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adamat0m

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adamat0m

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  1. adamat0m
    adamat0m
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    TLDR - Differences between ArenaFall by Sappho20 and ArenaFall Enhanced:


    • Script added to use unique permanent dungeons. 

    • Quests expanded with content as close to being lore friendly as possible. For example, the use of Shift Gates to travel to other provinces.

    • Enemies spawn upon resting in dungeons like in OG Arena but only in the quest dungeons.

    • Difficulty is increased in general and generally 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.

    • Timers have been placed between the quests, ranging from a few days to weeks to months. 

    TLDR - Step by step to get this working:

    1 Download "Daggerfall Enemy Expansion" required  > 2 Activate the "Smaller Dungeons" setting in the DFU advanced settings required > 3 If using "New Canon Locations" remove the four dungeons I use (refer to main post pics) > 4 Download "Autosave" in case of Rats spawning problem optional (refer to main post) > 5 Download "Open Cages - No more Immersion Breaking" (you can exit the cage without console commands anyway but some people might not figure it out) > 6 Download "ArenaFall"

    More mod recommendations are available on the main mod page, this is just what I believe are the bare minimum necessities.

    My mod should work with most mods except those that change how enemies spawn in dungeons like "Bossfall", or "MUDEX".

    "Warm Ashes" and other similar mods use the quest system and are fully compatible.

    Also, please be aware that with each update you may have to start a new game to get everything working correctly. This is because when I package the mod, there is world data being loaded that I think the game only creates at the character creation stage. Because of this I'll try to make updates larger and less consistent, unless there are major bugs I didn't catch.

    Cheers!

    Where it is recommended to load a save for rat issue:
    Spoiler:  
    Show


    FANG LAIR
    Fang Lair 1 - save and load before using symbol to begin the quest for random rest enemies in first dungeon, Fang Lair 2 - save and load before returning parchment to Queen for correct boss and random rest enemies in second dungeon, Fang Lair 3 - save and load before exiting Fang Lair dungeon for a boss.

    LABYRINTHIAN
    Labyrinthian 1 - save and load before using symbol to begin the quest for random rest enemies in first dungeon, Labyrinthian 2 - save and load before returning tablet to Mage for random rest enemies in second dungeon, Labyrinthian 3 - save and load before exiting Labyrinthian dungeon for a boss.

    ELDEN GROVE
    Observations - save and load before using symbol to begin the quest (optional), Elden Grove 1 - save and load before reaching destination (optional) HINT: explore Totambu go to different areas, Elden Grove 2 - save and load before speaking to the female of the Order for correct boss in first dungeon, Elden Grove 3 - save and load before reading the letter/going back to the dungeon exit (optional)

    HALLS OF COLOSSUS
    To Teleport a Champion - save and load before using symbol to begin the quest (optional), Halls of Colossus 1 - save and load before speaking to the first scholar for correct boss in the second dungeon, Halls of Colossus 2 - save and load before returning statue to magister (optional), Halls of Colossus 3 - save and load before exiting Halls of Colossus for a boss.


    Next update work in progress -

    A few grammatical and spelling errors and a quest log error - DONE
    Shift Gate lore text updated on several quests - DONE
    Fixed a bug on Elden Grove chain where it would skip to the end assuming you collected the piece when you haven't - DONE
    Expanded upon quests - WIP
    Custom dungeons - Finished Imperial Sewers, Stonekeep, Fang Lair. The rest WIP
    Crystal Tower/Crypt of Hearts - WIP
    Bugfixing - WIP
  2. coasternd
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    I'd love to see a version of this that totally removes all of Daggerfall's Quests\Main Quest entirely and only has the Arena's Quest(s). I'm not sure if that is something that is even technically possible, but it would be cool.
    1. detectiveCrab
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      Using "Main Quest Definitive Edition" you can disable Daggerfall's main quest. I haven't tested these mods together, but this should do exactly as you want. 
  3. aristidetorchia717
    aristidetorchia717
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    Hi. Could this work with Hidden Map Locations?
  4. CharleyCatman
    CharleyCatman
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    I look forward to see the full version. :) 
    Adding shift gates to visit other provinces makes it feel a lot more cannon that having all the dungeons within the Illiac Bay.

