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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sat Aug 31, 2013 2:30 pm 
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Warder
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I heard the download version is the floppy disc version, while the version I'd get would be the hard disc edition.


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sat Aug 31, 2013 2:32 pm 
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Grand Master
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No, the UESP clearly states which ones are which, and really they are mostly the same game. No reason to pay for it.


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sat Aug 31, 2013 2:32 pm 
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Goatmom/Moderator
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The one I linked isn't the one released by Bethesda. It's fan-patched and runs a script that takes the painstaking process of operating a DOS emulator out of your hands.

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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sat Aug 31, 2013 10:43 pm 
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Luckily the collection version also runs the DOS by itself; glad I don't have to mess with it again.


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sun Jan 26, 2014 3:11 pm 
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Initiate
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Hello,

I tried to download the daggerfallsetup , but the file is not there anymore.
Any idea where I could get a copy?


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Mon Jan 27, 2014 7:55 pm 
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The has a , works for me.

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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Tue Jan 28, 2014 4:01 pm 
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Initiate
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Thanks,
That link did not work for me.

Today it did work, so i guess temporary server issue


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Fri May 09, 2014 6:56 am 
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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Fri May 09, 2014 8:54 pm 
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Associate
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I don't know why they told you that the dungeons are all randomly generated. The only ones that are randomly generated are the optional dungeons. You don't ever even have to touch those dungeons ever if you don't want to. Look around on the UESP site and you WILL find maps to all of the quest dungeons. They even describe which enemies you will face and many times even the exact locations. Take it from me, I am now a veteran of Daggerfall because I have actually beaten the game myself, and I didn't do it with Daggerfallsetup, I did it with the files from the disk combined with a patch to fix all the bugs. It is very possible to complete the game with relatively little trouble. It requires patience and constantly looking at the maps. I actually printed all the maps I needed right off of this site. I was able to use them to complete every quest dungeon. The only thing that is sometimes inaccurate is they will say that you are going to face werewolves (for instance) and because your level is higher than when they played through it you may get tougher enemies such as Vampires (for instance). For any dungeon you might face that is randomly generated, there is a bit of advice that I will give you that I again found on this very site. You can wall hug. This only works on randomly generated dungeons mind you so don't try it on any of the quest dungeons. It means pretty much what it sounds like. You choose a wall on either the right or left side of a corridor and you follow that side only. If a door or intersection come up on the opposite side you ignore it, you only take paths or doors on the side you are hugging. This will usually take you all the way through the dungeon from top to bottom and bring you right back to the dungeon entrance.


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sat May 24, 2014 9:59 am 
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So if you could add or change one to two things about daggerfall what would it be?
for me it would to add a Minimap or maybe a better map in general.
while it does take a good while to get used to the map in Daggerfall its still a pain at least for me

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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Wed Jun 04, 2014 3:56 pm 
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Does anyone have any tips on exploration? This game is so huge, and the wilderness so expansive, that traveling from place to place takes forever. I know I can fast travel with ease, but I'd like to come across the random dungeons and enemies every now and then. You know, to level up and the like.

That being said, I haven't seen a randomly spawned enemy or dungeon in forever.... maybe that's not how the game works.


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Wed Jun 04, 2014 10:13 pm 
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Goatmom/Moderator
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That doesn't happen. Exploring on your own is literally impossible. Just ask for quests at inns or at guilds, they'll give you random objectives in random dungeons.

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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Wed Jun 04, 2014 11:06 pm 
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Well, that explains a lot.

From a game design perspective, I wonder what was the point of having such huge distances between landmarks if they are going to be totally uneventful and empty, giving you no incentive to travel on foot. I guess it was more or less the fact that it could be added for the wow factor, not that it should have been.


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Wed Jun 04, 2014 11:10 pm 
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I don't think you can look back to that with the outlook you have for current games. Data restrictions kept them from making an actual big world. The constant landmarks are few and far between and they are quite big in relation to other things, as far as data is concerned.

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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Thu Jun 05, 2014 4:52 am 
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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sat Jun 21, 2014 5:56 pm 
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I've been playing quite a bit of Daggerfall of late, I've totally abandoned the main quest and have just been exploring the world. I'm still in Daggerfall actually, all this time spent and I haven't even left the region. I'm looking forward to seeing if I can find Orsinium of the Wrothgarian mountains in High Rock.


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Mon Jun 23, 2014 9:43 am 
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Bit of a shock going from Morrowind to Daggerfall? (How was Morrowind anyway?)
The expanse of Daggerfall was truly mind blowing. JFF I travelled from the starting dungeon to the NW border. Took hours. Quite a few wild animals. Gave up finally because there was no level up.
Bugfest aside, the cons of Daggerfall outweigh the pros.

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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Mon Jun 23, 2014 9:16 pm 
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Morrowind was quite good. The game's map is much smaller than Daggerfall's, but it's more focused and unique. Very memorable setting as well.

Well, my current Daggerfall save just freezes now whenever I fast travel somewhere. However, I have a lot of saves, so reloading a slightly older one should fix the issue.


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sun Jun 29, 2014 11:18 am 
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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sat Jul 12, 2014 11:02 am 
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Regarding DFQFIX, how much of that is fanmade content? I like unofficial bugfixes, and restored content mods can be fine if done well, but I now avoid fanmade content like the plague, having been burnt too many times. What exactly is in DaggerfallSetup, for that matter?


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sun Jul 13, 2014 10:08 am 
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According to , DFQFIX does not add any extra unofficial quests, it only fixes the issues with the original content.

As for DaggerfallSetup, here's a . Apparently all unofficial third-party content is optional and can be turned on or off by the user during installation.

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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sun Jul 13, 2014 1:38 pm 
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Oh, sorry, missed that. Well, looks like I would be fine with using that. And I see you have a graphic fix that would be fine for me also. But are there any nice compilations of only bugfixes (not changes, as AndyFall does, for example), that cover more than one issue? Say, quest fixes, graphical fixes, Breton commoners in Hammerfell, and so on, all in one pack.


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Tue Jul 22, 2014 11:02 am 
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I'm afraid the only way is to manually assemble all the fixes you want, or install the game using DaggerfallSetup with only those fixes that do not add extra stuff.

Daggerfall is peculiar a bit in this respect, as sometimes it is not really possible to fix something without actually modifying existing content or adding new stuff.

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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Wed Aug 06, 2014 12:31 am 
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I've finally gotten to level 7 in Daggerfall, and I really enjoy it! One memorable experience was when I was traversing Daggerfall City at night. I heard the dead king's ghost cry "Veeengeaaaaaance!" but I thought, "Eh, it happens every night. Nothing to be worried about." When I finally arrived at a tavern's doors, I look behind for good measure and saw a pair of red glowing eyes! I jumped and spammed the activate button on that door! I stayed in that tavern until the morning, and I went outside and heard some ghostly cry. I went back into the building and tried to loiter but the game told me there were enemies nearby. The lights flickered a bit and I drew my weapon looking for ghosts, but saw nothing. I went outside again and noticed a weird blue and pink shadowy figure. Uneasy, I went up to it and slashed at it until it died. Phew! It was like a horror movie, and I managed to survive.


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 Post subject: Re: Daggerfall General Discussion Thread
PostPosted: Sat Aug 30, 2014 3:39 am 
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