Search found 16 matches

by BoneofMalkav
Mon Oct 14, 2019 1:43 pm
Forum: Mods & Features General
Topic: Alternate Start
Replies: 7
Views: 306

Re: Alternate Start

pango wrote: ↑
Sun Oct 06, 2019 1:05 pm
Ah, I see. Yes, it was removed when the game reached alpha...
PS Actually, even before that: https://github.com/Interkarma/daggerfal ... 8193e18daa
Can confirm, I'm sure someone could mod that option back in.
by BoneofMalkav
Fri Sep 20, 2019 12:57 pm
Forum: Creator's Corner
Topic: New unreleased Arena and Daggerfall assets
Replies: 2
Views: 705

Re: New unreleased Arena and Daggerfall assets

That 3rd image.

That Daggerfall logo looks awesome. Would love to see that colored.
by BoneofMalkav
Tue Sep 10, 2019 12:12 pm
Forum: Released Mods
Topic: [MOD] Pure Vanilla Extract - Help Wanted!
Replies: 116
Views: 24938

Re: [MOD] Pure Vanilla Extract - Help Wanted!

d999 wrote: ↑
Tue Sep 10, 2019 12:09 pm
Why can I see square instead of ghost when use the mod?
(I use retro retro mode)


Screenshot from 2019-09-10 17-01-41.png
Sadly happens even with retro mode off as I mentioned in the Nexus Mod page for the mod.
by BoneofMalkav
Mon Sep 09, 2019 3:34 pm
Forum: Creator's Corner
Topic: Toggle Mount
Replies: 12
Views: 3517

Re: Toggle Mount

Bug: No matter what you change the key bind to, it'll still only work with it's default key bind ( G )

Also - typing in a command in the console that uses the letter G will cause the player to hop on or hop off their horse after they close the console.
by BoneofMalkav
Sat Sep 07, 2019 2:05 am
Forum: Released Mods
Topic: Starting Dungeon Randomizer
Replies: 12
Views: 1452

Re: Starting Dungeon Randomizer

Awesome, hope that this concept gets expanded to the point of being Daggerfall Unity's answer to Skyrim's Alternate Start: Live Another Life mod :D
by BoneofMalkav
Tue Sep 03, 2019 11:21 pm
Forum: Released Mods
Topic: Roleplay & Realism mod pack
Replies: 124
Views: 25181

Re: Roleplay & Realism mod pack

Hope you enjoy. Just so you know a new version will be released this weekend including a third module... I'm really excited about this one as it's much more complex than the existing two are. By popular request, and also me finally getting around to some of the changes I intended to do on the part ...
by BoneofMalkav
Tue Aug 27, 2019 11:22 pm
Forum: Released Mods
Topic: [MOD] Pure Vanilla Extract - Help Wanted!
Replies: 116
Views: 24938

Re: [MOD] Pure Vanilla Extract

Nice! Noticed the MOBS pack file was dfmod.meta instead of just dfmod. I take it it's ok to just rename it back to dfmod and it should work.

EDIT: Apparently DFU's mod load up doesn't list the renamed file. Hmmm
by BoneofMalkav
Thu Aug 22, 2019 8:29 pm
Forum: General
Topic: DFU Installer
Replies: 7
Views: 1965

Re: DFU Installer

I think the only reason to have an installer for Daggerfal Unity is to store a files list to allow in place upgrades. It's quite bothersome to extract to a new folder and manually move mods every time. I also think it should be very simple and efficient for its single purpose, not filled with unnec...
by BoneofMalkav
Sat Jul 27, 2019 8:13 pm
Forum: Released Mods
Topic: Roleplay & Realism mod pack
Replies: 124
Views: 25181

Re: Roleplay & Realism mod pack

One thing that while sounds silly could definitely be useful for Daggerfall as a mod would be an auto walk button (like how you can press a button in the later elder scrolls games and automatically start walking forward.)
by BoneofMalkav
Thu Jan 03, 2019 3:26 am
Forum: Released Mods
Topic: KoW - D.R.E.A.M.
Replies: 1235
Views: 136123

Re: KoW - D.R.E.A.M.

KoW - I was referring to Daichi's comments/questions about the .manifest files, just above mine in this topic. But it's up to you whether clarification on this would be helpful in the first post (I do think some people in addition to me and Daichi might wonder about them, because most other mods he...