Daggerfall: Veteran Tips for Beginners #3

Post » Fri Feb 18, 2011 9:57 pm

Say what?


Its fine to ask a question but the way you asked it came across rude IMO. Also, I think that

A) UESP seems raise the detail of things. I can't understand why people say that it looks so pixellated when looking at UESP and comparing the Lamia on that to the one in the Imperial Library (Seeing the differences not actually comparing I just looked at the bestiary) it does look slightly different.

B) With the Seducers, I think its a matter of how evil they look. It really depends how its being used as well and the Daedra Seducers didn't look all that great, I mean they do look kind of Demonic with the wings coming out of their backs.
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luis ortiz
 
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Post » Fri Feb 18, 2011 7:41 pm

Was not being rude. I just never EVER seen something like this. You would go as far as to create a new character to avoid a nvde monster... I would understand a little if it was in a sixual way and it actually looked realistic... But they have square boobs with a square for a nipble!
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Darren Chandler
 
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Post » Sat Feb 19, 2011 1:36 am

Was not being rude. I just never EVER seen something like this. You would go as far as to create a new character to avoid a nvde monster... I would understand a little if it was in a sixual way and it actually looked realistic... But they have square boobs with a square for a nipble!


The only thing insulting someone is going to do is get this thread locked. So please let it be.
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Dina Boudreau
 
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Post » Sat Feb 19, 2011 4:45 am

Was not being rude. I just never EVER seen something like this. You would go as far as to create a new character to avoid a nvde monster... I would understand a little if it was in a sixual way and it actually looked realistic... But they have square boobs with a square for a nipble!


Its mostly the fact that the Daedra Seducers look so Demonic I think and UESP really does seem to increase the detail when it comes to the creatures. I don't think its because they are nvde but how it is being used. (Not a fan of a nvde demonic creature flying around and killing you) I can watch Valentine with nudity in art galleries ore the first two Final Destinations. I just don't think they like how demonic the Seducer seems.

Edit: Yes, lets just let the conversation be and help other people who need help.
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Jamie Moysey
 
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Post » Sat Feb 19, 2011 2:32 am

UESP seems raise the detail of things. I can't understand why people say that it looks so pixellated when looking at UESP and comparing the Lamia on that to the one in the Imperial Library (Seeing the differences not actually comparing I just looked at the bestiary) it does look slightly different.

I've looked through Daggerfall's texture and sprite archives many times, so take my word on this:

Most of the graphics in Daggerfall are much higher resolution than they appear ingame. Since the engine is forced at 320x200 resolution, things look a lot more pixellated than they truly are. This is also so that NPCs become relatively nicer to look at if you stand right in front of them. Lucius' project http://daggerxl.wordpress.com/ will not only allow for higher resolutions, but naturally also allow you to see all of Daggerfall's art assets in their full, unpixellated glory. Obviously, UESP's Bestiary page has its images extracted directly from the game files.

For example, http://img530.imageshack.us/img530/1174/nobles.png are the sprites of several nobles. You may have seen many of them already, you will notice they are MUCH higher resolution than ingame. Hell, many of them are almost 200 pixels high, which is the height used by the resolution of the engine itself! I haven't encountered any Nymphs or Seducers in a while so I cannot give you an actual idea of how much blurrier their "assets" will be ingame, but you are correct - UESP's images are different from those ingame in regards to clarity.

*case closed*
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Sierra Ritsuka
 
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Post » Sat Feb 19, 2011 12:40 am

Can I install DFQFix then continue with an already existing game?


For reference, the answer to this question seems to be yes. After installing DFQFix then loading an existing game, I was tasked by the Fighters Guild with clearing a local tavern of bats and received pay upon completion.
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Katy Hogben
 
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Post » Fri Feb 18, 2011 8:33 pm

Can I install DFQFix then continue with an already existing game?
For reference, the answer to this question seems to be yes. After installing DFQFix then loading an existing game, I was tasked by the Fighters Guild with clearing a local tavern of bats and received pay upon completion.