    Will it be possible to play both Arena and Daggerfall main quests?
    1. Viktor2789
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      Idk what's going on, but when I reload a save in one of the dungeons from this mod, I end up stuck in a wall or out of bounds without being able to move. Console commands wouldn't even work such as tele2exit or map_teleportmode. 

      This mod hasn't been updated in a while and I'm guessing it was designed for use with 1.1.0 or an older version. 
      Had to scrap this mod and start a new playthrough without it. 
  5. JoshuaEden
    JoshuaEden
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    ♥♥
  6. Viktor2789
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    I really appreciate the scope of this mod and I hope you get the support to complete it. Custom dungeons would really set this mod apart from the old one.
    So much so, that I imagine it would rival Daggerfall's main quest line and should be a BIG deal. 
  7. Phoenix0Circle
    Phoenix0Circle
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    Just coming to throw my support at you. 
  8. AQuebman
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    Im curious so Arenafall says it is complete and obviously this one is still being updated. Am I able to install Arenafall and then install Arenafall Enhanced on top of it so I get your modern updates but be able to complete all of Arena as I could with the original mod?
    1. adamat0m
      adamat0m
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      Each mod should be used independent of eachother. The original mod has a quest chain and some video files. ArenaFall Enhanced alters these but I wouldn't use both together. Consider what I've uploaded as a demo. Sappho's version is finished, so if you want to play the full questline start to finish I would advise everyone to use that for now.

      My mod won't be ready for some time, as I'm now making custom dungeons. This is a time consuming process. Quest Actions Extension has also allowed me to add more complex and interesting things in the boss fights.

      The next update will include all the custom dungeons for Fang Lair up to Halls of Colossus and probably be uploaded next month. Hard to say when the full mod will be finished.
    2. AQuebman
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      Your hard work is appreciated and I appreciate the info. I cant wait to see your finished product and play it some day!
  9. Viktor2789
    Viktor2789
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    Can we get a TLDR of how this relates to the Arenafall mod by Sappho20?
    1. adamat0m
      adamat0m
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      Good idea! I can add it to the TLDR on the sticky. I'm also in the process of releasing an update with the next two dungeons and some general fixes, improvements, extensions and better narrative for the quests I have currently implemented (about half way finished). When I update it, I will shorten the Nexus description page somewhat, as it's a bit lengthy.
  10. CzechGothic
    CzechGothic
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    This is really cool. Thank you.
  11. adamat0m
    adamat0m
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    I've noticed something weird. Is anyone else getting this issue, or is it just on my installation? I am testing on a live build instead of in the Unity editor to get the balancing correct with and without combat mods - trying to find a good level between both. Maybe it is a mod conflict, so I want to check it works correct for others.

    Both the Dremora Churl (various dungeons) and Barbarians (Ruins of the Mhirch Cabin) have separate issues. The Churl will only use magic and not melee and the Barbarian has an oversized sprite. Both with and without the Daggerfall Enemy Expansion DREAM patch enabled.

    If someone also has this issue please let me know as it may be something to do with changing the encounter tables on DEX, which I can try to fix.
    1. CabraComunista
      CabraComunista
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      Big barbarians with DEX + DREAM is a known issue, as is small barbarians with DEX + Vanilla Enhanced.
      Big barbarians without DREAM would be new. I'd recommend making absolutely sure you don't have DREAM or the patch installed and see if it occurs again.
    2. adamat0m
      adamat0m
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      Thanks. After some research, I discovered that was the issue as well. Yep, I must have not disabled all the DREAM modules. They seem to be correctly sized without it now.

      Still not sure about the Churls though. Perhaps it's not an issue on my end either.