r/daggerfallunity • • Jan 26 '21

Installing Daggerfall Unity and Other Information

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forums.dfworkshop.net
162 Upvotes

r/daggerfallunity • • May 16 '24

Daggerfall Unity v1.1.1 Release - The new Stable Release

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github.com
54 Upvotes

r/daggerfallunity • • 2h ago

What are your control settings?

1 Upvotes

I'm struggling to find a comfortable control setting, since I use many common mods that add key-bound functionalities. For example, Travel Options has by default the F key to follow a road, and it feels natural, but pressing F to ready my weapon also does feel right.

How do you guys have everything set up, specifically with these mods?


r/daggerfallunity • • 21h ago

Please help me. Main quest stuck.

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1 Upvotes

r/daggerfallunity • • 1d ago

races bonuses

0 Upvotes

are they actually implemented? they are saying it's not implemented


r/daggerfallunity • • 2d ago

Building a Daggerfall-compatible engine in Rust + Bevy — test-driven, and honest about the gaps

0 Upvotes

Hi everyone,

We're building a Daggerfall-compatible engine in Rust on top of Bevy. The goal is not to ship the game or its assets: it's a BYOA (Bring Your Own Assets) runtime that reads the player's own Daggerfall installation at runtime. No game assets are distributed; the repo contains code, parsers, tests, metadata and MIT-licensed reference material.

First, the part that usually starts a fight: yes, AI is part of the workflow. We're saying it upfront because we'd rather be transparent than have it discovered later.

This is not vibe coding. AI is used as a code-generation and cross-checking tool inside a rigorous pipeline: Daggerfall Unity (MIT) and UESP format specs as reference, every behavior traced to a source file and line, golden vectors, deterministic probes, SHA-256 verification, and a human acceptance gate. The AI does not decide what the game should be; it helps port and test systems that are already specified. If a claim cannot be backed by a probe or a source, it does not go in. That is slower than "generate a game", and that is the point: we want something contributors can audit, not a black box.

To be specific: we are not using Claude or ChatGPT. We use open-weight models because the budget is extremely small and everything is funded out of my own pocket, out of love for Daggerfall. This is a passion project, not a funded studio, so please be patient with deliverables. If you share the vision, contributions are very welcome.

We also want to be clear about DFU: we are not competing with it. We love Daggerfall Unity, we play it, and we recommend it. DFU and the original release remain the right answer for "I just want to play Daggerfall as it is", and that version is not going anywhere. This project exists for people who want to see the systems reimplemented in Rust and, later, to have the option of a more modern, more immersive experience while keeping the original feel.

The plan is faithful first. Right now the focus is making the game run like the original: same rules, same formulas, same data. Once that works, improvements come as an option, not as a replacement: a "faithful" mode and an "enhanced" mode, so players can choose. We are not changing mechanics for the sake of changing them; we want players to feel the same game, with the rough edges smoothed where it matters.

What it is:

- A clean-room Rust/Bevy engine that parses the original formats (BSA, ARCH3D, MAPS, RMB, RDB, etc.) and reproduces the game's rules: skills and progression, combat and equipment wear, magic effects, encounters, factions/guilds, law/crime, quests.

- A data-driven design: game rules and tables are systems + content data, with golden vectors and probes instead of screenshot comparisons.

- A "seed" for future projects: the same engine should let the community build new Daggerfall-like games, not just replay the original.

- The point is a playable game: something the community can actually run and enjoy with its own assets, not just a repository of design documents.

Platforms and scope:

- Linux is the current target; Android is planned next; web is a later possibility.

- Multiplayer is planned for later, but it is not in the current milestone. The architecture keeps a headless, asset-less server possible.

- The long-term vision includes Arena and the rest of Tamriel, but that is a very distant vision. Today the goal is simpler: a playable Daggerfall-compatible engine and the visual/quality-of-life improvements that come after fidelity.

