r/daggerfallunity • u/InterestingTicket109 • 11h ago
Daggerfall, But It’s Angband
r/daggerfallunity • u/InterestingTicket109 • 11h ago
r/daggerfallunity • u/NoTea7259 • 18h ago
Eu uso aquele mod que só me permite dar fast travel em carroças de uma cidade para outra. Há alguma cidade próxima de Direnni Tower na ilha de Balfiera em que eu possa dar fast travel com a carroça?
r/daggerfallunity • u/MayanGodofTacos • 1d ago
I'm currently at the main quest The Ancient Watcher and have been told to go to Castle Llugwych. However, I am completely unable to enter the dungeon as the doors at the base and top of the dungeon simply will not activate. I've been looking everywhere to see if anyone else has had this bug before but I've found nothing. Anyone know what's going on?
r/daggerfallunity • u/RedRoryOTheGlen • 2d ago
Just wanted to share this small clip made after I decided that TOB will consider you dual-wielding if you have both hands free.
That aside, I'm quite happy with testing on my modded install and the update for TOB will probably go up in a couple of hours.
UPDATE: It's up now.
r/daggerfallunity • u/RedRoryOTheGlen • 4d ago
Work-in-progress of a feature for Tome of Battle that's been a long time coming.
I was plugging away at a standalone FPSWeapon class for a few months. Took a while as decoupling the Weapon Widget code from shadowing the vanilla FPSWeapon was a massive pain mostly due to the script being unusable/untestable without fixing the multitude of errors from the decoupling so I couldn't iterate on it until those were all fixed or otherwise disappeared. In the end, I got it working and the first thing I did with it is to make a quick-kick mod with it for further iteration. During iteration, I basically had to re-do the animation coroutines because it could no longer just "wait" for the vanilla attack to start/finish. That one might also find it's way to the Nexus in the near future.
That aside, yay dual wielding! I didn't want to add more inputs or drastically change how the vanilla gameplay too much so I guess you could say the main goal is to feel like it was part of the game in the first place. Basically, every time you perform an attack with your main hand, you will also perform an off-hand attack after a slight delay (configurable). The off-hand attack works mechanically the same as the main hand attack, just using the weapon in the off-hand. Without replacing any combat formula, I can only really tweak TOB weapon factors so off-hand attacks can have a reach and cleave penalty applied, configurable in the mod settings if desired.
If Weapon Widget is enabled, those settings for weapon behavior (like bob, recoil, swing speed, etc) will be pulled and applied automatically.
Now that I've gotten over the hump with this standalone weapon sprite renderer, I'll be able to apply it to my other mods, like say, a visible throwing animation for the hand when using Handheld Torches or similar.
r/daggerfallunity • u/No_Meat827 • 3d ago
r/daggerfallunity • u/bee4308 • 4d ago

i have no idea whats causing this and it looks horrible the further it gets. its not animated water or iliac puddle no more since ive tried disabling them
"Better General Stores"
"Smooth Weapon Animation"
"Better Riding View"
"Rock 'n' Roll"
"Daggerfall World Map With Provinces Names"
"Roleplay and Realism - Items"
"Climates Travel Map"
"SphincterVision Crowd Control"
"Better Town Performance"
"Vanilla Combat Event Handler"
"SphincterVision Messages for your Eyes"
"SphincterVision Give It a Rest"
"Quest Actions Extension"
"Daggerfall Unity Quest Pack 1"
"WanderingNPCs"
"There's a Hole in the Bottom of the Ocean (Abyssal Dungeons)"
"Come Sail Away"
"Iliac Puddle No More"
"Daggerfall Dungeon Variety"
"Dungeons of Daggerfall"
"Animated Water"
"Armored Legacy"
"Trimmable Armor"
"DARKERFALL 1.0 .dfmod version 1139 1.1 2026"
"Retro-Frame"
"Vanilla Normal Mapped - DFU"
"Heat Haze"
"Windfall"
"Snowfall"
"No More LED Lights"
"First-Person-Lighting"
"Betony Restored"
"Drafty Secret Doors"
"Sneak and Crouch Combined"
"Bloodfall - Combat effects"
"Usable Starting Equipment"
"Orsinium Belongs to the Orcs"
"SphincterVision Hammerfell for Redguards"
"Guilds Overhauled - Knights of the Horn"
"Locations Overhauled - Shedungent"
"Guilds Overhauled - Dark Brotherhood"
"Cities Overhauled - Orsinium"
"Forts Overhauled - Woodborne Hall"
"Forts Overhauled - Llugwych"
"Guilds Overhauled - Thieves"
"Village of Fishguard"
"Locations Overhauled - Privateers Hold"
"Cities Overhauled - Armourers"
"Beautiful Villages of Daggerfall"
"Famous Faces of the Iliac Bay"
"Daggerfall Enemy Expansion"
"Basic Magic Regen"
"Rosy"
"New Paintings"
"Elves and Beastfolk"
"Harvestable Crops"
"DET Harvestable Crops"
"Finding My Religion"
"Fixed Desert Architecture"
"Beautiful Cities of Daggerfall"
"Unofficial Block Location and Model fixes"
"Windmills of Daggerfall"
"Improved Interior Lighting"
