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RedRoryOTheGlen

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RedRoryOTheGlen

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About this mod

Adds a playable third-person perspective to Daggerfall Unity! Android-compatible version is also available

Requirements
Permissions and credits
Translations
  • Ukrainian
Changelogs


MAIN FEATURES
  • Camera movement
  • Player sprite
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CAMERA MOVEMENT
  • Adjustable on all 3 axes
  • Speed and follow dampening adjustable
  • Switch between perspectives using a bindable input (Default: NUMPAD ENTER)
  • Bindable input to switch sides along the X-axis (Default: TAB)
  • Toggle to automatically switch sides if there is not enough space for the camera
  • Selectable presets for the most common setups to get you going
  • Scrollable Z Offset - Allows you to move the POV closer to or further away from the player, imitating the third-person camera control in later TES games. Currently unusable on the Android version due to requiring the use of an axis
  • Optional camera offset overrides allow you to specify different camera positions when wielding a weapon or riding a mount
  • Optional feature to automatically switch perspectives during specific player states or actions (eg, wielding a ranged weapon, riding a horse, entering a house, exiting into an exterior, etc)
PLAYER SPRITE
  • Supports animations for idling, moving, weapon attacks (both melee and ranged), spellcasting and death
  • Optional animations for having a weapon (either melee or a bow) drawn or spell readied
  • Horse-riding animations when using a horse or cart
  • Option to have a visible and animated cart model when riding a cart.
  • Were-form when transforming via Lycanthropy
  • A set of built-in graphics based on vanilla enemies, as well as unused horse-riding sprites
  • Fully customizable animation lengths and offsets for animation groups to support custom sprites
  • Selectable presets for every built-in "class" with their graphics and animation settings
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BINDING INPUTS
Refer to Unity's scripting reference to see what KeyCode works with your desired input

OTHER CONSIDERATIONS
  • Daggerfall (and by extension the Unity remake) wasn't made to played in third person, so some workarounds had to be implemented in order for basic functions like weapon attack ranges and projectile spawning to behave as they were meant to in this new perspective. Other functions like interaction range is unfortunately hard-coded so you WILL have to move closer than normal in order to interact with objects or talk to NPCs or be unable to do so if your camera distance is too large. As an alternative, you can also just switch back to first-person with the press of a button if you need to.
  • Disabling HEADBOB from the pause menu is recommended. Some functions to simulate the way attacks work rely on the camera's precise positioning in a given frame, and headbob causes inconsistency in that. Having headbob enabled won't cause the game to combust but you'll notice some oddities here and there.
  • Presets can only take you so far. Make sure to play around with the settings to have it work the best way for your playstyle! Don't forget you can also save your own presets and share them with others.
ANDROID VERSION
  • Made for use specifically with Vwing's DFU port. I can't guarantee it will work with different forks or projects. Refer to the github for instructions on installing mods.
  • My access to Android devices is limited, so I'd appreciate any feedback regarding the mod working on other devices. As with the previous point, I can't guarantee it will work perfectly with every device, but with your help, I will try my best to figure out whether it's in my capability to fix.
  • Many thanks to Vwing for their work on porting DFU to Android as well as being extra mindful of modding support.
OFFSET ATTACKS MODULE
  • In the base mod, we use several workarounds in order to make attacks originate from the player body instead of the camera. This leads to some oddities where you might hit an enemy twice if you set your camera too close, or you can hit an enemy behind the player if they run in front of the camera, or seeing an arrow or spell effect spawn in front of the camera before teleporting to the player. This is due to some hardcoded values that cannot be changed via the modding system.
  • This module does the same thing but uses DLL files to modify DFU code at runtime which gets rid of all these oddities. USE AT YOUR OWN RISK AND ONLY IF YOU KNOW WHAT YOU'RE DOING.
  • Requires ShortBeard's DFU Injector. Grab the DFU_Injector.rar and extract its contents in the same folder as DaggerfallUnity.exe.
  • Enable the "Don't Offset Attacks" toggle in the Compatibility section of EOTB's mod settings.
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MOD COMPATIBILITY
  • EOTB uses the messaging system to allow other mods to detect whether third-person view is activated. The newest versions of Shield Widget and Handheld Torches both use this function to only show their first-person sprites when in first-person view. 
  • With Free Rein, the billboard's orientation will reflect the horse's move direction, even in first-person.

KNOWN ISSUES
  • The first-person spellcasting animations are not disabled when casting in third-person. Can't fix this on my end due to how the FPSSpellcasting class doesn't have a public "don't render" variable like FPSWeapon and TransportManager (for horses) do. An alternative is to install a replacer for the animation like CaeljinX's Magic Casting Without Hands.
  • Mods that function by replicating base classes (eg, custom weapons like Crossbows or Future Shock Weapons and the Enhanced Riding module from Roleplay and Realism) will not have their graphics be properly hidden when going into third-person. Their custom projectiles will also not be caught by the mod and so will spawn in at the camera position instead of the player's body. Currently no way to fix this unless those mods are updated to detect whether the graphics should be hidden and always spawn their projectiles at the body.
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Big thanks to:
  • Dez from the DFU discord for massively helping with feedback for camera controls and animation customization!
  • WilhelmBlack for suggesting and testing the Auto Toggle Perspective feature
  • Thanks to Magicono43 and TronTravolta over at the DFU modding Discord server for their help in making mod compatibility both possible and optimized!
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REPLACING SPRITES
The sprites can be replaced normally with either loose files using the "StreamingAssets/Textures" method or with textures packed into a DFMOD. Refer to the downloadable Templates file for a more practical view. The only other consideration is the filenames:
  • On-Foot graphics use texture archive "3800 + index", where "index" is a number from 0 to 15 and corresponds with the slot they use on the selection slider. For example, the 1st slot is index "0" so its archive is "3800", while the 16th index uses archive "3815"
  • Lycan graphics use archives "3816" and "3817" for Werewolf and Wereboar, respectively
  • Horse graphics use "3900 + index" where index is a number from 0 to 4.
  • If the new sprites have different dimensions from the vanilla sprites they replace, you'll have to adjust the Scale and Offset variables in the Animation section of the Mod Settings to make sure they don't sink, float or otherwise move side-to-side.
  • You can then save them as presets for use later, or for sharing.
OPTIONAL ANIMATIONS
There are several optional animation states that reuse certain frames. A breakdown:
  • "Melee/Spell Ready" state uses the first frame of the "Melee/Spell Attack" animation
  • "Melee/Spell Move" state uses the first and second frame of the "Melee/Spell Attack" animation
  • "Bow Ready" state uses the last frame of the "Bow" animation
  • "Bow Move" state uses the last and second-to-the-last frame of the "Bow Attack" animation
Maybe in the future I will reserve separate records for these states, but this is the most expedient method for now.

An example of a functioning sprite replacer, courtesy of Dez:
VIDEO