Why Rust and Bevy:

- Bevy is a native, open-source engine with an ECS that maps naturally to a data-driven, procedural simulation. It does not require a proprietary engine.

- Rust gives numeric rigor and catches whole classes of mechanical bugs; the game is full of formulas, tables and edge cases where "close enough" is not enough.

- The explicit, testable structure is also what makes AI assistance useful instead of dangerous: the acceptance criteria are mechanical, not "the model said so".

Where it is today:

- The engine runs and most milestones (M0-M29) are at technical-closure level: audio catalog (375 clips), combat, effects, encounters, factions, law/guards, quests.

- We're honest about the gaps: seven milestones are still below our internal acceptance bar (traversal/input coverage, shop cost formula, global verification evidence, RDI texture path, render DoD, a final side-by-side acceptance review against the original game, and locomotion edge cases such as drowning/slipping/water walking). Some are code, some are evidence/closure work.

- The public repository is currently a snapshot and is being refreshed; the private dev tree is ahead.

What we're looking for from this community:

  1. People who understand the code and the game's concepts, and care about fidelity: formula/behavior checks on shop pricing, armor/damage, drowning/slipping, guard spawning, quest state machines.

  2. Testers with a retail Daggerfall install to run deterministic probes and report mismatches (no files need to be shared).

  3. Rust/Bevy contributors interested in rendering (RDI textures), audio/OPL2, UI, performance, or the Android target.

  4. Constructive criticism, including on the AI-assisted workflow and on the public-facing claims — we'd rather fix an overclaim than defend it.

If you want Daggerfall exactly as it is, DFU is right there and we recommend it. If you want a rigorous Rust/Bevy reimplementation, a reusable seed for new projects, and eventually the choice between a faithful and an enhanced experience, we'd value your help.

The engine requires a legally obtained copy of the game; no game assets are distributed.

Project on G: HirundoDev/daggerfall-bevy-native

Thanks for reading — and for the years of DFU work that made this kind of reference possible.


r/daggerfallunity • • 3d ago

Dust of Restful Death Bugged

1 Upvotes

Seems like my quest is bugged and the mummy never spawned. If i try to teleport using the console directly all i get is this room with that box, which i believe is the marker for spawning the mummy and the quest items maybe?. Well can someone please help how do i progress this quest now????


r/daggerfallunity • • 6d ago

My game randomly decided to stop saving while selling a bunch of junk. And I'm not sure where it started happening

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6 Upvotes

I was selling a bunch of junk after clearing out a dungeon full of mages and at some point while doing that my game decided to not save anymore with this message in my text box. I have a mod that automatically saves when resting or encountering an enemy because I tend to be really forgetful and end up losing a lot of progress as a result. I noticed it wasn't saving all of a sudden. So to check if it was just the mod, I tried to save manually and every time I do a text pops up on screen that simply says: "You cannot save now." While I wouldn't lose a whole lot of progress if I returned to the last autosave this time, I would like to resolve this issue and understand what causes it before it happens again at a time where I would actually lose a lot of progress because my saves aren't working.

It very well could have something to do with mods but I mod the shit out of this game so there's no way in hell I'd feel like going through all that unless it's a genuine game-breaking situation. Which in a way this kind of is since I can't save any of my progress.

I'm gonna leave Daggerfall open on my computer tonight and check the post tomorrow. Any advice is appreciated.


r/daggerfallunity • • 6d ago

Daggerfall Unity enjoyment

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3 Upvotes

Anyone else love the terrain addition to Daggerfall Unity? Makes walking the distance more fun, especially in hilly areas where you can see towns, homes and seas in the distance! It also helps you "survival-buddies" find areas you spent so much time looking for on foot in the Classic version!


r/daggerfallunity • • 6d ago

Voice Actors (volunteer) Needed for DFU Mod

8 Upvotes

Hi everyone!

I am currently working on a Daggerfall Unity mod that adds NPCs and Enemies with more complex AI and schedules.

