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The Daggerfall Unity - GOG Cut has just recently joined our GOG ranks. It’s a great opportunity to take a look back and discover a huge legacy of The Elder Scrolls games that you can read about in the article on our blog.

Also, check this great video from Indigo Gaming below – it will give you a great perspective on how ambitious the The Elder Scrolls II: Daggerfall project was at the time:
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psychosopher: I want to play this but it's 6GB, and can't get it through mobile internet (1GB 2hrs) need to pay my broadband bill to unlock full potential xD
Explicitly interested to test it.

edit:
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Gudadantza: ...
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psychosopher: Thank you!
Then simply play the game in it's original glory but with the massive advantages of DF Unity (tons of bugfixes, great performance and stability, much more customization, etc.): Daggerfall has been officially freeware for years now as far as I know. You find it by googling. Then download the latest DF Unity and choose the Daggerfall game folder. This way it'll weigh only about 500 MB. Mods are not necessary, on the contrary, many of them detract from the original game experience imho.
Post edited June 17, 2022 by Wolfram_von_Thal
high rated
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dtgreene: Daggerfall is also famous for all the bugs that can be found in the game.
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SpellSword: Is the Daggerfall Unity - GOG Cut version without these bugs or is it still an unstable game?
It is a rewrite, so it didn't inherit bugs by default. Exception could be resources like quest scripts, because if there's a logic bug in a quest, the new quest engine will probably reproduce the bug also. Or 3D models that can have quirks, that's what Unofficial Block Location and Model fixes mod takes care of.

And of course Daggerfall Unity must introduce some newer bugs; But far fewer than the bugs it removes.
They're being worked on, if you find issues please report them in the Daggerfall Workshop Forums:
https://forums.dfworkshop.net/viewforum.php?f=5
Post edited June 17, 2022 by petchema
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SpellSword: Is the Daggerfall Unity - GOG Cut version without these bugs or is it still an unstable game?
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petchema: It is a rewrite, so it didn't inherit bugs by default. Exception could be resources like quest scripts, because if there's a logic bug in a quest, the new quest engine will probably reproduce the bug also. Or 3D models that can have quirks, that's what Unofficial Block Location and Model fixes mod takes care of.

And of course Daggerfall Unity must introduce some newer bugs; But far fewer than the bugs it removes.
They're being worked on, if you find issues please report them in the Daggerfall Workshop Forums:
https://forums.dfworkshop.net/viewforum.php?f=5
Thank you for the information.
I remember that Daggerfall had some nasty game breaking bugs the last time i played it, some do call it Buggerfall after all and with good reasons.
So does this new unity version works normally? or are there any nasty surprises.
I swere if it was bug free, it would probably be one of the best elder scrolls games, size was crazy (ok it was mostly empty space, it could be a little smaller) and the amount of game content was just amazing.
Post edited June 17, 2022 by 00063
If you download this, I recommend you to periodically check the download pages of the mods included on Daggerfall Unity Nexus for updates (you can track them and get notifications when they're updated). There's no telling how often the mods will be updated on GOG Cut, along with Daggerfall Unity itself.
More mods are also available on the Nexus.

https://www.nexusmods.com/daggerfallunity

https://github.com/Interkarma/daggerfall-unity/releases
Post edited June 17, 2022 by Cliffworms
New bugs introduced aside and because it is redone in a different engine, Daggerfall Unity in its present state is more bug free and stable than other projects. It's been years in the work

The original Daggerfall bugs regarding quests scripts were fixed one by one. If something is left it is minor and it will be polished, indeed. That was one of the intentions of the new rewrite. Also forget other graphical glitches and save corruptions in the original engine.

Now the topography terrain is better, richer,

The only bad thing of Daggerfal unity is that it uses Unity. :D. Not a fan of it. And that the requirements are higher to have game smooth in a poor computer. I am sure it is related.

Edit: there is also an option to load original saves from classic Daggerfall. It is retrocompatible. Obviously it will have its limitations and glitches depending the save or the mods added in DU etc...
Post edited June 17, 2022 by Gudadantza
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jayman37tx: I've always wanted to try Daggerfall, especially after learning about the impressively large-scale things involved in the game. I have read that it can create a dynamic dungeon that can take months of real time to explore and escape.
LOL, no. Many (most?) of the dungeons are terrifyingly large and complex compared to most other CRPGs (not counting those set entirely in a single megadungeon), but unless the player's a completely hopeless idiot, there's pretty much no way you'll be (usefully) exploring any one Daggerfall dungeon for more than maybe...8-12 hours? And that's only if you're hell-bent on scouring every bit of the dungeon on principle, killing all the enemies and hoovering up all the loot. If you learn to use the dungeon map effectively, and learn some of the tricks regarding how the dungeons were generated and where quest objects are generally placed, you can cut that amount of time down drastically. Also, Daggerfall Unity has a mod (not included in the GOG Cut, AFAIK) that noticeably shrinks the size of regaular non-main-questline dungeons, if that's something you'd want.
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jayman37tx: I've always wanted to try Daggerfall, especially after learning about the impressively large-scale things involved in the game. I have read that it can create a dynamic dungeon that can take months of real time to explore and escape.
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petchema: Nope, the whole world (map, cities, dungeons) have been generated and stored into game data (that's in part why it was a 550MB game at the time). Only thing that varies when you visit a dungeon are enemies and loot.
It might explain why it's 5Gb in size, which got my attention. Afterall there's probably tons of areas that's just trees or random debris, which if generated from a seed you only need to store the seed for that cell; and if it has other things then you would have to actually store data for that cell. Most of it was also flat lands.

