Why aren't you playing Daggerfall Unity?
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Why aren't you playing Daggerfall Unity?
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but I am. The game feels pretty pointless but it's fun to hop on every now and then and do quests for a couple hours.
Daggerfall Multiplayer mod coming soon.
How about VR.
Install mods using Mod Organizer 2
>Minimap Mod
/daggerfallunity/mods/233
>Clock
/daggerfallunity/mods/25
>Context Sensitive Interaction
/daggerfallunity/mods/285
>Adds Roads to towns and cities on map and world
daggerfallunity/mods/134
>This mod removes all timers from Daggerfall Unity's main quest,
/daggerfallunity/mods/53
>Adds custom quest actions
/daggerfallunity/mods/284
>Makes it possible to replace 2D Sprites with 3D animated Models
/daggerfallunity/mods/267
>Turns some Enemies into 3D models
/daggerfallunity/mods/423
>adds a wind sound to hidden doors
/daggerfallunity/mods/211
>An npc will do the main quest throughout the months while you can make up your own story.
/daggerfallunity/mods/289
>3D models of some of the 2D npc's
/daggerfallunity/mods/351
>Allows you to harvest crops like in skyrim
/daggerfallunity/mods/41
>A Hotbar for magic and items
daggerfallunity/mods/202
>Several types of New israeliteelry
/daggerfallunity/mods/269
>Removes Lagspikes
/daggerfallunity/mods/288
>Adds a Lootmenu so you don't have to open the menu
/daggerfallunity/mods/226
>Removes Diceroll combat for you and NPC's
/daggerfallunity/mods/28
>Adds a Health Indicator for NPC's during Combat
/daggerfallunity/mods/63
>You will see different factions warring and fighting as you travel.
/daggerfallunity/mods/262
>Displays the location of Quests in your Quest log
/daggerfallunity/mods/201
>Changes wall teleport appearance from a red brick wall to a black void
/daggerfallunity/mods/354
>Allows you to train your skills using Skillbooks
/daggerfallunity/mods/235
>Sneak and crouch Combined
/daggerfallunity/mods/140
>Third Person Camera
/daggerfallunity/mods/141
>Transparent windows
/daggerfallunity/mods/302
>Shows Your Current Progress To The Next Level For Skills
/daggerfallunity/mods/298
>Adds passive mana Regen
/daggerfallunity/mods/101
>Adds a Treasure hunt for 1 million Gold
/daggerfallunity/mods/388
>Lets you kick while holding a weapon
/daggerfallunity/mods/162
Why do all TES games end up having multiplayer mods?
Ah, yes, that classic oblivion multiplayer mod...
Unironically funny. I really miss stuff like this. Bookmarked it.
>Testing Hall
That was so much fun to discover in the Construction Set.
Because unlike JRPG players, TES players tend to have friends.
Because the idea of exploring these worlds with your buddies is really cool, and the actual official multiplayer ES game barely has anything in common mechanically or aesthetically with the rest of the series.
Meanwhile stuff like TES3MP is fricking awesome.
I'm amazed that it didn't come sooner, it's perfect for an MMO if you could get around the time dilation stuff with travel.
cool, do you need steam to make it work? I only see a tutorial using steam
I wonder how far people will go with it before it dies down. It would benefit from some strong writing and complex quest chains, guild rivalries/wars between factions, well-developed characters and relationships, there's a lot of possibilities with Daggerfall but I don't know if there's anyone out there willing to invest so much time in to realize that dream, when you could go and make a new game instead.
I can't be sure yet if its a modded daggerfall or not. but the potential is limitless.
It looks bad and it's not fallout without badly implemented RPG mechanics.
>It would benefit from some [...] well-developed characters
No it wouldn't, daggerfall is not morrowind and that's a good thing!
The focus of daggerfall is in its procedurally focused design, not in its handcrafted content. If you want good handcrafted stories just play morrowind. The point of daggerfall is that, while it's old as frick it's so huge the possibilities of 2 players having the same experiences are almost 0, kinda like No man's sky.
No, Daggerfall has real-world scale and that's what makes it more immersive than Morrowind. Unity gives us an opportunity to develop hand-crafted quests in specific places to replace the copy+paste randomly generated content, so that the world is more fleshed out and worth exploring
Anon, the world of daggerfall is so big it would be extremely rare for a player to naturally stumble upon hand-crafted content if not linked to the main quest.
But yet again, nobody plays daggerfall for the handcrafted content, but for the scale; therefore I think it's pointless.
All content is handcrafted to an extent. You wouldn't stumble into it. It would start from speaking to an NPC say in the Fighter's Guild or a random inn to initiate the quest. The optional quests would connect the different regions and giving you reasons to go there. They original devs handcrafted some of the content in Daggerfall and Sentinel/Wayrest but left everything else neglected.
The original game promised a lot of political intrigue and faction conflict and there's a lot of vast open space in the world to develop it, but again I doubt anyone would invest the time to turn Daggerfall Unity into something great
>You wouldn't stumble into it. It would start from speaking to an NPC say in the Fighter's Guild or a random inn to initiate the quest.
Sure because there aren't 89329073 of those in the game.
If by handcrafted quest you mean a quest whose key locations may vary, then that's just a regular daggerfall quest.
Anyways, I think the primary reason that there's basically no quest mods for daggerfall is that the latter games had a better lore framework and better tools to do so (since they had the creation engine).
What are you talking about. There are tons of quest mods for Daggerfall Unity. I've played a lot of them and they mesh perfectly with the vanilla game's quests. Even that one Russian guy who made a bunch of quests in broken English are still good, I was able to play through them with no bugs or problems.
