
r/Daggerfall

i'm stuck in a dungeon :(
theres a quest in a dungeon in morgyn coven in daggerfall. the quest needs you to save a girl named carolyrrya wicksley
theres a portion of this dungeon with these weird cogs that dont really seem to do anything when i activate them
has anyone done this dungeon? what should be done?
theres two moving plates and theyre activated by the 2 levers and theres a 3rd plate that looks like it should be moving but nothing seems to activate it
DFU - weapon swing mode is just not there. At all. anywhere.
What it says on the tin. This is very frustrating. And I can't find the folder to modify the ini file or whatever it is either
WHERE IS IT???
The slider bar is not in the screen that has everything else in the initial menu. It's not in the options once I've loaded. It's screwed off into the aether
The [never-applied] intended racial attributes of vanilla Daggerfall
Sale: Are identified magic items worth more than when they're unidentified?
reddit.comI built the ambient text mod feature into my Daggerfall-inspired RPG — and made it moddable
You know that Daggerfall mod that adds ambient text descriptions to the world? The one that tells you the stone wall is cold and damp, or that the air near the blacksmith smells of coal and hot iron?
That mod always stuck with me. Not because it added mechanics — but because it added presence. It made the world feel like it existed before you arrived.
I'm building a Daggerfall-inspired RPG from scratch (custom engine, C#/Vulkan, solo dev), and I knew early on I wanted something like this. So I built it — but took it one step further.
Every object in the world carries property tags: material, condition, sensory details. When you interact with something, the system reads those tags and generates a short ambient text from a pool of templates. Rough wood feels different from smooth wood. Mossy stone reads differently than dry, cracked stone. The same tree can give you a slightly different line each time.
The templates live in a JSON file — so it's fully moddable. Anyone can extend or rewrite them. And because of the way the system works, adding just one additional template or property tag multiplies the variety of the ambient texts the player can see. Since templates also support tag concatenation, the variety grows even more.
Right now, the game knows only 7 templates and 18 tags. Without tag concatenation, this results in 174 variations. With it, there could be more than 200. So you can imagine what adding just a few more templates can do.
Small feature. Big difference in how the world feels.
P.S.: This will not be the primary interaction, just like picking up items or open doors. The interaction prompt and the trigger key to activate these ambient texts will change.
For more updates, you can join my Discord: https://discord.gg/ejY3HW9qB
Is this what I think it is? (Merunez Razor at home)
I been playing for a bit, reached level 7, got a few decent Magic Items, and while doing my normal routine of clearing dungeons selling off the loot and identifying items I found this.
If I understand this right this dagger has a 10% chance off-base to instantly kill whatever I stab with it, and an additional 2% for every player level, so currently it's chance is 24%, is this as absurd as I think this is?
I feel like I have been handed a budget Merunez Razor.
Rate my potential first playthrough build: Blunt-force trauma at Mach 4
The idea of this build is a guy with a hammer or mace that moves really fast, ducking and weaving between enemies while dealing damage. This is sort of a follow-up to yesterday’s post.
I’d love to hear your feedback and ways in which I could improve the custom class.
I am playing Daggerfall Unity.
In case anyone’s curious, the class is named after the Valorant pro-player [NS] Dambi.
Does anyone know a good UI mod for a real modern UI for Daggerfall Unity?
I already know mods like "Uncanny Interface", "Expanded Inventory" or "Inventory Filter". They do many cool things, but the UI still keeps its functionality and feel from the mid 90s.
Does someone know a mod, that recreates the UI even more to make a real modern UI (at least the inventory)?
Build recommendation for first-time player
Just installed Daggerfall Unity and I’d like some build advice. I want to make a weapon user who has a small spellbook of utility/support spells for when they’re required. I generally go for a melee build in RPGs so maybe an archer would be cool if bows are viable in this game.
This is all Jeffrey’s fault
Let me start at the beginning. I used to watch my friend Jeffrey play video games in college. He played everything. Neverwinter Nights. Vampire. Morrowind. All those early 2000s classics cuz I’m old. Jeffrey died in a car accident in 2004 because he liked to drive too fast. I miss him. He piqued my interest in these types of games.
Fast forward, 2015-ish. I download Gog and finally buy NWN. It rocks. Fast forward again to earlier this week I see Daggerfall on sale for free on Gog. Well, it ain’t Morrowind, but what the hell. I been meaning to check out Elder Scrolls since I watched Jeffrey’s cat man ride a giant bug back in 2003. (See it all wraps around)
Keep in mind: I know nothing of the lore. I’m thinking the game’s going to teach me (first mistake!)
So I build my Redguard, let him worship the Air Goddess because why not? and off we go!