Though i only played for an hour myself before the combat click&drag got to me and i quit. I'll have to give this one a try.
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dtgreene: Daggerfall is also famous for all the bugs that can be found in the game.
And when comparing, I'd probably rather play Morrowind, which is miles better when i compared them back in 2015.

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Kasper...: You still haven't removed the mods you don't have the permission to distribute...
Unless they have a stipulation of 'do not redistribute' then instead they will be as a package which you redistribute in it's entirety untouched. But few tend to be like that. As long as credit is given most likely it's fine.
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petchema: Nope, the whole world (map, cities, dungeons) have been generated and stored into game data (that's in part why it was a 550MB game at the time). Only thing that varies when you visit a dungeon are enemies and loot.
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rtcvb32: It might explain why it's 5Gb in size, which got my attention.
That's different, GOG Cut size mainly comes from includng D.R.E.A.M. mod, a full retexture pack (and then some) a mod that clocks around 3.7GB: https://www.nexusmods.com/daggerfallunity/mods/5?tab=files

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rtcvb32: Though i only played for an hour myself before the combat click&drag got to me and i quit. I'll have to give this one a try.
Select "Click-to-attack" in the launcher main screen then!
Post edited June 18, 2022 by petchema
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Cliffworms: If you download this, I recommend you to periodically check the download pages of the mods included on Daggerfall Unity Nexus for updates (you can track them and get notifications when they're updated). There's no telling how often the mods will be updated on GOG Cut, along with Daggerfall Unity itself.
More mods are also available on the Nexus.

https://www.nexusmods.com/daggerfallunity

https://github.com/Interkarma/daggerfall-unity/releases
If you are the same Cliffworms that is the author of the 'Famous Faces of the Iliac Bay', 'Fixed Dungeon Exteriors' and 'Aquatic Sprites' mods.

I would just like to say: "Thank you for taking the time to build them."
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rtcvb32: It might explain why it's 5Gb in size, which got my attention.
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petchema: That's different, GOG Cut size mainly comes from including D.R.E.A.M. mod, a full retexture pack (and then some) a mod that clocks around 3.7GB: https://www.nexusmods.com/daggerfallunity/mods/5?tab=files
Gotcha. Well it is 'GoG's' cut, and if it was low quality textures/graphics it might be too jarring today.

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rtcvb32: Though i only played for an hour myself before the combat click&drag got to me and i quit. I'll have to give this one a try.
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petchema: Select "Click-to-attack" in the launcher main screen then!
Good to know the most annoying part of the game has a better option, i don't remember that option in the original game. (not to mention the difficulty of getting the original game to work at all)
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dtgreene: Daggerfall is also famous for all the bugs that can be found in the game.
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rtcvb32: And when comparing, I'd probably rather play Morrowind, which is miles better when i compared them back in 2015.
Unfortunately, Morrowind isn't exactly bug-free either. Case in point: I've fallen through the floor on multiple occasions; this includes falling through the bridges in Vivec and into the water. Also, I've had the game crash when using a levitate spell to force a Cliff Racer to land in the middle of a town.

(Before you ask, Arena, Oblivion, and Skyrim also have plenty of bugs. Arena has perhaps the fewest, but that's only because the game isn't as complex, and some of the bugs it has are still quite embarrasing.)
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rtcvb32: And when comparing, I'd probably rather play Morrowind, which is miles better when i compared them back in 2015.
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dtgreene: Unfortunately, Morrowind isn't exactly bug-free either. Case in point: I've fallen through the floor on multiple occasions; this includes falling through the bridges in Vivec and into the water. Also, I've had the game crash when using a levitate spell to force a Cliff Racer to land in the middle of a town.

(Before you ask, Arena, Oblivion, and Skyrim also have plenty of bugs. Arena has perhaps the fewest, but that's only because the game isn't as complex, and some of the bugs it has are still quite embarrasing.)
No doubt. If you give yourself something like 500 athletics and then jump, you'll HOVER, in place. Even more than that if you move side to side you can slip through walls. Some stats/skills were never intended to go above 100.

I didn't say Morrowind was bug free, only when you compared them side by side, Morrowind was... more playable. Morrowind is also said to be a mishmash of ideas. RPG elements including miss chances and random damage amounts for example, no physics to speak of (outside of enemies falling when they die), the occasional cases of characters not initializing right and if you speak with them the game crashes, in the main game file one conversation/quest that was copy/pasted 8 times and have the same ID, some meshes being backwards, etc etc.
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petchema: Select "Click-to-attack" in the launcher main screen then!
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rtcvb32: Good to know the most annoying part of the game has a better option, i don't remember that option in the original game. (not to mention the difficulty of getting the original game to work at all)
That was not an option in classic, no.
Actually I do like this way of fighting, even if it takes some practice; But hey I played classic for quite some time.
I'm only using click-to-attack recently because I'm not playing on a desk, so my mouse sweeping is less than reliable ;)
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rtcvb32: Good to know the most annoying part of the game has a better option, i don't remember that option in the original game. (not to mention the difficulty of getting the original game to work at all)
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petchema: That was not an option in classic, no.
Actually I do like this way of fighting, even if it takes some practice; But hey I played classic for quite some time.
I'm only using click-to-attack recently because I'm not playing on a desk, so my mouse sweeping is less than reliable ;)
It isn't about easy or not easy, it's about if it's natural. Moving your whole hand seems easier than overexerting and moving your hand/arm/fingers in unnatural ways. The click/drag may work fine on a touch screen (as that would be a similar effect) but on a computer it just doesn't mesh well. Also it wasn't explained that's how you do it. I'd at one point made a AHK script to randomly swipe when i clicked to do the attack, but that was just a less-than-optimal workaround which didn't always work.