Released Mods

Discuss modding questions and implementation details.
User avatar
Interkarma
Posts: 1424
Joined: Sun Mar 22, 2015 1:51 am

Released Mods

Postby Interkarma » Sun Mar 12, 2017 4:57 am

Now that some folks are using mod features created by Lypyl and TheLacus, I thought it might be a good time to create an official thread of sorts to keep them all in one place for now.

If you've created a mod that is ready for download, please post a link and brief description as a reply to this topic. I will edit this first post to keep them all together.

While there is only a small number of mods, I will also host on dfworkshop.net and provide a central download page for them all. At some point though we should look at uploading them to Nexus, for example.


Released Mods

Birds in Daggerfall 1.0 (Uncanny_Valley) [download] - Flying birds across the skies of the Illiac Bay.

Enhanced Sky 2.0.5 (Lypyl) [download] - A beautiful procedural sky with smooth day/night cycles, stars, weather, lunar cycles.

Real Grass & Plants 1.10 (TheLacus/Uncanny_Valley) [more] [download] - Adds lush animated grass and new species of plants to the game world.

Remove Spiders (TheLacus) [more] [download] - Replaces spiders with bears.

Loading Screen 1.5 (TheLacus) [more] [download] - Adds a loading screen to Daggerfall Unity with customisation available.

Distant Terrain 2.1.0 (Nystul) [download] - Increase draw distance far beyond even default Daggerfall Unity.

Realtime Reflections 2.1.0 (Nystul) [download] - Add beautiful reflections and other surface enhancements to Daggerfall's textures.

Hand-painted Textured (VMblast) [more] [download] - Beautiful high resolution versions of Daggerfall's textures, hand-painted in the same style. Work in progress, not all textures completed.

Fixed Book Files (Eksevis) [more+download] - Aims to fix many of the issues with Daggerfall's Book files. These files should be copied to your "Arena2\Books" folder and replace old copy of the book.


Downloading Mods

A mod download page will be added to Daggerfall Workshop soon. Once the number of mods increases beyond this small number, it will be for the best to use a standard mod site like Nexus or ModDB to distribute mods.


Installing Mods

Mod creators, please make sure you include a helpful ReadMe with your mod to help users install and contact details so they can reach out for feedback or support.

If you have trouble with a mod, you should be able to reach creator in the Modder Discussion forum.

  1. Unzip mod distribution (if necessary).
  2. Copy the .dfmod package into your DaggerfallUnity_Data/StreamingAssets/Mods folder.
  3. Check the included ReadMe for any special instructions to complete install.
User avatar
TheLacus
Posts: 256
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: Released Mods

Postby TheLacus » Sun Mar 12, 2017 8:50 pm

If you are interested in making mods for Daggerfall Unity, read here and here. Here you can find a list of released mods.
You may also be interested in this showcase.
User avatar
Nystul
Posts: 676
Joined: Mon Mar 23, 2015 8:31 am

Re: Released Mods

Postby Nystul » Sun Mar 12, 2017 9:26 pm

how to activate mods inside unity editor for developing? When I select scene DaggerfallUnityStartup the mods are found and enabled, but when I start scene DaggerfallUnityGame no mods are present
User avatar
LypyL
Posts: 474
Joined: Sun Mar 22, 2015 3:48 am

Re: Released Mods

Postby LypyL » Sun Mar 12, 2017 9:50 pm

You should just need to place the mod files in the StreamingAssests\Mods directory, make sure they're enabled and click play. Note that you have to start from the staturp scene, loading the game scene directly won't work.
User avatar
Nystul
Posts: 676
Joined: Mon Mar 23, 2015 8:31 am

Re: Released Mods

Postby Nystul » Sun Mar 12, 2017 10:00 pm

ah ok, I never did so because clicking on start does not do anything for me - it won't start up the game for me - am I missing something?
User avatar
Arl
Posts: 124
Joined: Sun Mar 22, 2015 10:57 am

Re: Released Mods

Postby Arl » Sun Mar 12, 2017 10:46 pm

One thing that caught my attention is that Nexus has Arena and Daggerfall pages, it only has a couple of mods each, but it's there.

Maybe we can start uploading mods there, the thing is that they need DFUnity and not vanilla Daggerfall, but most mods for Oblivion and Skyrim need some source of external thing like script extenders and so forth. But I don't know, what do you think?
My Deviantart page, I have some Daggerfall stuff in there.
User avatar
LypyL
Posts: 474
Joined: Sun Mar 22, 2015 3:48 am

Re: Released Mods

Postby LypyL » Sun Mar 12, 2017 11:00 pm

Nystul wrote:ah ok, I never did so because clicking on start does not do anything for me - it won't start up the game for me - am I missing something?


You need to go to build settings in the editor & add the startup and game scenes so startup is scene 0 and game is scene 1.
User avatar
Interkarma
Posts: 1424
Joined: Sun Mar 22, 2015 1:51 am

Re: Released Mods

Postby Interkarma » Sun Mar 12, 2017 11:01 pm

I would treat "Daggerfall Unity" as a game in its own right for this and create a new game profile when uploading mods. I'm happy to upload mods once we have a few collected to see how this process goes.

In any case, I'll host on the Workshop for now until we get around a dozen mods and it becomes unworkable for me to maintain.
User avatar
Nystul
Posts: 676
Joined: Mon Mar 23, 2015 8:31 am

Re: Released Mods

Postby Nystul » Mon Mar 13, 2017 7:03 am

Thx lypyl!

Return to “Modder Discussion”

Who is online

Users browsing this forum: No registered users and 1 guest