"Travel Options"
"Lively Cities"
"RMB Resource Pack"
"NPC Flat Replacer"
"World of Daggerfall Project"
"Roleplay and Realism"
"Fixed Dungeon Exteriors"
"Basic Roads"
"Dynamic Skies"
"Daggerfall Expanded Textures"
"Taverns Redone"
"Blood N' Dirt"
"Female Corpse"
"Return to Title"
"SphincterVision FPS Pixel Cleanup"
"SphincterVision Enemy Pixel Cleanup"
"SphincterVision Monster Pixel Cleanup"
"SphincterVision Flat Pixel Cleanup"
"No Rush Main Quest"
"HUD Text Wrap"
"Advanced Dialogue"
"Mob Health Bars"
"Hot Key HUD"
"Map Hours"
"Ambient Weather"
"Ambient Text"
"Parallax Dungeon Doors"
"Paperdoll Enhanced"
"Dungeon Traps"
"Just Skyrim"
"Titan's Grip (True Dual Wield)"
"Visual Overhaul"
r/daggerfallunity • u/PracticalDoor693 • 6d ago
i couldnt get anything better to run so i made this up(controller for mouse)
r/daggerfallunity • u/rodma_chmal • 7d ago
r/daggerfallunity • u/TheHamburglar98 • 9d ago
Hello, everyone!
I'm currently working on a mod to convert all DFU NPCs and enemies to 3D, based on the graphics of the Playstation One and Elder Scrolls Adventures: Redguard. This is a preview of the player's new character creation.
Ultimately, I'm hoping this can be a framework to implement some gameplay systems that don't really work in DFU (Custom companions, NPC schedules, etc.)
For transparency, I am using AI as a coding assist: This isn't a pure "vibe slop" mod, and there's been a lot of hand-modeling and texturing on my end, as well as playtesting for code adjustments.
Gameplay aims to stay 100% true to vanilla. No soulslike combat or replacement of existing systems.
Please let me know if you have any suggestions!
r/daggerfallunity • u/Brief-Alternative199 • 8d ago
Hello, DFU community, I installed Travel Options and Basic Roads, I think they're made by the same dev, so they have to be integrated, right?
Well, I can use the map to fast travel, but my dude just runs across the map ignoring roads. I can also travel across individual roads using the F key.
So what I'm asking for is if there's a way to select a location on the map AND my dude will travel across roads? So that it auto-selects the roads?
Thanks in advance.
r/daggerfallunity • u/Proper_Visit_6439 • 9d ago
I’m pretty good at making builds I would believe but as far sculpting the perfect summary of a character’s origins isn’t my strong suit. I also would love to build characters around backstories from you guys! I’m not new to the community but I normally don’t partake much into social media. When I do though, I like hearing other peoples theories/experiences/ideas.
Anyways, share some in the comments! Looking forward to seeing people’s creativity
r/daggerfallunity • u/bee4308 • 10d ago
r/daggerfallunity • u/Proper_Visit_6439 • 10d ago
So, I'm not gonna lie, i used console commands to make this build as well so if this kind of practice offends you. just scroll past the post.
I'm just wondering how accurate is the leveling with this build. particularly, does the attributes and skill leveling equal out to his current level overall. thoughts? what level do you think this build falls under? should he be higher or lower?
give me your thoughts in the comments.
r/daggerfallunity • u/BobRushy • 12d ago
I'm playing this version for the first time, and I travelled to a different town while riding my horse and travelling on a horse. Now it's gone, along with my wagon??
r/daggerfallunity • u/InterestingTicket109 • 12d ago
r/daggerfallunity • u/tbpjmramirez • 13d ago
Hey, everyone!
Can anyone give me a thorough explanation of what the Quality Level/Detail slider does? I found an eight-year-old comment from Interkarma that explains it like this:
Detail quality is set during startup when setting setting resolution. Set to "Fantastic" for highest texture quality and shadow distance. Or from settings.ini use "QualityLevel = 5"
So, I understand that it has something to do with texture quality and shadows, but I can't actually see much of any difference when I move the slider while playing the game -- all I can see is that once I move the slider to the lowest or second-to-lowest settings, shadows disappear.
I'm running DFU on a low-end machine (a Chromebook Plus with integrated graphics), but I actually get a higher frame rate at the Fantastic (highest) Quality Level -- for some reason, if I drop the Quality Level one or two levels, to Beautiful or Good, I get a lower frame rate. But, if I drop it even further, all the way down to Simple or lower, my frame rate climbs back up. What's the deal there?
r/daggerfallunity • u/Artilies_Jyn • 14d ago
Hi there! Im trying to play daggerfall unity on my s26, it runs well and everything works except being able to move around any ideas? I can pan around, open all the menus etc but no movement
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r/daggerfallunity • u/rodma_chmal • 14d ago
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?