... as is so often the case with mods. Literally so many of them I get stuck trying to decide what to use.

After reading your post, I am now sure that the only thing I would get out of continuing down this DU rabbit hole is extreme frustration at not only not being sure which mods to choose... but almost certainly not getting whichever ones I pick to even work properly.

Voila, choice paralysis (and DU) gone. No longer a worry. If I play it, it will just be the original DOS version. Thank you for saving me from myself. lol (But, that is a serious thank you... I really was spending quite a bit of time trying to figure out the right mods and now I'm... done. You really saved me lots of frustration.)
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Shmacky-McNuts: -snip-
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OldFatGuy: Wow, just wanted to thank you. This post has saved me from myself. lol

I was, for the past couple of days, stuck in "choice paralysis" (if there is such a thing). I hadn't realized until this thread that "gog cut" wasn't just "Daggerfall Unity" but it was DU with a lot of mods. So I follow the links and instructions in this thread and discover the "plain" DU 1.0 is really just a start, and the next step is to choose mods. And that's where I get stuck... as is so often the case with mods. Literally so many of them I get stuck trying to decide what to use.

After reading your post, I am now sure that the only thing I would get out of continuing down this DU rabbit hole is extreme frustration at not only not being sure which mods to choose... but almost certainly not getting whichever ones I pick to even work properly.

Voila, choice paralysis (and DU) gone. No longer a worry. If I play it, it will just be the original DOS version. Thank you for saving me from myself. lol (But, that is a serious thank you... I really was spending quite a bit of time trying to figure out the right mods and now I'm... done. You really saved me lots of frustration.)
I dont know what I said as the quote was snipped. But Im glad I saved your sanity :)

Yeah...it is a trying effort sifting what does and does not work. Just a heads up. Everywhere I read about dfunity says not to use the prepacked gog version. The game files and the latest release for base game does play better than using DOSemulation. If that interests you at all.

If you look at Interkarmas gamefile and release section on the df workshop forum. Its free and it works fine.

edit:
Here is the forum to make a choice. I have already tested it without mods. Works fine.

https://forums.dfworkshop.net/viewtopic.php?f=5&t=2360&p=27538#p27538

I do recommend swap the stamina and health bars. So RED is health and GREEN is stamina. Makes the game normal.
Post edited January 09, 2024 by Shmacky-McNuts
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Shmacky-McNuts: I dont know what I said as the quote was snipped. But Im glad I saved your sanity :)
lol, sorry. That's okay though. I know what you said. And it did make up my mind for me. And ended my frustrating hours and hours of searching and reading and thinking about it. And for that, I thank you. Again.
Probably it is too evident, but the so called GOG CUT is Daggerfall Unity bundled with a lot of mods.

If DU version is outdated you can download an updated version in the official site and overwrite the files. It is portable.

The mods can be enabled or disabled ingame or manually deleted to save space

And if some mods are outdated they can be updated manually, installing a new version.
Post edited January 09, 2024 by Gudadantza
When starting a new game of Daggerfall (classic, have no plans to try Unity), my preference is to just press Alt-F11 right away, which will warp you to the entrance (and exit) of the dungeon you start in. Then, I just leave the dungeon and fast travel to the nearest town. I like how the game feels better when I do this; I think I've just always preferred to start the game in a safe, stable situation. (One of the reasons I happen to like how Final Fantasy 1 starts more than many of the later games.)

Another thing I like to do, and it turns out that you actually need to be at least level 2 for this, is to go to a bank, borrow 100,000 gold, and use the gold to buy a ship. This provides a nice place to safely rest for free, as well as a place to store excess items. One year is *plenty* of time to get strong enough for items valuable enough to make paying back the loan easy to become common.

As for why you need to be level 2, it turns out that you can only borrow 50,000 gold per level from the bank, something I likely would not have discovered if I hadn't done this.
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Gudadantza: Probably it is too evident, but the so called GOG CUT is Daggerfall Unity bundled with a lot of mods.

If DU version is outdated you can download an updated version in the official site and overwrite the files. It is portable.

