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Daggerfall:NPCs[edit]

NPCs in Daggerfall come in two different types, flats (the stationary ones) which reside in either buildings or dungeons (usually during quests), and towns people (the wandering ones) that can be found exploring the streets of various towns and cities, or strolling around the premises of farmsteads and manors.

Flats[edit]

A quester at a Fighters Guild

Flats main purposes are to add detail to interiors, offer services and give or take part in various quests.

Interaction[edit]

Interaction with Flats is mostly limited to dialog, and quests, with there being no way to kill or pickpocket them. However if a quest requires that an NPC with dialog options must be killed, like in Former Student Part I, Daggerfall will just remove the flat and spawn in a (usually) human enemy once dialog is finished.

Towns People[edit]

A towns person in Daggerfall city

Towns people are most commonly found in towns or cities, and serve the purpose of livening up the city scape while also supplying the player with the locations of various building and places, as well as information about various factions, people, and any recent news.

Interaction[edit]

Unlike flats, towns people can be killed or have their pockets picked, however carrying out any of these actions will most likely summon the town guards. Just like in Arena towns people will only stop for you when you're weapon is sheathed.

Movement system[edit]

Towns people walking system is grid based, with there being 3 different types of tiles.

  1. Preferable (For paths or roads)
  2. Undesirable (For grass or dirt areas)
  3. No-Go (Inside buildings and other objects as well as water)
Note: This article is a stub. You can help by expanding it.

Daggerfall:Daggerfall Unity[edit]

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Features/Improvements section and roadmap
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Daggerfall Unity is a fan made project attempting to recreate Daggerfall in the Unity engine. Unlike DaggerXL Daggerfall Unity is recreating Daggerfall inside the Unity engine instead of re creating the X(n)gine.

Features and improvements[edit]

Daggerfall Unity feature a vast amount of improvements over vanilla Daggerfall, these include greatly improved graphics as well as easier modding, and less bugs.

Mods[edit]

Daggerfall Unity currently has a variety mods made by the community, currently most of these are graphical but more gameplay related mods are expected when more gameplay systems are added in.

For the latest versions of all these mods see:[1].

Graphical[edit]

Name Author Forum Post Description
Real Grass & Plants Originally made by Uncanny_Valey, has since been updated by TheLacus [2] Adds billboard based grass as well as a variety of 3D plants to Daggerfall.
Birds in Daggerfall Uncanny_Valley [3] Add birds to the skies of Daggerfall.
Enhanced Sky Lypyl [4] Adds a much more detailed sky.
Distant terrain Nystul [5] Adds distant terrain and increases the height variance.
Realtime Reflections Nystul [6] Adds reflections to water and various surfaces such as floors.
Remove Spiders TheLacus [7] Change spider to look and sound like bears, stats unchanged.
(Wip) Terrain Flats jman0war [8] Adds much more detailed nature sprites.
(Wip) NPCs Flats jman0war [9] Adds much more detailed NPC sprites.
(Wip) Handpainted model replacement project AlexanderSig [10] Adds lots of 3D models for various props.

Patches[edit]

Name Author Forum Post Description
Unofficial Book Patch Eksevis [11] Fixes many errors in book, these include spelling grammatical and formatting.

Add-Ons[edit]

Name Author Forum Post Description
Loading Screen TheLacus [12] Adds a loading screen.

Daggerfall Unity Vs Daggerfall Tools For Unity[edit]

Daggerfall Tools For Unity and Daggerfall Unity are often confused or lumped together, however they are not the same thing. Daggerfall Tools For Unity are a set of tools to extract and use various Daggerfall files in the Unity engine, while Daggerfall Unity is using these tools to help recreate Daggerfall in Unity.

Progress[edit]

Daggerfall Unity's latest stable release is version 0.3 with 0.4 being released soon, with version 0.3 you can explore the whole Iliac bay, fight monsters and find loot. A stable version of 0.4 should be released soon, it's main new additions will be quests as well as leveling up, some of it's other major additions include in game control remapping and wandering townspeople (without dialogue).

Road map[edit]

Please note this is as of the 4th of august 2017 and may become outdated with time.