And I can confirm this as yes. I did this with an old save and use the DFQFix awhile back.
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mishionary
 
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Post » Fri Feb 18, 2011 7:55 pm

I can testify for this too. Applied DFQFix (as well as the fan-made QUESTPAK) retroactively to an old save, worked fine, new quests function properly.
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Emilie Joseph
 
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Post » Fri Feb 18, 2011 8:10 pm

New quests patched by DFQFIX will function properly, but currently active quests also patched by DFQFIX will not be fixed since their (bugged) parameters are written in the savegame files. However, when you finish one of this quest, if it's a common quest (i.e. not related to the main quest) and you get this quest again after a while, this time the quest will contain the fixes as it will be read from the fixed QBN and QRC files when generated by the game mechanics. For the main quest though, only parts which are not started yet will be fixed. Unfortunately, this does not include around five or 6 quests which are started as soon as you begin the game but remain inactive in the background until you reach a certain point in the main quest. These quests are Helseth, Aubk-i, Lhotun, Morgiah, Elysana and Cyndassa's ones if I remember correctly (all NPCs you can't talk to with the standard dialog panel since they are involved in these always active quests).
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Danel
 
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Post » Sat Feb 19, 2011 3:02 am

I've looked through Daggerfall's texture and sprite archives many times, so take my word on this:

Most of the graphics in Daggerfall are much higher resolution than they appear ingame. Since the engine is forced at 320x200 resolution, things look a lot more pixellated than they truly are. This is also so that NPCs become relatively nicer to look at if you stand right in front of them. Lucius' project http://daggerxl.wordpress.com/ will not only allow for higher resolutions, but naturally also allow you to see all of Daggerfall's art assets in their full, unpixellated glory. Obviously, UESP's Bestiary page has its images extracted directly from the game files.

For example, http://img530.imageshack.us/img530/1174/nobles.png are the sprites of several nobles. You may have seen many of them already, you will notice they are MUCH higher resolution than ingame. Hell, many of them are almost 200 pixels high, which is the height used by the resolution of the engine itself! I haven't encountered any Nymphs or Seducers in a while so I cannot give you an actual idea of how much blurrier their "assets" will be ingame, but you are correct - UESP's images are different from those ingame in regards to clarity.

*case closed*


UESP nobles flats are extracted from a texture file which is unused in the game. The story is gamesas worked on a higher resolution of the game before it was published and the same flats we see in the game where redone in a bigger resolution for this. However since they never manage to make it stable they just hid the high resolution code (which is still accessible through some fall.exe hacking but is very very buggy) and they didn't bother to remove the unused high resolution flats from the final Daggerfall release. I tried once to use them in the game, but the standard 320x200 engine does not reduce them so they look like giants.
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Bee Baby
 
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Post » Fri Feb 18, 2011 9:14 pm

Tip: If you come across an object such as a cage blocking a doorway and can't find a way around it via another passage, look for a switch, perhaps in the form of a torch; don't spend half an hour trying to bump through it. :hehe:

(I made it inside the cage! I just couldn't get out again and into the next room...)
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maya papps
 
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Post » Sat Feb 19, 2011 1:09 am

I don't know if this has been mentioned already, but when exploring a dungeon, you should physically go into every room, no matter how small it is, otherwise the map might not pick it up and only show a doorway. If you get lost/don't have Recall/etc, you might get see a doorway marking on the map and think it's a secret passage when really you'd already opened it, but just hadn't stepped inside. Walking into every room saves me a lot of dungeon-crawling headaches.
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Je suis
 
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Post » Fri Feb 18, 2011 7:33 pm

UESP nobles flats are extracted from a texture file which is unused in the game. The story is gamesas worked on a higher resolution of the game before it was published and the same flats we see in the game where redone in a bigger resolution for this. However since they never manage to make it stable they just hid the high resolution code (which is still accessible through some fall.exe hacking but is very very buggy) and they didn't bother to remove the unused high resolution flats from the final Daggerfall release. I tried once to use them in the game, but the standard 320x200 engine does not reduce them so they look like giants.

Yup. Same thing in System Shock. Came out about the same time as DF. CD version was 640 x 480, as higher resolutions were unplayable at the time. Someone unlocked the code and it is now playable up to 1280 x 960!
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Leanne Molloy
 
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Post » Sat Feb 19, 2011 2:48 am

So exactly how does this random dungeon generator work? If I get sent to Cave of Example in one quest, and then some other player gets sent to Cave of Example in some other quest - will the cave look the same for both of us?
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Manuel rivera
 
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Post » Sat Feb 19, 2011 3:38 am

So exactly how does this random dungeon generator work? If I get sent to Cave of Example in one quest, and then some other player gets sent to Cave of Example in some other quest - will the cave look the same for both of us?

