The recipient of every major "Best RPG of the Year" award, The Elder Scrolls: Daggerfall revolutionizes the world of role-playing games, creating a new standard in 3D graphics and role-playing expansiveness. The second chapter in The Elder Scrolls, Daggerfall contains, literally, hundreds of hours of gameplay. Prepare to experience your new obsession.

Starting off in Daggerfall can overwhelm the senses. No other game has such a huge world to explore. Travel around a land mass twice the size of Great Britain, exploring dungeons, castles, tombs, and even alternative dimensions. Just to walk from one end of the world to the other will take over 2 full weeks in real-time (we actually tested this!) Converse with over 750,000 characters that inhabit this world. Daggerfall is a game that sets new boundaries with over 200 hours of gameplay. It's no wonder that it took almost 3 years to develop this epic game.

You can literally do anything you want and go anywhere you want. Join a guild and climb in rank to become a respected member of a Knightly Order. Become a spy and infiltrate the royal ranks, and even rebel against your own king. Become a thief who slips in and out of the shadows and steals the rare treasures of the world. There are six different endings, if you choose to play out the main story quest, but ultimately the life you choose to live will be a unique experience that no other gamer will encounter.

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About Daggerfall Tools for Unity with 1 comment by Interkarma on Mar 20th, 2015

Daggerfall Workshop is expanding today. I'd like everyone to welcome Nystul, InconsolableCellist, and LypyL to the site!

Over the last several months, I have been amazed by the contributions these three have made to Daggerfall Tools for Unity. They have all selflessly offered code, reported bugs, raised ideas, and generally helped to refine the vision of these tools. But most importantly, they demonstrated the power of open source at work inside a passionate community. They have each shown what is now possible with Daggerfall and Unity.

Anyone following me on Twitter or watching the DFTFU Subreddit may be familiar with their work already. Here's a sampling, just to be sure.

Nystul

Nystul created a Terrain Extender script for the default Streaming World terrain. This enlarges the default draw distance of a few miles out to insane distances. Nothing shows this better than a couple of screenshots.

Below screenshot was taken just above Direnni Tower using the default Streaming World setup in Daggerfall Tools for Unity.

direnni_near

Not bad! Definitely a huge improvement over the painfully short draw distances in vanilla Daggerfall. But check below for how this same spot looks with Nystul's Terrain Extender.

direnni_far

That popping sound you heard was my brain exploding. You can see clear across the Isle of Balfiera archipelago to the mainland. Simply amazing! And here's another lovely far terrain screenshot.

mountains_far

LypyL

LypyL is the creator of the jaw-dropping Multiplayer Demo. This was literally a Daggerfall world-first, allowing you to explore the Illiac Bay and its thousands of locations with other players. If you missed out dungeon crawling with mates, I strongly recommend you give it a shot by clicking on that link!

MultiplayerTest

Besides multiplayer and other enhancements (e.g. climbing and flying), LypyL has also proved to be a fearless experimenter, showing us the mad fun you can have with an open source Daggerfall. The below videos put me in mind of the vast mod potential enjoyed by later Elder Scrolls titles.

This kind of spirited tongue-in-cheek modding is exactly what I was hoping to empower everyone with from the outset. Not only can we remake Daggerfall, you can use Daggerfall Tools for Unity however you like!

Oh, and LypyL has also been working on a dynamic sky system for Daggerfall Tools for Unity.


InconsolableCellist

Speaking of remaking Daggerfall, this last contributor is by no means least. With the stated goal of creating a fully playable version of Daggerfall, InconsolableCellist is working towards the outcome I think everyone wants to see the most. He has also proven to be a great contributor, expanding the default tools and building all the scaffolding of a real game.

Obviously there's a fantastic amount of work to do, and much of it is hard to show off visually. But InconsolableCellist has been working very hard indeed, building GUI systems, a text console interface, monster spawners, timers, quest logic, and much more. Best of all, he is continuing the spirit of open source by keeping everything available to the community on his Daggerfall Unity GutHub repository.

Below is an early look at InconsolableCellist's quest system back-end in action.


And here is a screenshot of the text interface a bit further along, looking more like Daggerfall.

ic_dialog

InconsolableCellist has also experimented with running Daggerfall on the Oculus Rift. This was simply a proof-of-concept (and based on a much earlier version of Daggerfall Tools for Unity), but it demonstrates that we can one day play Daggerfall on VR headsets.