0.1 (Baseline)[edit]

August 2014 – November 2015


Back-end tools and API for reading Daggerfall’s binary files and importing into Unity
Support for key binary assets (images, models, blocks, maps, audio, videos, etc.)
Image processing
Sprite atlas generation
Billboard support
Import of textures
Import of individual models
Import of blocks
Import of exterior maps
Import of interior maps
Import of dungeon maps
Full streaming world, procedural terrain & locations
Tile map and billboard shaders
Object activation
Transitions between interior/exterior
Action objects (lifts, levers, etc.)
Basic enemies (follow, attack, death, etc.)
Animated weapons
Material re-colouring support (iron, ebony, etc.)
Simple combat
Core game framework
INI support
User interface system (custom UI needed).
JSON support
Serialization of game state for save/load.
Entity system
Text.RSC support
Class support
Character creation
Classic save import
Quick save/load
Initial release with basic exploration and combat.


0.2 (Items)[edit]

November 2015 – April 2016


Enhanced action object support (Lypyl)
Setup helper
Travel map interface (Lypyl)
Dungeon and interior automap interface (Nystul)
Assorted mods integrated
Integrate horizontal floating origin
Item support
Inventory interface


0.3 (Loot)[edit]

April 2016 – September 2016


Initial mod framework (Lypyl)
Serializable automap (Nystul)
Serializable loot containers
Initial loot
Random treasure
Drop items to ground
Drop gold to ground
Monster loot
Enhanced save/load interface
Rest interface


0.4 (Quests)[edit]

We are here right now. September 2016 –


Quest file support
Initial quest virtual machine
Addition of world metadata to support questing
Initial faction support
NPC names, building names
Initial Info mode
Location exterior automap (Nystul)
Initial progression – increase skills, level up (Allofich)
Reputation gain/loss (simple)
First pass at non-mage playthrough of main quest
Serialization of quest state
Location and building discovery
Keybind interface (JustinS)
Book reader and books in random loot (InconsolableCellist)
Lockpick (Allofich)
Pickpocket (Allofich)


0.5 (Spells)[edit]

Magic system
Initial spells & effects support
Potion support
Enhanced effect-entity relationship
Spellbook interface
Refine town NPCs (behaviours, can kill, talk)
Initial “Talk” interface
Odd jobs (talk: tell me about work)
Random encounters on rest
Progress quest support
Updated character motor
Initial dungeon water
New motor states: swim, levitate, crush
Magic item support
Artifact support
Weapon material vs enemy handling
%var support in character sheet


Half Time[edit]

By this stage, the largest and most difficult systems have been implemented.
Will be looking for more community contributors to assist with final stages of development.
Likely to take a few months break where development slows down (not stops) so I can recharge.


0.6 (Shops & Banking)[edit]

All basic shop features (no item decay/repair yet)
Bank UI with ability to purchase ship/house
Transport UI (foot/horse/cart/ship)
Player housing (including ship)
Letters of credit
Gold to have weight
Enforce encumbrance and wagon limits
Progress related spell and quest support


0.7 (Guilds & Services)[edit]

Reputation gain/loss (full)
Join and progress in all guilds
Spell maker
Item maker
Potion maker
Item decay/repair
Basic guild services (no summoning)
Tavern services
Building schedules (e.g. door locked at night)
Building NPC schedules (e.g. shopkeep gone at night)
Progress related spell and quest support


0.8 (Character)[edit]

Vampirism
Lycanthropy
Custom class creator
Select class with questions
Complete levelling and character loop
Summoning services
Progress related spell and quest support


0.9 (Crime & Punishment)[edit]

Working guards in towns
Stealing and pickpocketing
Court UI
Prison UI
Skill and attribute changes after prison time


Daggerfall Unity will exit pre-alpha around this time.


Alpha[edit]

Almost all game features now supported
Final push towards remaining features
Continue fixing bugs and refining systems


Beta[edit]

All game features now supported
Continue fixing bugs and refining systems
Final stages of development
Standalone release candidates


1.0 (Release)[edit]

Final milestones
Standalone distribution
Post-release support

Note: This article is a stub. You can help by expanding it.