The mods can be enabled or disabled ingame or manually deleted to save space

And if some mods are outdated they can be updated manually, installing a new version.
Which would require downloading 5 GB from Nexus, which requires an account, or manually compiling the mods yourself. No thanks.
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Gudadantza: Probably it is too evident, but the so called GOG CUT is Daggerfall Unity bundled with a lot of mods.

If DU version is outdated you can download an updated version in the official site and overwrite the files. It is portable.

The mods can be enabled or disabled ingame or manually deleted to save space

And if some mods are outdated they can be updated manually, installing a new version.
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Darvond: Which would require downloading 5 GB from Nexus, which requires an account, or manually compiling the mods yourself. No thanks.
Then don´t download any mod. Not really sure what you mean.
I am just pointing a possible workaround to keep the thing updated for those interested in having the GOG CUT because of its ready to use/all in one with mods concept
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dtgreene: When starting a new game of Daggerfall (classic, have no plans to try Unity), my preference is to just press Alt-F11 right away, which will warp you to the entrance (and exit) of the dungeon you start in. Then, I just leave the dungeon and fast travel to the nearest town. I like how the game feels better when I do this; I think I've just always preferred to start the game in a safe, stable situation. (One of the reasons I happen to like how Final Fantasy 1 starts more than many of the later games.)

Another thing I like to do, and it turns out that you actually need to be at least level 2 for this, is to go to a bank, borrow 100,000 gold, and use the gold to buy a ship. This provides a nice place to safely rest for free, as well as a place to store excess items. One year is *plenty* of time to get strong enough for items valuable enough to make paying back the loan easy to become common.

As for why you need to be level 2, it turns out that you can only borrow 50,000 gold per level from the bank, something I likely would not have discovered if I hadn't done this.
Does this work though in classic without mods and patches?

When I bought it, even after the first and only official patch, the ships were bugged beyond repair.

When trying to rest on your ship, you would get woken by an unfriendly guard and arrested for loitering.
Contents of containers would reset when you left the map and all your items would vanish.
Plus, the ship was hard-wired to map coordinates 0x0. Any fast travel from aboard your ship would thus always calculate from that map position. I exploited the crap out of that bug to instantly "teleport" across the map to cut travel times.

There is also no need to borrow anything. Just steal from a pawn shop at night. Upon leaving the shop, containers in the shop automatically reset. Thus, you can loot the shop, leave, then return and loot it again ad infinitum.

Since the weight limit on your cart didn't work, you could put an endless stream of looted items on it, and get virtually endless funds at level one in less than 30 minutes. I even sold my loot to the same shop I looted on the day after. The guy didn't even comment on being robbed of his entire inventory 20 times over.

They did fix some of that exploitable behavior with the official update, but all that did was change the mechanic so that the first shop only automatically resets after you visited a second one. Meaning, that with the patch you need two pawn shops side by side, and simultaneously rob both, iterating between the two each turn. Ergo, in classic it works with and without the patch.

Not sure if the zero mana spells still work. They did work for me in the classic version, after the patch. You need to craft an item to raise your spell casting level beyond 100 and your spells become free.

I suppose a couple of community patches and mods might do the trick to iron all that out. I assume there may even be mods that bring back the features and spells that Bethesda never finished and left in as non-functional placeholders upon release, until the official patch ultimately just removed them.

For me personally, though, it feels too much of a hassle for a game that is this old to bother with compatibility lists of mods and community patches. I'm super grateful for the prepackaged GOG version, even if it may not be perfect or 100% up to date.
I always forget how Daggerfall had full-frontal nudity in it lol, fighting these "monsters" which are just naked women (nymphs).
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dtgreene: When starting a new game of Daggerfall (classic, have no plans to try Unity), my preference is to just press Alt-F11 right away, which will warp you to the entrance (and exit) of the dungeon you start in. Then, I just leave the dungeon and fast travel to the nearest town. I like how the game feels better when I do this; I think I've just always preferred to start the game in a safe, stable situation. (One of the reasons I happen to like how Final Fantasy 1 starts more than many of the later games.)

