Daggerfall Unity

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Hazelnut

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ajrb

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257 comments

  1. DagothUrButWithCow
    DagothUrButWithCow
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    Does anyone know if osx is still supported? I tried out 2.6 and the sign texture was just magenta while selecting yes when trying to join the guild yield nothing. I downloaded 2.4 OSX and both were fine in that version. Thank you!
    1. ajrb
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      I stopped building for OSX when DFU updated to a new version of unity and my install didn't have the files required for OSX builds. I tried to download what I needed but didn't succeed quickly so I gave up and decided to wait for someone to ask for it. v2.4 will work file for now, but I will try again to get an OSX version of 2.6 build when I can.
    2. DagothUrButWithCow
      DagothUrButWithCow
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      Thank you for your reply. The mod is a lot of fun!
    3. ajrb
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      I have got the OSX module installed in Unity now and have done a build of the latest version. I have no way to test this, so I'd appreciate it if you could let me know if it works okay please?
    4. DagothUrButWithCow
      DagothUrButWithCow
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      It seems to be working. Thank you, I'll let you know if I notice anything out of the ordinary.
  2. Behemelo
    Behemelo
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    Is anybody having an issue joining the guild? When I click yes to join, nothing happens but I get two marks of recall. But everyone acts like I have not joined the guild yet. I have been working through my load order but cannot find the conflicting mod... I placed Arch mod 3rd lowest on my load order with only Fixed Desert Architectures and Language Skills Overhaul below due to the mod manager's suggestion.

    Any ideas what the mod conflict could be based on the info above?
    1. gccoverman
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      I have the same exact problem
    2. EvilxWeener
      EvilxWeener
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      Bump
    3. ajrb
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      Thanks for reporting, please download the fixed version 2.6.1 and accept my apologies.
    4. Behemelo
      Behemelo
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      Thank you for your hard work. Gonna start a new language focused character today!
  3. EvilxWeener
    EvilxWeener
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    WARNING MOD DOESN"T WORK ANYMORE. SELECTING "YES" TO JOIN GUILD YIELDS NO RESPONSE. 
    1. gccoverman
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      Bump
    2. ajrb
      ajrb
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      This with v2.6 and was caused by a recent change to the DFU mod builder used to build the dfmod file.

      Thanks for reporting it, please download the fixed version 2.6.1 and accept my apologies.
  4. MagickCrafter
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    Is there any way you can add a setting to disable teleport potions? I know this might seem like a silly request, but personally I find the fact a melee class with no magic being unable to teleport a feature not a bug. I quite enjoy the challenge and requirement to slog around as a melee class (like OG everquest), and this is the one thing stopping me from using this mod more. I understand I can simply not purchase teleport potions, but I don't have much self restraint and know I'd probably succumb to the convenience sooner or later - plus it would be nice for it not to take up a potion slot in shops since I'd rather purchase other potions.

    Please add a toggle for this I'd be very grateful.

    Thank you for the wonderful mod - it is really great, and I love watching others play the mod and all the cool quests you get from it. I think I'd use it if I made a character interested in joining it, but would like to have the other benefits from the mod for other characters if possible.
    1. ajrb
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      I added them so people wouldn't just gravitate to only playing characters who could do at least some magic for the sole reason that it makes the game more grindy... I didn't consider some like that kind of restriction/challenge.

      Of course I will add a setting for you! Will do it right now in fact. Bit of an oversight on my part TBH. Also that is the way to ask for something, explain the reasons in a friendly way.

      V2.6 released with setting for teleport potions.
  5. Dreadloch
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    So I'm currently at level 70 with the Archaeologist Guild, per my 'Affiliation' tab.  Been focused on this guild exclusively, having no affiliation with the Mages Guild.

    However, I haven't received any promotion notices within the guild since the first one, and I don't have any of the privileges associated with level 70, much less lower levels.

    What am I missing?
    1. ajrb
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      That in Daggerfall you can only be considered for promotion (or demotion) after 30 days has passed since your last rank change. (Ranks only go to 9 so I assume you mean reputation of 70 rather than level)

      Hope this helps, it's nothing to do with this mod all of the guilds work like that.
  6. haloterm
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    I was visiting the Archaeologist guild recently and came upon a Very Huge Person:

    https://1drv.ms/i/s!AoGg9vJtIjAGgb4-obMslcaYUEahuA?e=Y7sUIG

    In the DFU Discord I was told that this may be related to a missing .xml file in DREAM 90, but another user said they had with Archaeologists itself (without graphics mods), so I also report it here.
    1. Mellybyte
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      I second this and this is why I am here.. some NPC's in the Archaeologist guild are waaay scaled up.. was hoping to find someone talking about this too..
    2. ajrb
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      If you have this happen without dream enabled then please let me know. It's certainly not like that when I look at it... that would be hard to miss.

