[MOD] World of Daggerfall Project [version 0.2] [DFU 0.14.5+]

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Kab the Bird Ranger
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[MOD] World of Daggerfall Project [version 0.2] [DFU 0.14.5+]

Post by Kab the Bird Ranger »

World of Daggerfall



Kamer's World of Daggerfall is back as the community World of Daggerfall Project.

This project fills Daggerfall's vast wilderness with thousands upon thousands of rocks, mountains, docks, bandit camps, forts, towers, ruins, and shrines. These new locations make traveling on highways more interesting and traveling on back roads more perilous. All provinces are included in the initial release. Moreover, World of Daggerfall is a continuing project in the vein of Morrowind's Tamriel Rebuilt. We aim to continually add more content, create new experiences, and to make the Iliac Bay come to life. We will also release and maintain tools that allow any modder to add their own locations to the game.

Features
  • Placed all over the Iliac Bay: over 150,000 rocks, 2,000 mountains, 10,000 bandit camps, ruins, shrines, and 300 docks near coastal cities
  • Static and persistent enemy and loot spawns at the various new locations
  • Ladders work, click on them to climb 8-)
  • Project comes with the tools to make and load your own custom locations into the game, too
Mods

World of Daggerfall consists of two mods:
  • Location Loader, by KABoissonneault (forked from UncannyValley, with major contributions by Kamer): a mod for loading new "locations" into the game.
  • World of Daggerfall, by Kamer, carademono, and KABoissonneault : a mod containing the prefabs and location files that add nearly 200,000 new locations to the game.
Tools
Lead Developers
  • KABoissonneault
  • Kamer
  • carademono
  • Cliffworms
Contributors
  • JayH aka Jehuty
  • Diema
Download

https://www.nexusmods.com/daggerfallunity/mods/249


Recommended Mods
Here's a list of mods we've done extra work to be compatible with. Use them for best results, though vanilla is still fine.
  • Basic Roads (with Travel Options to enable auto-travel on roads)
  • Interesting Eroded Terrain
  • Distant Terrain
  • "Real Grass" with "Pixelated Grass for Real Grass"
All are available on Nexus.

Screenshots
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Untitled4.png (1.76 MiB) Viewed 16528 times
Last edited by Kab the Bird Ranger on Thu Jan 26, 2023 1:50 pm, edited 8 times in total.

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Kab the Bird Ranger
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Joined: Tue Feb 23, 2021 12:30 am

Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]

Post by Kab the Bird Ranger »

Reserved post

Be sure to visit our Github repo for more screenshots.

https://github.com/drcarademono/world-of-daggerfall

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Baler
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Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]

Post by Baler »

This is exactly what daggerfall needs, Excellent work and thank you for sharing!

hfc2x
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Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]

Post by hfc2x »

:o

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Seferoth
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Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]

Post by Seferoth »

Awesome! Thanks for this!
Edit: Does this work well with D.R.E.A.M?

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Shapur
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Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]

Post by Shapur »

Seferoth wrote: Thu Dec 23, 2021 5:21 am Awesome! Thanks for this!
Edit: Does this work well with D.R.E.A.M?
I don't see why it shouldn't (except for longer load times ig)
Link to my github here.
And here is my nexus profile.

daggerdude
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Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]

Post by daggerdude »

YES! would you be so kind as to include a feature list so i know exactly what's in the mod so far, and what future plans are?

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Kab the Bird Ranger
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Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]

Post by Kab the Bird Ranger »

I've added some bullet points. I hope the numbers help realize the scale of this project better than our limited screenshot ability can

Regnier
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Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]

Post by Regnier »

does this have a performance impact?

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Magicono43
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Re: [MOD] World of Daggerfall Project [Test Release] [DFU 0.13.4+]

Post by Magicono43 »

Regnier wrote: Fri Dec 24, 2021 3:52 am does this have a performance impact?
It does, but for what it adds it's really not as bad as one might think.

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