Hoo boy. Guys I don’t know what I am doing. The guards of Daggerfall think I’m undependable because I had to keep breaking into houses trying to find the right house where the Thieves Guild rep was waiting so I could pay off some poor girl’s ransom. Did I mention the map system is a major learning curve? Loving the roleplay elements and battle system though even if I do die. A lot.
Anyway the Imperial Inculabulabula tells me I got 7 days to go to Folsom Prison to find a scroll guarded by Deirdre (ok, now I’m being silly, but you get the idea). He promises to tell me the secret of the storm from the beginning of the game if I can bring him the scroll.
It’s a hard quest so far. Weird thing is I can’t find any mention of it anywhere online. Oh well. At least I managed to find this glowing hammer. I should be able to put a hurting on Deirdre if I can ever find him again. He’s somewhere down in these tunnels. The problem is he always kills me before I can save so I forget where I found him. Then I gotta spend hours looking for him again! And all these tunnels look the same. Map is pretty much useless. Ah well. Got a lot of nice gear at least!
Which versions of the game files have the original Dark Elf sprites?
Title. I'm looking to reinstall DFU on my PC, but I'd like to keep the weird tan dark elves that just scream "Daggerfall" to me.
It seems the canonical daggerfallgamefiles version has them patched to dunmer. Are there any versions of the game files that incorporate bufixes but no graphical changes?
Not a PC crt but a crt still
My eyes and brain are burning because of this screen but i'm still really happy to play it properly
War Planets commercial for Spring of 1998
I'm a solo dev with an enterprise C# background, and about a year ago I decided to stop fighting existing engines and build my own instead. The result is AstralForge - a custom engine written in C# (.NET 10) on top of Vulkan via Silk.NET, purpose-built for a Daggerfall-inspired open-world RPG.
What you're seeing in the video is the current state of the open world:
- Fully streaming terrain with chunk-based loading
- Multi-pass Vulkan rendering: Geometry Pass → Composite Pass with exponential-squared depth fog
- Flexible terrain splatting with noise-driven texture transitions (grass, rock, snow)
- ~7km view distance
- GPU-instanced vegetation (trees, bushes)
- Modular ECS architecture with dependency injection throughout
The engine is deliberately focused - no generics, no editor, just what the game actually needs. Every system exists because the game required it, not because a proper engine should have it.
Happy to go deep on any of the rendering or architecture decisions if anyone's curious.
Quando começar a campanha principal?
Tô jogando daggerfall pela primeira vez pelo daggerfall unity. Tô com um mod de atalhos para magia e um de tradução para português do Brasil. Eu já aprendi como várias coisas funcionam e tenho realizado uns trabalhos para a guilda dos combatentes e dos magos. Tô até bem forte por enquanto.
Eu fiz a campanha principal até um ponto que me falaram para ela deixar de necessitar tempo para cumprir. Deste então só tenho feito o mesmo que em todos os jogos Elder scrolls. Explorar, viver minhas aventuras, fazer missões, esse tipo de coisa. Mas tô aqui pensando. Quando seria bom eu voltar para a campanha principal? Ou vocês recomendam eu focar mais nela na minha primeira vez? Eu realmente nunca joguei antes e não sei de praticamente nada da história e como essa parte funciona então se vocês puderem me orientar nessa parte eu agradeço.
Se puder também gostaria de saber sobre a questão dos príncipes daedricos. Fiquei sabendo que aqui tem uma série de requisitos para fazer as missões deles. Poderiam me explicar isso também? Mas só se der. minha dúvida mesmo agora é a pergunta acima.
Daggerfall has always lived in my head rent-free. Not because of its graphics — but because of what it represented: a world so deep and systemic that it felt like it had a life of its own. Hundreds of cities, NPCs with schedules, a economy, factions, climbing rooftops to escape guards. A world that didn't just exist as a backdrop, but as an actual place.
I've been chasing that feeling for years. So I tried Daggerfall Unity, which is a fantastic way to play the old game today. Yet despite the massive technical improvements, it still retains the controls and UI from 1996. And since no one else seems to be building exactly what I want, I decided to build it myself — engine included.
The game is a first-person open-world RPG in the spirit of Daggerfall, but built with modern technology and a contemporary approach to UI and UX. The world is procedurally generated but deterministic — same seed, same world for every player. The goal is to build interlocking systems that create emergent stories on their own. The player decides what kind of life they live in this world. Follow the main storyline. Explore dungeons. Join factions and climb the ranks. Run a trade. Or just settle down in a city and mind your own business. The game doesn't judge.
Right now there are no NPCs, no quests, no combat. Just a procedurally generated open world that I keep finding myself walking around in — which honestly tells me that something is already working.
This is what it looks like today. Still early, but it's starting to feel like a place worth living in.