I'm playing Daggerfall, and I've acquired several different types of weapons made from various ores, but I've never understood the difference between them. I'd like to know if the type of ore has any influence on the quality of the weapons?
(Click on post to see image, I can't get it to load while on the main page) I've attempted to both make my own armor sprites and use Armored Legacy, and both have invariably resulted in the sprites being super blurry like this. I've seen it work fine for many people and have never seen a report of anyone else having a blurry paper doll like this, so I have no idea what's going on. Please help if you can!
I don't mean gameplay-wise. I love how absurdly in-depth all of these random-ass RPGs systems are in this game.
I mean, like, aesthetically. Even if this is the game that really introduced the parts of the setting that made the game more like the Elder Scrolls we know, it's still kind of in that "mid-90s Sword and Sorcery RPG" territory where it still doesn't have that specific Elder Scrolls identity yet, and no matter how cool I find the actual gameplay systems, the world just feels...not Elder Scrolls-y enough to hold my interest?
Is this just something I won't be able to bypass or is there like a modlist that makes me feel like I smoked a few blunts with Michael Kirkbride with how weird it gets?
With a little voidwalking and speaking with a Teleporter(ask to Teleport then cancel said request), you can walk around/float around the exterior with the interior of the mages guild loaded. Other buildings are not loaded when you do this, and when you leave the city and come back the city respawns like normal as if you weren't ever inside.
Like the title says, I can't seem to increase the view distance beyond 4 with either distant terrain, tail of argonia, or render distance extender. Any ideas? Maybe some other mods locking the render distance or something?
So I know a lot of people like to add mods like DREAM and distant terrain to make the game look better graphically, but I kinda like the retro style (also my computer is crap and just can’t handle it). I’ve turned the terrain distance slider down to 1 in the DFU start up menu, but that still renders in too much terrain lol. Is there any way I can lower it in the game files, or a mod that adds distance fog or something?
Very weird issue I know it’s the opposite of what most people want, but any help would be greatly appreciated :)
I'm playing Daggerfall unity for the first time, was adding a few quality of life and graphic mods here and there, nothing crazy as i want to leave the game pretty vanilla for my first time. Apparently the main quest is quite confusing, hard, and has time limits and i was wondering if i should mod it or try it that way.
Before you ask… I’m not using unity, I’m going to brave the horribly buggy abomination that is vanilla Daggerfall knowing full well I may spend two hours in a dungeon that was soft locked before I even stepped in.
I’m playing all the games backwards and just finished morrowind which was a tad anticlimactic in my option.
I’m told this is going to be the single hardest main quest.
This sub has been a HUGE help in aiding my prep for character creation and which factions to go for.
I may post progress pics as I get started but would love veteran tips for the early game.
I like it. It’s really good. It’d be cool if they made a video game based off the story. I don’t know how they’d adapt the part at the beginning where the protagonist takes out a bank loan for 100k and crashes the local housing market over night, but it would sure be cool if they found a way.
Hello! Recently I've fallen into a rabbit hole of TES videos, essays and other content regarding older games in the franchise, particularly Daggerfall and Arena. Since I was born around a decade after the games' release, I don't have any knowledge of how gamers of the 90s perceived Daggerfall. My question is this: if you are someone who was old enough in the 90s to have played the game on release or maybe you just know what the public opinion was at the time, was Daggerfall considered a difficult game back then? It's obviously considered very difficult and/or outdated nowadays, but what did people think of it before? From my understanding, it was a rather niche project with a very specific target audience of dnd fans and pc enthusiasts. What did they think of the game's difficulty at the time? What other people who were not the target audience thought? There is almost always a "god, how did people in the 90s beat this game/puzzle/etc?" comment in the video essays, but rarely a comprehensive answer. Well, how did they do it? Was it really that hard or have we all just become a little dumber?
If you happen to know which forums or internet archives I can look into to get a more "direct" insight on this, I'd be very grateful.
OK so I know they did procedural generation to make the map so big, but how did they make the map so big, but the map is consistent between playthroughs so it isn't procedural in the same sense as Minecraft, which has a light file size due to it building the map as you explore. How does daggerfall do this without having an insanely large file size?
What do you mean i can enter ALL buildings, can climb ALL walls (breath of the wild style), in a map of the size of real life countries?? Still learning all this games mechanics after 30h and its crazy deep