About this mod
Streamlined background/biography questions, especially suited for custom classes. Builds on Harbinger’s corrected versions. Including a custom build compendium and list of gameplay mods to go with it.
- Requirements
- Permissions and credits
When you create your character, you get to answer different background questions that determine, for example, if you get to start with an ebony dagger, a better longblade skill or a slightly better reputation with a certain faction in the game. These questions and their consequences are coded in BIOG text files, specific for each of the 18 standard classes, and they also determine your in-game biography or history.
However, most players don’t use the standard classes and create their own custom class instead. There is no BIOG file for the custom class - instead the game tries to figure out which class you’re closest to and picks those background questions for you to answer. This leads to an element of chance in character creation, as you’re never quite sure about what background questions will be asked.
This mod pages provides three parts that are designed to be used together, but can be used separately as well:
- Tweaked and streamlined class BIOGs that are functionally identical (you get the same items, the same number of skill bonuses etc) regardless of what class background DFU selects for your custom build. The BIOGs are based on Harbinger’s corrected versions, and preserve all character history data, so that your custom class will also have a nice in-game backstory as if it was a vanilla class. The readme has detailed info on how Harbinger’s BIOGs were updated.
- A modlist of gameplay mods that are recommended for use with these updated BIOGs, providing for builds that are more balanced while implementing mechanics that later became standard in later TES games. The list is presented and annotated below.
- A build compendium provided as an included pdf to use as is or as inspiration for your own custom build. The compendium is also based on the recommended gameplay mods and the updated BIOGs.
Required Mods
Background Question and History Fixes: Install as detailed on its mod page. Even though you overwrite the BIOGs, the backstory codes are the same and this mod is needed to get a nice and corrected backstory for your character.
Language Skills Overhaul: The BIOGs assume you are using the updated and rebalanced language skills from this mod. Some builds in the compendium also assume you’re using it for certain flavorful followers.
Installation
First make sure the required mods are installed. Then, you place this mod’s files in the BIOGs folder into your Daggerfall Unity StreamingAssets/BIOGs folder and overwrite Harbinger’s BIOGs (it’s the same procedure as if you were using the alternate LSO BIOGs provided with Harbinger’s mod).
Recommended Mod List
This list of gameplay mods can be used with the graphical overhaul of your choice (I use DREAM 90s and most of its recommended mods along with it). The purpose of the list is:
- To make DFU perform in a manner similar to how later TES games work, without removing its distinct charm. For example, R&R Items and PCO will make armor work similarly in DFU to what you might be used to from later titles.
- To make beginning characters less underpowered and high level characters less overpowered, rebalancing the game. This is accomplished by removing levels from combat, skills and spells formulae and replacing them with better variables.
Roleplay and Realism + R&R Items: Essential mods to generally make the game more reasonable and polished. The most important addition is material tiers of leather and chain armor, just like vanilla Daggerfall has tiers of plate. This enables you to actually take the “no plate armor” disadvantage during character creation, and still enjoy getting better gear for your higher level character.
Physical Combat and Armor Overhaul: Importantly, this mod makes armor work like later TES games (damage reduction rather than better dodging) and fully supports the new leather and chain variants from R&RI. It also delevels racial weapon proficiencies, making them stronger for starting characters (PCO needs to load after Races Redone and overwrite it for this to take effect. The builds in the compendium assume you’re using PCO racial proficiencies, as they are slightly different from Races Redone).
Kab’s Unleveled Spells: Fixes spells and spell making to work more reasonably at all levels, essentially boosting your low level power. Also includes an option to regenerate magicka, as we see in later TES games (I recommend using it).
Skulduggery: Improves thieves skills in much the same way that Kab’s mod improves spell casting and adds realism to nefarious activities. Recommended and assumed to be used in the build compendium (mostly adds further value to plate armor restriction, as sneaking in plate is now a bad idea).
Monster-University: Further improves on the stealth/detection mechanic among other things. Also makes non-violent exploration options more feasible, which certain builds in the compendium provide for. Load after Skulduggery to have MU handle the stealth mechanics during exploration.
Level-up Adjuster: Remove even more randomness from your character build. I recommend using the curved leveling option which works great with the updated combat formulas in PCO above, while making the early game more balanced against late game. I also recommend using the median hit points option (just say no to save scumming) and retroactive endurance bonus for a more modern experience.
Unleveled Loot + Order Service: This lets you see a greater variety of materials at all game stages, making material restrictions in character builds both more and less relevant. These mods also do a lot to rebalance the economics of the game.
Archaeologists: Recommended and considered especially for non-magic using builds as it offers an alternative access to Item Maker apart from Mages Guild and Temple of Julianos (which has difficult skill requirements and might not suit your character flavor). Also makes language skills even more useful alongside LSO.
Classes Redone: Even though you’re building your own class, I recommend using this so that NPCs are a bit less of a joke. Unlike other vanilla class mods, it’s fully compatible with Background Questions and History Fixes, as it is made by the same mod author.
(The Penwick Papers: Has some additional functionality mainly for non-magic using builds with herbal remedies, and some other game mechanics to make a rogue build more satisfying. Not considered for the builds, but can be useful for some of them).
(Climates and Calories: Specifically, this mod is not considered for the builds, and if you plan on using it, you might want to consider elemental resistances more strongly during character creation).
So, now that we’ve overhauled the races, classes, items, combat formulas, spells, skills and leveling - we’re ready to build our character and start playing Daggerfall! You’ll find more inspiration in the custom build compendium in the files section. Enjoy!