Daggerfall Unity

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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.

Permissions and credits
Roleplay & Realism mod pack, by Hazelnut


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
  • Auto-extinguish Player Light
  • Weapon Material To-hit Moderation
  • Classic Strength Damage Bonus
  • Variant Shop & Tavern Keepers (may want to turn this off if using Dream)
  • Replace random house flats with Townsfolk
  • Bank Loan Max Amount Per Level
  • Refined Guild Training Service

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 bedroom in taverns. 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.
  • If the Realistic Movement setting is on, then horses and carts will have much more limited strafe (horse: 40%, cart: 10%) and backup (horse:
  • 50%, cart: 20%) speeds.

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.

Climbing Restriction

With this module enabled, you will not be able to climb while holding a weapon. If you get a good hold you can use a weapon, but sheath it before attempting to move otherwise you're likely to fall.

Weapon Speed Limits

This module puts a variable speed limiter on melee weapon attacks dependent on weapon type and character speed & strength. For most weapons, strength will now count towards attack speed: 20% for 1 Handed and 50% for 2 Handed. Above 70 speed, there will be diminishing returns on attack speed with a
cap of 100% for no weapon, 97% for daggers, 92% for 1H and 85% for 2H.

This is a basic implementation that will only work if Roleplay & Realism: Items is not installed as the implementation in that mod implements this in a much better way based on weapon weights after rebalancing them.

Armor Damage

This module increases the damage taken by armor worn in combat to make it actually noticeable and eventually your armor will need repairs if you wear it long enough. Essentially the damage done for a successful hit from an enemy is taken by your health and the corresponding armor piece condition.

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! )

Weapon Material To-hit Moderation

This module reduces the to-hit bonuses of high tier weapon materials so skill remains key factor in the to-hit calculations. For example Daedric weapons give a +18 bonus to hit with this mod enabled, which is quite a good bonus, however normally it would be +60 which makes weapon skill largly irrelavent.

Classic Strength Damage Bonus

This module changes the strength damage bonus use in combat 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. Basically halves strengh bonus/penalty.

Variant Shop and Tavern Keepers

This module changes the NPC sprites for some shops and taverns to alternate images based on building quality. This is purely cosmetic to add some variety as well as indication of establishment quality. Credit to RealAKP and Polarstar from Discord for the artwork. Currently there are 7 new variant sprites, hopefully more will be added over time.

If you're using a hi-res graphics mod (e.g. Dream) you may wish to switch this off as at this time there are only vanilla style pixelated sprites available.

Replace random house flats with Townsfolk

This module replaces 80% of the random flats in houses with the townsfolk you see walking around. It's the same replacement every time for each individual building. It makes sense to have the people you see wandering around town actually live in residences. Doesn't add any sprites so is fully compatible with Dream. Also compatible with an upcoming collaboration mod called Villager Variety, and faces will be varied in houses if that mod is also installed and enabled.

Bank Loan Max Amount Per Level

This allows the maximum amount of gold banks will lend your character per level to be set to player preference. Defaults to 10k gold per level, which is much more realistic that the default 50k. If you prefer the default, then just change this setting back to 50k. Can go as low as 2k.

Refined Guild Training Service

This module refines guild training service so skill is selected first and the price is based on both character level and skill level, so no more paying a fortune for a beginners lesson because you're a high level. Can be disabled so standard pricing is used, but the skill selected first is retained.

Also there's an optional intensive training setting that can be enabled for having an option for 5 days training in one go for those that want quick and easy skill training. Disabled by default as I consider this more streamlining than role-playing. It has a price premium and works the same as standard training except that time is advanced 5 days and the skill is raised directly by 4% first. Not something I'd personally use, but has been requested by some players who find raising skills to be tedious.