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Ommamar: ... I usually had a save before I accepted a quest then one I used while I played along, this strategy usually limited me to 3 active characters. ...
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Greywolf1: Nice summary! Although I myself prefer Morrowind, but that's a personal sentiment - I don't like the too similar and too convoluted Daggerfall dungeons - too exchangeable and "un-immersive" for my taste (which includes, to a degree, the hand-designed main quest dungeons, too, as these use the same building blocks and structuring philosophy). Of course, there are navigation strategies, and I can use the cheat teleporting me to the most interesting places of a dungeon (with no safe way back - with that said: I'm aware of the "Recall" spell). But I don't like to play in this way.
To save before you accept a quest makes sense for Daggerfall, due to the huge difficulty variation of these quests. And that the game can't handle more than 6 savegames is an issue.
But why don't you simply use several different savegame folders (holding 6 savegames each) to swap savegames manually in and out whenever it's convenient for you. Either have (at least) one savegame folder for each character you play, or have one savegame folder with the most recent savegame for all your characters (which limits the number of savegames you can operate with simultaneously) and a few backup folders for older saves. It's more effort than simply saving and loading, but still acceptable - for me at least (I use one or more folders for each character, as I don't play more than one character in parallel during a single game session).
I agree that dungeons in Daggerfall can become a drag on the game paticularly the find this thing to kill or worse yet find the item hidden in a back closet of one of these rooms that takes ten hidden doors or portals to get too. I almost always have some connection to the mage guild so I can use the portal spells to get quickly back to entrance if things get to tedious. As for your save solution it is out of pure laziness that I don't take the time to do this. Also I only fire up Daggerfall or Morrorwind when I am feeling nostalgic as I have completed the main quest in both games. So making sure I have all my advancement saved isn't to much of a concern.
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dtgreene: Alt-F11 (IIRC) says hi; if you use that key combination immedieately after reloading the save (or starting a new game), you will warp to the dungeon entrance. I use this when I play in order to skip the tutorial dungeon.
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Greywolf1: Not quite. Here's a quote from the patch notes:

ALT-F11 - If you fall into the void, pressing this will take you back
to the previous object you were standing on. This can help you get
out of the void when you fall into it.
That's what the patch notes say, but what is more important is what actually happens in-game.

When you press Alt-F11 the game will warp you to the last place it remembered you being on land. (It might actually only remember when you last *moved* while on land; this distinction does matter in this case.) When you load a save, or when you start a new game, the game has no memory of where you last moved on land, so if you press Alt-F11 right then, so it just teleports you to the dungeon entrance instead.

This key combo doesn't even require cheat mode to be enabled, and speedrunners of this game have decided to all it to be used, making this feature into a nice time-saving shortcut. (If you want, you could watch a speedrun to see this in action; also expect the player to go into the void (speedrunners call this "out of bounds") on purpose a lot.)
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dtgreene: When you press Alt-F11 the game will warp you to the last place it remembered you being on land. (It might actually only remember when you last *moved* while on land; this distinction does matter in this case.) When you load a save, or when you start a new game, the game has no memory of where you last moved on land, so if you press Alt-F11 right then, so it just teleports you to the dungeon entrance instead.
Thanks - I never even considered to use Alt-F11 in the starter dungeon.
Here is something I found on UESP: "When you want to get out of a dungeon fast and don't have the teleport spell, save your game. Then, reload your game, do not move, and afterwards use the alt-F11 half-cheat."
You know probably that you can skip the starter dungeon completely (startmap, region, and "mapfile a", if you want to start outside of a dungeon). I don't know if this impacts the main quest in any way.
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dtgreene: When you press Alt-F11 the game will warp you to the last place it remembered you being on land. (It might actually only remember when you last *moved* while on land; this distinction does matter in this case.) When you load a save, or when you start a new game, the game has no memory of where you last moved on land, so if you press Alt-F11 right then, so it just teleports you to the dungeon entrance instead.
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Greywolf1: Thanks - I never even considered to use Alt-F11 in the starter dungeon.
Here is something I found on UESP: "When you want to get out of a dungeon fast and don't have the teleport spell, save your game. Then, reload your game, do not move, and afterwards use the alt-F11 half-cheat."
You know probably that you can skip the starter dungeon completely (startmap, region, and "mapfile a", if you want to start outside of a dungeon). I don't know if this impacts the main quest in any way.
I don't know how it would as the first dungeon is more of a tutorial. although I usually go back and farm it once I have a cart to get levels and a decent set of equipment. The only thing I can recall messing with the main quest is if you don't respond in time to the first letter you recieve.
In case someone is interested: If you want to start the game at the gates of the city of Daggerfall, open z.cfg and change these two entries:
- "mapfile a" (instead of "d"), and
- "startMap 1231" (instead of "179").
Then start a new game.

Disadvantage: Privateer's Hold is no longer on the map.
Post edited March 05, 2019 by Greywolf1
I have just started again Daggerfall using the GOG installer, it is a whhile since the last time I played that game and it is the first time I am using the GOG version, but I don't know, music sounds different than what I was used to.
I expecially like this one
https://www.youtube.com/watch?v=jM8EaL1Zm6w
and couldn't wait to hear it again but towns, shops and taverns have different themes.
Have they changed the music for the GOG version?
If so, since I also have the original installer from Bethesda, is there a way to put the original music in the GOG version without installing the original version manually?
I could also manually install that one but of course being able to use the GOG version is much more fast and convenient :)
Post edited April 23, 2019 by Gugnihr
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Gugnihr: ... music sounds different than what I was used to.
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You may try DaggerfallSetup or use the information there: [url=https://en.uesp.net/wiki/Daggerfall:Files]https://en.uesp.net/wiki/Daggerfall:Files[/url] (search for music).
There is also a music remaster project: https://forums.dfworkshop.net/viewtopic.php?t=921.
Post edited April 23, 2019 by Greywolf1
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Gugnihr: ... music sounds different than what I was used to.
...
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Greywolf1: You may try DaggerfallSetup or use the information there: [url=https://en.uesp.net/wiki/Daggerfall:Files]https://en.uesp.net/wiki/Daggerfall:Files[/url] (search for music).
There is also a music remaster project: https://forums.dfworkshop.net/viewtopic.php?t=921.
Thanks, I have just found a way, I just had to change my sound card settings, I don't know why but depending on what sound card you had this game completely changed its music.
Post edited April 26, 2019 by Gugnihr