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adamat0m

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adamat0m

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ArenaFall Enhanced is an extensive quest mod and overhaul, bringing the main quest of The Elder Scrolls: Arena to the Daggerfall engine.
This is a work in progress and I will update the Daggerfall Workshop forum Mod Showcase with changes until its completion.
https://forums.dfworkshop.net/viewtopic.php?p=67218#p67218

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It is said that hope flies on death's wings. Prepare then, for as the Elder Scrolls foretold, it will be here that your adventure begins...




ArenaFall Enhanced is an extensive quest mod and overhaul, bringing the main quest of The Elder Scrolls: Arena to the Daggerfall engine. This is a work in progress and I will update the Daggerfall Workshop forum Mod Showcase with changes until its completion. The main quests from the prison escape/Fang Lair up to Halls of Colossus are complete and ready to play. I'm currently in a bug testing phase, ironing out any issues before I move on to the last 4 quest chains and the final quest.

The goal of ArenaFall Enhanced has been taking the original story and expanding upon it to hopefully make it an experience more akin to the later entries in TES series. As such, this may not be to everyone's taste. I tried to be as lore friendly as possible, using story elements from the official timeline and lore that were barely expanded upon by Bethesda. For example, the enemies encountered in dungeons, events and bosses are a sensible mix of Arena's original enemies and if the dungeons are encountered in other entries, such as Skyrim (Labyrinthian), or Elder Scrolls Online (Fang Lair, Mines of Khuras, Crypt of Hearts), or Shadowkey (Crypt of Hearts).



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///             Differences between ArenaFall  and ArenaFall Enhanced:             ///
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  • Script added to use unique permanent dungeons. (Eventually I hope to get around to editing the dungeon layouts to be more unique and interesting.)
  • Quests expanded with content as close to being lore friendly as possible. For example, the use of Shift Gates to travel to other provinces. (Eventually I'll add branching narratives and maybe some "evil" options - the Arena questline doesn't really suit a pure evil character but I will probably add options for sneaking and to betray and murder NPCs instead of work with them or spare their lives.)
  • Enemies spawn upon resting in dungeons like in TES:Arena (ArenaFall had a problem with too many rest enemies interrupting rest and made some classes not viable to play.)
  • Difficulty is increased in general and scales up after each dungeon. I am trying to balance it and will need feedback as this is probably the hardest part of making the mod. (I like difficult content personally but want to make it accessible to all.)
  • Timers have been placed between the quests, ranging from a few days to weeks to months. (I am experimenting with this element. Some people probably won't like it, but lorewise the quest of TES Arena took the Eternal Champion 10 whole years to complete. I certainly won't make the quest take quite this long, but it does give a chance for the player to do content outside of rushing to collect the staff pieces. I have tried to make the narrative make sense and not feel jarring to someone who just wants to complete the Main Quest as fast as possible.)


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/// IMPORTANT INFORMATION BEFORE TRYING THE MOD: ///
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The mod "Daggerfall Enemy Expansion" is required or the quests will fail upon trying to either spawn the enemies in, or attempting to start the quest, as DEX adds enemies from Arena into Daggerfall, which I have scripted as part of the quests. I repeat - the quests will NOT function correctly without it.

I have used locations from the mod "New Canon Locations" but while it isn't required, you will have to remove the locations from your StreamingAssets\WorldData folder if you already use the mod. It adds locations from Arena into Daggerfall, which I have also scripted as part of the quests. The quests will NOT function correctly without it.

These locations are - locationnew-cryptofheart-57.json locationnew-fanglair-52.json locationnew-khuras-5.json locationnew-stonekeep-11.json

Remove them like this, so if you want to uninstall my mod and still have the locations available, you can just put them back into the WorldData folder.

Pic 1 -

Pic 2 -

More locations may be used in the future but I will be updating the Nexus post when I progress and finish the mod respectively.

The mod "Daggerfall Autosave" is recommended in case of crashes. I will explain more at the bottom of the main page about this.

The mod "Random Starting Dungeon" is recommended in order to start in a different Season to Winter. You must deselect every option except the random starting Seasoni.  I recommend Fall/Autumn time for the best experience.

The mod "Famous Faces of the Iliac Bay" is recommended to give the Palace interiors a closer vibe to TES:Arena.

The mod "Fixed Dungeon Exteriors" is recommended in order to make the outside of the quest dungeons look better in some cases.

The mod "Open Cages - No more Immersion Breaking" is recommended because you can be teleported inside of a cage at one point.

The setting "Smaller Dungeons" needs to be selected in the Advanced DFU settings for some reason, or you wont be teleported to the new starter dungeon. I feel like this has something to do with the game not being able to find a good starting placement due to the dungeon blocks. I'm not too clued up on this stuff but I am trying to learn. No matter, most people play with this setting turned on anyway. I will however try to find a workaround if possible for those that like to play with the giant frustrating maze setting from original Daggerfall.

I invite people to please send me the name of any "prison" dungeon anywhere in Daggerfall that aesthetically looks MORE like the Imperial dungeon from Arena than the one I currently use in the first quest, so that I can add it as a permanent location to teleport the player to upon starting the quest. Perhaps then I can get around the "Smaller Dungeons" needing to be selected problem. I am sticking to The Prison of Trystinak in Glenpoint for now, as it has sewers, isn't too sprawling and massive, and upon exiting it "teleports" you to the uninteresting but central to the Iliac Bay, Glenpoint region via the use of a Shift Gate. As you play through the mod, Shift Gates are central to the Arenafall Enhanced plot.

The setting "Alternate Random Enemy Selection" in the Advanced DFU settings is recommended in order to have a variety of mobs in the dungeons. Unless you just want thousands of skeletons for some reason.


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/// Known Issues and Conflicts: ///
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"Bossfall" and other mods that change the way enemies are spawned are incompatible with "Daggerfall Enemy Expansion", so please look at the DEX mod page for that info and don't ask me.

"MUDEX - Meaner Unleveled DEX" is currently incompatible. Perhaps after trying the mod I can try to make them work together. This will be on a future ArenaFall Enhanced release though.

When loading midway through a quest, any enemies from "Daggerfall Enemy Expansion" spawned via a quest command will spawn in as a rat/s, the default enemy. This is something that is a problem with the base game itself and as I understand, a work in progress by the developers of Daggerfall Unity and a known issue, so we will just have to wait for this fix to be implemented into the engine. It can be quite jarring but there's nothing I can do about it. To avoid any disappointment at an exciting boss moment ending in a rat slaughter and easy win, my recommendation for now is to not save mid quest and just try to soldier through it and not die  ¯\_(ツ)_/¯

I have tried to split the quests up into individual smaller quests when bosses and special event mobs spawn in to make them spawn as the intended enemies but in some instances they will still be rats. One day this wont be an issue but for now, that will have to do I suppose.

One option is to use the "Autosave" mod I mentioned earlier in case of a crash or death midway through a quest. Since I've split up the quests into sections like Fang Lair 1 2 3, dying to a boss and reloading a previous save will still spawn the correct enemies.

Sticky post in comments has the spoilers for when to save/load during the quests.

I hope that all makes sense!


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/// Credits: ///
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Sappho20 for creating the original mod with the barebones quest structure that made this all possible!

shotgunBuckaneer for the locations in "New Canon Locations".

Hazelnut for providing the script used to add permanent locations to use in the quests. HUGE help. Without this I probably would have abandoned the mod early on.

Kab and Kamer for creating "Daggerfall Enemy Expansion".

Any of you who test and give feedback. Be nice!