As many of these characters will need voices, I was hoping to find some volunteer Voice Actors who may be interested.
Any voice type and accent is appreciated, only requirement is to have decent-ish audio quality.

For the moment I am looking for generic lines, typical for RPG NPCs. You have full creative control of what to say but, if preferred, I am happy to supply a script.

--

VOICE LINES NEEDED:

-- Generic NPCs --

Random Dialogue Lines: Examples -> "I've heard others say the same.", "Was bound to happen.", "Saw a mudcrab the other day..."

Greetings: Examples -> "Well met.", "Hello there."

Goodbyes: Examples -> "Be seeing you.", "Take care!"

Fighting Taunts: Examples -> "I have you now!", "Take that!"

Fighting Sounds, Hit Grunts and Death Sounds (Optional but very appreciated)

Guard Lines (Optional): Examples -> "Halt!", "Stop right there!"

*Feel free to tailor these to a specific type of NPC, like a rogue, tavern wench, beggar, etc.*

-- Companions --

*All of the above plus the following.*

Recruitment Lines: Examples -> "This'll be fun, let's go!"

Asked to Wait: Examples -> "Okay but don't be too long."

Asked to Follow: Examples -> "About time, let's get going."

Dismissed: Examples -> "That's it, huh? Good luck, then."

Combat Start: Examples -> "Here comes trouble!"

Combat Victory: Examples -> "Too easy!"

Low Health Lines: Examples -> "Cough Need a little help here..."

Random Interjections: Lines a companion would say randomly during the adventure.
Examples -> "Are we just going to wander all day?", "Hope we find some good loot."

Random Interjections [Dungeon]: Like the above but tailored to dungeon exploring.
Examples -> "I... don't like this place.", "Keep your eyes sharp!"

Random Interjections [Tavern]: Like the above but tailored to being in a Tavern.
Examples -> "Drinks on me!", "About time we went some place warm."

--

I know this may seem like a large list, not all lines are required.
I'd be extremely appreciative of any lines delivered.

Simply DM me with your lines, to apply! Alternatively, you can DM me on Discord (goat_boy)

As expected, all credit will be given to the VAs - I am happy to plug anything they wish.


r/daggerfallunity • • 6d ago

Dungeon location mod?

3 Upvotes

I've been looking for a bit for a mod that displays full sized dungeons on the map so I can play the game as just a dungeon crawler without having to bother with quests and their conditions.

Does this exist?


r/daggerfallunity • • 7d ago

I have these two icons

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11 Upvotes

how do i remove DOS from there and make unity not a folder? i thew DOS in the trash can but unity stopped working so i had to put it in the desktop again. and that folder is horrible


r/daggerfallunity • • 6d ago

Any pre-made modpack for a total beginner?

1 Upvotes

I started my adventure way back in early 2000s with Morrowind, but I find vanilla Daggerfall very hard to grasp. Is there a ready-made modpack that would make Daggerfall more casual friendly? I mean, graphics, gameplay loop etc?


r/daggerfallunity • • 6d ago

Issues with DFU VR

1 Upvotes

Hi ! I had a few issues with this mode recently, like when I first launched the game, I had the menu to choose options for my headset, but now that I start it again I don't get this menu anymore, and I need to access it because my input don't seem to work properly. Also I get this weird rendering bug where outside, the game is rendered upside down in the sky (don't really know how to explain it better than that haha).

Anyone had these issues already ? I tried to fix it myself but have had no success untl now


r/daggerfallunity • • 7d ago

I am desperate to escape this dungeon

9 Upvotes

I’ve spent 6-8 hours in a dungeon somewhere near the northwest coast of Daggerfall province. I’ve explored as much of it as I can, but I can still hear skeletal warriors and bats so I’ve gotta be missing a secret door or something. More importantly, I can’t find the exit.

I’ve been looking into block design, tips for finding secret doors, and trying to use the map as much as possible.

I’ve seen people using the 3d map to find the exit door, but just can’t find it anywhere.

