Daggerfall Unity

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Created by

Hazelnut

Uploaded by

ajrb

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About this mod

Gameplay enhancements supporting role-play and realism aspects of Daggerfall Unity. Includes an enhanced horseriding implementation and a in-depth quest for players who reach master rank in the Fighters Guild! There's a companion mod pack called Roleplay & Realism: Items specifically focussing on items and loot so do be sure to grab that too.

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Changelogs
Roleplay & Realism mod pack, by Hazelnut


Description

This mod pack contains optional modules to enhance roleplay and realism for Daggerfall Unity gameplay. Enable / disable the modules in the mod settings. The intention is to add small mini-mod modules to this over time that support roleplay and realism to enhance immersion for those that desire it. There's a companion mod pack called Roleplay & Realism: Items specifically focussing on items and loot. It's in a different mod because the base item refinements cannot be disabled from settings so instead you can choose to install that mod pack or not.

Current modules:

  • Clickable beds
  • Advanced Archery
  • Enhanced Riding
  • Encumbrance Effects
  • Usable Bandages
  • Ship Port Boarding
  • Underworld Expulsion
  • Mountain Rumors (FG Master quest)
  • Climbing Restriction
  • Weapon Speed Limits
  • Armor Damage
  • Enemy Appearance Remix


Clickable Beds

Simple module that enables bed models to be activated. When activated, it pops up the sleep menu and disables the auto-teleport to a bed. Now works on dungeon beds!


Advanced archery

Adjusts damage and hit chance depending on length of bow draw. Obviously only works with the bow draw option enabled in main DFU settings. If you release an arrow too soon, damage and hit chances are reduced. Same if you hold the bow drawn too long. Releasing at the right point will give a slight increase to hit chance.

The tables below shows the current implementation of adjustments:

Draw time effect on damage:
0s - .8s = damage is scaled linearly up to default damage
.8s - 5s = normal default damage
5s - 6s  = 85% damage
6s - 8s  = 75% damage
8s - 9s  = 50% damage
9s - = 25% damage

Draw time effect on hit chance:
0s - .2s = -40 to hit
.2s - .5s    = -10 to hit
.5s - 1s = normal to hit
1s - 2s  = +10 to hit
2s - 5s  = normal to hit
5s - 8s  = -10 to hit
8s - = -20 to hit


Enhanced Horseriding

Enhances horse riding, making it more realistic looking and providing new abilities.

  • Riding presented in a more realistic way, with the animated horses head fixed in the view rather than moving with the camera. Limits ability to look downwards while riding.
  • Horses will follow the gradient of the terrain. This slope following can be made sharper or softer by adjusting a mod setting up or down.
  • Horses can now gallop (sprint) by pressing the shift key. Cart horses cannot.
  • Civilian NPCs can be trampled by galloping horses, killing them and sending city guards after you for assault. Be careful or keep your
  • speed down in populated areas.
  • Enemies can be charged down with the horse by galloping into them. This only works once, as they'll be wise to your tactics after that.
  • Always hits and does twice max hand to hand damage but costs a moderate amount of stamina.


Encumbrance Effects

Simple module that gives consequences to carrying too much weight. Once you're carrying more than three quarters of your maximum capacity, your speed will start to reduce and rate of fatigue will increase. This is relative to weight up to -50% speed at 100% capacity. The reduction will show on the character sheet just like any other stat debuff.


Usable Bandages

Simply makes bandage items usable items which will heal some health depending on the level of medical skill.


Ship Port Boarding

This module places a restriction on where you can board your ship, once you've saved up and purchased one. With this enabled ships can only be boarded from towns with ports.


Underworld Expulsion

This module makes it possible to be expelled from the underworld guild in Daggerfall. Beware, neither the Thieves Guild or the Dark Brotherhood are the sort of organisations that allow members to just walk away. There's no way to re-join either, since those bridges will be well and truely burned, even if you do somehow get out alive.


Fighters Guild Master Quest

A new quest "Mountain Rumors" added for players that reach master rank in the Fighters Guild. Investigate rumors of a missing master armor smith. Success will find a unique shop added to the game providing custom armor pieces so you can complete your set of Orcish armor! For a price of course. Failure can even result in your being hounded to death by the Dark Brotherhood.

The quest contains different choices and options, pay attention to what is going on because the penalties are quite severe. Hopefully eveyone will enjoy the more in depth questline here, but it doesn't hold your hand. Thanks to Ralzar for beta testing it. Uses and demonstrates a lot of new modding features and adds a brand new location to the game, if you can find it of course.


Enemy Appearance Remix

This module remixes the appearance of human enemies with classes to make them more realistic. It also gives a better distribution of classes to the available animated sprites. One gameplay change is that Sorcerers will now be able to cast spells at you. This change goes hand in hand with the upcoming module of the Loot Realism mod pack that makes enemy equipment for human enemies based on their class. The classes that have a new appearance with this module are shown in the gallery, all other classes remain unchanged.




Sensible Purify Potions

This module changes Purify potions so that they cure poison instead of applying invisibility, which is probably a bug in classic and matches the other effects much better.


Auto-extinguish Player Light

This module will automatically extinguish player light when exiting dungeons during the day. For those forgetful players. (so almost everyone! )


Classic Strength Damage Bonus

This module changes the strength damage bonus to match what is displayed in classic rather than what was used for calculations. Probably a bug in classic and this module assumes the displayed value is what should have been used. It means that the bonus is -5 to +5 instead of -10 to +10 which matches other bonuses from attributes.