What Happens Now?

Daggerfall Tools for Unity is an interesting project all by itself, but the real story is what other people do with those tools. We have finally reached a point where the story becomes less about me and more about those who build on what I started.

InconsolableCellist, LypyL, and Nystul are now full posting members of Daggerfall Workshop. This means they can show off their progress right here and entertain us with the occasional blog post.

These three will also have collaborator rights to the Daggerfall Tools for Unity GitHub repository, allowing them to post changes to support their own work, help support others, and expand our tools into the future.

For my part, I will continue working just as I have been in the past. I will keep on reverse-engineering bits of Daggerfall, adding new features, fixing bugs, and help oversee the continued vision and quality of code changes. My job as tool creator is to help keep the tools useful and free for everyone.

The real story of Daggerfall Tools for Unity is just beginning! The more people who contribute, and the more this community grows, then the more amazing stories we'll have to tell. I look forward to seeing what this all means for Daggerfall in the future.

Stay tuned! There is more exciting news still to come this week.

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Daggerfall: Red Gauntlet

Daggerfall: Red Gauntlet

Jun 18, 2015 Full Version 1 comment

Daggerfall: Red Gauntlet - is a text mod for the Elder Scrolls II game! This classic RPG is notable for its enormity – being large and ambitious even...

DaggerXL Version 0.199

DaggerXL Version 0.199

Jun 27, 2012 DaggerXL Demo 15 comments

Contains XL Engine Launcher, version 0.199 of DaggerXL and build 9.50 of DarkXL.

Version 0.198 Released - Bug Fix Build

Version 0.198 Released - Bug Fix Build

Mar 9, 2011 DaggerXL Demo 7 comments

Version 0.198 is mainly a bug fix build. One fun feature,though, is that random monsters are no longer just bears - though they still aren't correct.

DaggerXL Version 0.197

DaggerXL Version 0.197

Mar 8, 2011 DaggerXL Demo 0 comments

The current pre-alpha version of DaggerXL - version 0.197. Please note that this is still a work in progress and that many features need to be implemented...

DaggerXL Version 0.195

DaggerXL Version 0.195

Mar 7, 2011 DaggerXL Demo 1 comment

luciusDXL made this, obviously. I'm just re-uploading it here because the other file server was going down a lot.

DaggerXL Version 0.181

DaggerXL Version 0.181

May 18, 2010 DaggerXL Demo 0 comments

The current pre-alpha version of DaggerXL - version 0.181. Please note that this is still a work in progress and that many features need to be implemented...

Post comment Comments  (20 - 30 of 32)
xXxHieroxXx
xXxHieroxXx Apr 17 2007 says:

So many sleepless night's. So many summer days spent in the dungeons of Hammerfell. A true classic in all its glory!

+4 votes     reply to comment
Chunky
Chunky Sep 10 2005 says:

i gotta check this out :O

+2 votes     reply to comment
frosty-theaussie
frosty-theaussie May 2 2005 says:

Yeah we know Cheap XD

+2 votes     reply to comment
leilei
leilei May 1 2005 says:

Dumber? I think i can manage that xD

0 votes     reply to comment
Yokto
Yokto Sep 13 2004 says:

Dark elfs can also be called Dunmer. But they ar never call Drow!

+2 votes     reply to comment
frosty-theaussie
frosty-theaussie Aug 9 2004 says:

Quote:WAOH A BLONDE DROW

It's a Dark Elf u doof. omg get it liek right cheapalerrt omg :rolleyes:

;D

0 votes     reply to comment
leilei
leilei Aug 7 2004 says:

WAOH A BLONDE DROW

0 votes     reply to comment
Tomato-Killer
Tomato-Killer Jun 21 2004 says:

XD YES YES YES XD XD
now i need to get this game :P

+2 votes     reply to comment
Yokto
Yokto Jun 21 2004 says:

They have all ready made a sequel to this DLS. I it called Morrowind. (It is also on this site)

+2 votes     reply to comment
DLS
DLS Jun 20 2004 says:

I recon they should made a sequel of this, with beter GFX etc

+2 votes     reply to comment
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Daggerfall
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Bethesda Softworks
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Released Jul 1996
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