Another thing I like to do, and it turns out that you actually need to be at least level 2 for this, is to go to a bank, borrow 100,000 gold, and use the gold to buy a ship. This provides a nice place to safely rest for free, as well as a place to store excess items. One year is *plenty* of time to get strong enough for items valuable enough to make paying back the loan easy to become common.

As for why you need to be level 2, it turns out that you can only borrow 50,000 gold per level from the bank, something I likely would not have discovered if I hadn't done this.
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Nervensaegen: Does this work though in classic without mods and patches?
Not without official patches; the Alt-F11 trick (I think that's what it was) was added after complaints about people falling out-of-bounds; by pressing Alt-F11, the player would be returned to the last place they were on solid ground, possibly taking falling damage. Bsically, this was added as a work-around to a well-known problem that Behtesda couldn't figure out how to fix.

On the other hand, all that's needed are the official patches, which, depending on how you get Daggerfall, may already be pre-installed.

Fully unpatched Daggerfall is, to my understanding, a buggy mess that I would not recommend playing today except out of pure curiosity or if you're a game historian or something.

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Nervensaegen: When trying to rest on your ship, you would get woken by an unfriendly guard and arrested for loitering.
Contents of containers would reset when you left the map and all your items would vanish.
Plus, the ship was hard-wired to map coordinates 0x0. Any fast travel from aboard your ship would thus always calculate from that map position. I exploited the crap out of that bug to instantly "teleport" across the map to cut travel times.
In the final (2.13?) official patch version, the issue with resting on your ship is not present. However, you can get arrested if you bang on the door of your ship as though you were trying to bash it open.

I seem to remember any items you place on the ship that you own would remain (unless you sold the ship back to the bank, and you get a warning about this), but the dead bodies of any slain guards (and any loot left on them) would disappear.

Also, I remember the ships being at (1, 1) and (2, 2); (0, 0) has the entrance to the final dungeon, but if you go in that way, you are stuck there *forever* unless you have an anchor set elsewhere. (The ending won't properly trigger; there's a speedrun category that goes to where the ending would trigger, but that category does not actually beat the game.)

(By the way, the back of the hull of the small ship (which is still rather large) has a hole in the geometry; it's possible to fall out of bounds there.)

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Nervensaegen: There is also no need to borrow anything. Just steal from a pawn shop at night. Upon leaving the shop, containers in the shop automatically reset. Thus, you can loot the shop, leave, then return and loot it again ad infinitum.
I generally, like to play law-abiding characters, at least when I'm in town. Perhaps it's the fact that I grew up with Ultima 4 NES, which would punish you with the loss of virtue if you stole. Borrowing 100,000 from the bank is not theft if you pay it back within a year.

Also, at low levels, you don't get that much money per trip when looting shops, so it takes a lot longer to get the 100,000 that you need for a ship.

(By the time you have to pay back the loan, your level will be much higher, allowing significantly more valuable items to spawn.)
Post edited January 10, 2024 by dtgreene
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Nervensaegen: Not sure if the zero mana spells still work. They did work for me in the classic version, after the patch. You need to craft an item to raise your spell casting level beyond 100 and your spells become free.
In the final official patch version, all spells have a minimum cost of 5.

There's a couple things I don't like about Daggerfall (and Oblviion) spell mechanics:
* A skill increase has very little effect on your ability to cast spells unless your skill is really high to begin with; the difference in cost is negligible at lower skill levels. (Arena handled this better, by having level be the denominator in the cost formula; Daggerfall and Oblivion would be better if it did this, but using the appropriate skill (with a minimum to prevent division by zero) instead.)
* When your skill level is high, it takes considerably more casts to level up a magic skill. This would be fine except for the next point.
* The amount of skill experience you get for casting a spell doesn't depend on the spell. That powerful but expensive 100% instant death spell you have provides no more skill XP than a weak fire bolt.

(Also, I believe spells don't reach guaranteed minimum cost until the skill reaches 110, not 101.)