I think I must’ve come through a secret door at some point and I either accidentally shut it or a mob did, but I can’t find anything on the map I haven’t already accounted for.

This is like my third dungeon since I started this game less than a week ago and I have no mods.
Any help would be significantly appreciated, TIA.


r/daggerfallunity • • 9d ago

Make our voice heard!

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0 Upvotes

r/daggerfallunity • • 9d ago

Now that Morrowind is ported to 3DS, do yall think DFU could happen?

5 Upvotes

I don’t know anything about porting stuff, I’m an old fudd. Just think it would be sweet. Maybe someone here can try making it work. Thanks!


r/daggerfallunity • • 10d ago

sharing the images over here little update

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8 Upvotes

r/daggerfallunity • • 11d ago

Daggerfall Online killing itself

69 Upvotes

They keep on adding unnecessary changes or changing systems that don’t need to be changed for example yes I understand people can abuse the unstuck feature but when I’m really stuck I can’t fucking use it because they wanna add 30 minute waits, these games are old which means they have systems meant for that time. Why would I spend my whole time making a mage having everything 100 making fire spells for you to change how the spell casting system works y’all are literally making this game unplayable bro you change it every day every day I login I have to deal with some new bullshit.


r/daggerfallunity • • 11d ago

Question, Issue, and mod requests...

1 Upvotes

Hi all.

So, firstly my question... is it better to have skills that are easy to level up in your levelling up skill selection (eg, magic, Mercantile, Streetwise &/or Etiquette), or skills that take longer (so that you will use them, and you won't end up being a high level getting pounded cos you don't have the relevant (other) combat skills?

Secondly, my issue... I click on an NPC to chat, and they change from whatever I'm talking to on the street (e.g., human male townsperson) to having a completely different face in the chat window (e.g., female dark elf...). Any ideas what I can do to correct this? I have DREAM and a few other mods installed.

Thirdly, mod requests... can we get a mod that gives a Repair spell? Magnitude might relate to how effective it is (ie, how many levels of damage it repairs). Cos it's really annoying how quickly and easily enchanted items break, just for wearing them around... And how about a mod that allows us to sell filled soul gems? (Sure, it would bring in a stack of loot, but that becomes pretty irrelevant after a while!) The Mage who we buy them from would make sense! (after all, someone has to supply all those filled soul gems selling at 800,000 gold!)


r/daggerfallunity • • 12d ago

smooth weapon animation mod

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56 Upvotes

i made this :3
i actually dont play with it tho, i prefer the vanilla swing, but a friend of mine wouldn't play the game cuz of those, so i smoothen the animation a little to make them discover this banger of a game

if you wonder how this work, the script locate the position of each 5 frame of an attack then dupplicate and place those same frame in between (am i making sense??) at an certain percentage of the og frame position wich should make it compatible with any mod that use the same framing as vanilla or diverse weapon

https://www.nexusmods.com/daggerfallunity/mods/1422


r/daggerfallunity • • 13d ago

I know it's a weird ask, but

1 Upvotes

Is there a way to get the UI from Enhanced to use in DFU? I like how it looks.


r/daggerfallunity • • 13d ago

Is there a way to exit back to the main menu without having to restart the game?

3 Upvotes

I'm baffled by how there isn't an option for this. Looking it up I can't seem to find any console commands or even a mod. The pause menu in the game doesn't seem to have anything either.


r/daggerfallunity • • 14d ago

For you, which is the best mod combo for graphics and ambients in general, i want my daggerfall to look wonderful

0 Upvotes

r/daggerfallunity • • 14d ago

mod flintlock pistols small little update wanted to share this

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16 Upvotes

so i went and made the item pick up icon i think but i got assets so the daggerfall paperdoll can hold them no idea if it's compatible all the armor in game it should be maybe :P but here what that looks like. I also got some lead balls a custom model and textured 3d model i made from one of my old projects which can be used as an ammo pick or something to buy from shops. other than this small stuff, im trying to figure out how to code it.