      Please report to dream mod. Thanks.
  7. SimonHeden
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    Im pretty new to modding this game and modding in general. Which main file should i download? One has OSX in its name which implies Mac (im using windows) and the other mention something using the DREAM mods, which im not.
    1. Mellybyte
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      Hi. You made an excellent choice as your first game to mod, it's the easiest to install and set up compared to other later Elder Scrolls games..  I highly recommend you look at YouTube tutorials.. they are pretty straightforward.. it's as easy as drag and drop you need to know the location of the files..  also in general for any modding.. Always Always read the description!! read the README in the zip file if provided. if not.. most likely they have it on their page. happy modding 

      also, note.. OSX = MacOS (for iMac / MacBook or whatever apple product is today..)
      so if you are a Windows user ignore that file. 

      the other one should work: ArchaeologistsGuild-2.5.1 
      it's just compatible with D.R.E.A.M
    2. SimonHeden
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      Ah thanks for the tip! I got it running smoothly with this and the other mods :D
  8. A1rh3ad
    A1rh3ad
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    I think the only thing stopping me from downloading this is that gaining rank will lower reputation with the mages guild. I don't understand why this was included.
    1. ajrb
      ajrb
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      Because they're rival guilds.
    2. Ealindele
      Ealindele
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      I dont see your point. When i do quest for noblility, do i loose reputation with commoners or vice-versa? Cant i join figthers guild alongside thieves and dark broterhood, without suffering penalties?

      I love the concept of an archeological guild, but im starting with Daggerfall, and i really want to be a mage. I did play Morrowind time ago, with mostly magic-oriented characters, whitout get bored of magic, and i can hardly imagine myself playing a non magical character by now. Sure i will like to try in the future.

      Please, reconsider your position. Or just make it optional, if possible.

      Thank you for all your work!
    3. Baudhaegas87
      Baudhaegas87
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      Well, the way I see it is that the mod's purpose is to enable highly intelligent characters who don't use magic to still be a viable playstyle, rather than simply make the Mages Guild redundant. As to your question, the answer is it depends. Many factions and people have allies and enemies. If you gain influence with a faction, you also gain influence with that faction's allies (and lose influence with their enemies). Also, quests often cause negative correlations with different guilds - e.g. quests for nobles often interfere with affairs of the Thieves Guild. So, if you complete the quest for the noble successfully, you will lose a considerable amount of reputation with the Thieves Guild, and its associates and affiliated characters. Archaeologists are supposed to be a scholarly guild which is not allied with the Mages Guild, having a different philosophy and working instead with other mages. 
    4. CabraComunista
      CabraComunista
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      It's now possible to disable this restriction via mod settings. Noting it here since it looks like this is only mentioned on the changelog. Hazelnut, if you read this, maybe add a small parentheses to the description of the mod? I think I can speak for many when I say that the only reason I hadn't downloaded your mod before was that I didn't want to be locked out of progressing from the Mages Guild.
    5. ajrb
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      Haha, somone persuaded me to offer the choice 2 years ago. I'd forgotten I done that TBH and never updated the description. I'll add something now.
  9. DeBIue
    DeBIue
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    Is there supposed to be no quest giver in the guild houses? I can't find any?
    1. Dhosmhea
      Dhosmhea
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      A lot of the Archaeologist Guild locations consist of two buidlings.  One building has the quest giver and trainer as well as the Mark of Recall repairer; the other location has the Locator Device seller, the item enchanter, the potion seller and maker, and the identifier.  Are you perhaps in the wrong building?
    2. DeBIue
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      Oh I didn't know that, thanks!
    3. Dhosmhea
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      No problem!
    4. DeBIue
      DeBIue
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      Hey again, is there a way to get a new book telling the locations? I must have accidently sold it lol
    5. ajrb
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      Yes, you can get a replacement mark and book from one of the guild staff.
  10. wayfare3
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    Uhh. is this possible interaction between this mod and the Power Struggle mod? lol

    1. ajrb
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      No idea. This mod adds factions to the game, all of which are fair game for any mods changing faction relations just like any others.