What people in this thread actually want is questlines. The quests in Daggerfall feel too isolated. No two quests apart from the main quest are connected with each other. For me this affects the way I play Daggerfall because I'll play the game, do one maybe two quests then quit playing because I'm not following a narrative.
I like Daggerfall but it does feel very aimless. I love the idea of it but it can never capture my attention for long. I can't sit down and play it for 5 hours straight like I can with Morrowind and Skyrim. Proper questlines would go a long way to making Daggerfall feel like it has more of a purpose. Procgen plus handcrafted content is the best of both worlds. It looks like that's what Bethesda is doing with Starfield.
Nah man, you are thinking way too small. There is no expectation of voice acting, little expectation to tie your content in to a plot from decades ago, so you can go all out and make random quest generation that is insanely complicated and just keep overlapping more and more content into this random generator until you get insane emergent quests like
>frick 10 goblins for money and purchase a prostitutehouse in Sentinel to attract and assassinate a ringleader of the Basketweaving Guild
I wonder when we'll see DU where you can explore procedurally generated world with every situation built unique at every new character game...
>if you want good handcrafted stories just play Morrowind
The absolute state of TESBlack folk
Have you people actually ever played anyhing other than your Bethesda shit shovelware
/v/tard Fromshitter.
>there's a lot of possibilities with Daggerfall but I don't know if there's anyone out there willing to invest so much time in to realize that dream, when you could go and make a new game instead.
One likely situation would be a lot of people building upon the work of a lot of other people, instead of just one guy or group making everything from the ground up.
it looks like shit
for the love of god, please just use original textures, that lighting is ugly as frick
its just boring.
The whole point of Daggerfall was fapping to your naked female character portrait with armor removed and also the temple girls. After that, it’s basically medieval GTA, breaking into shops, stealing everything you can carry, and killing as many guards as you can on the way to the next town.
>fapping to your naked female character portrait with armor removed
>it’s basically medieval GTA
Wow, since when did Todd make such awesome games?
I will now buy your game.
Todd wasn't in charge, the shift in Morrowind was palpable, no strippers or naked sprites in the inns, instead its all toned down PG-rated console kiddie trash which is why anything made by Todd does not deserve to be called Elder Scrolls. It's as Disney is to Star wars, it's as Netflix is to Witcher
He could have just called it the Todd Scrolls and I would respect him more
Calm down smart ass it was only a shitpost
Todd is the reason TES went to shit.
>no strippers
but it had strippers in some town inn.
Nice ass. Are there nude/sex mods yet?
You can load the mod with feline penis.
Cool, what about other penises and veganas?
Also with argonians. You can mod a feature to lick their balls and differ the licking speed. Then you'll be raped like the real Barenziah.
Wasn't Barenziah barbed in the tavern like a wench? Gave the patrons a good show of her little breasts too.
Id love to, but the framerate is awful and i know of no fix
Time to upgrade your toaster.
TODDTENDO
>D.R.E.A.M
Holy cringe
>enticing huge open world fun
>*record scratch*
>moronic xboxhueg random dungeon layouts
>moronic 10-dimensional story dungeons of absurd length
Any depth is imaginary and the game has 10 hours of content bloated with 1000 hours of running around.
magic items are kinda janky, you can't use the recast button
These b***hes are annoying
this game has endless potential if modders do his job
Skyrim actually has a Daggerfall mod. I'd rather try that one.
Good. Don't let the door hit you on the way out.
I did. It's fun for a little bit but the procedural generation makes the entire world pointless to explore and almost all the quests are an even shittier version of radiant quests since you don't even have a handcrafted dungeon to go through so I'd purposely pick the ones where you just go to a town as to avoid spending 2 hours looking for a gem in a 14 story dungeon.
Daggerfall is one of those games where you can make it sound amazing but in practice it isn't. The epitome of this was that moronic youtube video that called it a "life sim" as if you aren't just a murder hobo.
>you can get a loan from a bank!
Yeah but the gameplay loop is just you taking a randomly generated infinite quests into a procedurally generated dungeon in a procedurally generated town in a procederally generated region.
>you can have multiple types of werewolves
Yeah, two and they have the exact same stats.
>distinct vampire clans!
Morrowind did this and actually gave them each a couple of unique quests instead of the same placeholder shit.
>language skills!
Random small chance of a hostile enemy being non-hostile. You can't even do anything with them. Completely, utterly useless.
Daggerfall wasn't some revolutionary game when it came out. It was just a modest success which let them keep making games.
>gameplay loop
Stopped reading
That's what it feels like if you approach it like every other RPG out there. Most RPGs are handcrafted linear experiences that end when they run out of content. They allow you to participate in them. Daggerfall wants you to make your own story in a world that doesn't give a frick about you and gives you absolutely nothing for free, not even a story. It has more in common with games like Mount & Blade, Crusader Kings, X4 Foundations, Project Zomboid and STALKER Anomaly than the other Elder Scrolls games, or any traditional RPG. These are "forever games" like Daggerfall that theoretically never run out of content because everything is procedurally generated (except their maps, Daggerfall is unique in this case). You play them because you like playing them, you're not looking for an ending or a goal. The appeal is making yourself powerful and making a hostile world your b***h.
How long does it take to just get through Daggerfall’s main quest? Or better yet, is it even worth playing if I’m not interested in spending 100 hours on procedurally-generated content? I just got into Elder Scrolls so I feel like I have to give this game a playthrough, but if there’s no lore content to read and the main quest is just barebones randomly-generated shit then there’s really no point to me, though I do understand the appeal for others.
I'm waiting for Arena Unity, instead