Yes.
The DF world was created in a single wave of randomization, not in a randomized pattern for each install of the game. If you go to Castle {example} in Province "X" it will be the same lay-out that I will find. Encounters may differ, but the architecture remains the same.
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BRIANNA
 
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Post » Sat Feb 19, 2011 3:47 am

Lets begin a daggerfall dugeon maping project.. with 3d maps of all quest spawn points of all dungeons.

:lol: :lol: :lol: :lol:
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Bigze Stacks
 
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Post » Sat Feb 19, 2011 12:39 am

Lets begin a daggerfall dugeon maping project.. with 3d maps of all quest spawn points of all dungeons.

:lol: :lol: :lol: :lol:


That would help me. :P Make sure you note the creature type the dungeon is for.
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scorpion972
 
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Post » Fri Feb 18, 2011 11:57 pm

Ok, thanks!
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Andrew Perry
 
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Post » Fri Feb 18, 2011 11:06 pm

Lets begin a Daggerfall dungeon mapping project.. with 3d maps of all quest spawn points of all dungeons.

:lol: :lol: :lol: :lol:


It would be more efficient to map the blocks used to create the dungeons. Then that information could be applied in a more general way.
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Monika Krzyzak
 
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Post » Sat Feb 19, 2011 3:49 am

Hmph. It seems to me that the "glitchyness" of Daggerfall has reached mythic proportions. Perhaps a reality check is in order.

It's true that there were some problems with the game as originally shipped -- nothing that broke the main quest, but a few bugs. By patch 213 almost all of these bugs were remedied.

It's true that Daggerfall is a bit "crash prone," that if you sit and play for 4 or 5 hours straight, you can expect a crash or two. Or some other inconvenience, like falling into the void.


Oh I can think of more then that....

Goals not showing up in the dungeons your sent to.
Quest houses being locked
the Dreaded Ancient vamp glitch

and a few really weird ones, like men finding only womens clothes at local clothing stores.

Still despite its flaws I loved the game, its like my cat, she coughs up hairballs, plays with the computer wires, hollers at my door when I kick her out of my room. But I still love her.

As for some ol' vet tips heres a few

Magic, you'll want it, and you'll need it, even if your not planning to lob fireballs around, you'll still need a levitation spell and waterbreathing, as some of the dungeons are impossible to navigate without 'em.

Also the Mages guild is one of the best guilds in the game hands down, make sure to make use of the spell maker as spells you make will always be ten times better then any default spell you can get in the game. Bare in mind also that Per level is cheaper then base when making a spell as well, so the best thing to do is to drop the base and bring up the per level effects. And you'll make spells that can last you for quite some time in the game.

Finally if you ever get a contract to defend a local mage, take it, you can make some quick cash by looting the assassins and selling there gear.
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JAY
 
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Post » Sat Feb 19, 2011 11:29 am

So exactly how does this random dungeon generator work? If I get sent to Cave of Example in one quest, and then some other player gets sent to Cave of Example in some other quest - will the cave look the same for both of us?
They randomized it once in 1995. After that, they tweaked it. Everyone has the same stuff in the same places in their game every time. The randomization in the game is from the quests.
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Breautiful
 
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Post » Sat Feb 19, 2011 11:11 am

They randomized it once in 1995. After that, they tweaked it. Everyone has the same stuff in the same places in their game every time. The randomization in the game is from the quests.

Exactly, and it's not mere speculation. A few weeks ago I did a side-by-side comparison of two different Daggerfall installations, each on a different computer. Barring the graphical effect of different seasons, all locations tested were identical.
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Curveballs On Phoenix
 
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Post » Sat Feb 19, 2011 12:18 am

Most of the game's locations were randomly created using pre-made "blocks" during it's production. Not sure where people are getting the idea it's random each time they install it...
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Dan Wright
 
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Post » Sat Feb 19, 2011 1:14 am

Most of the game's locations were randomly created using pre-made "blocks" during it's production. Not sure where people are getting the idea it's random each time they install it...


The idea probably stemmed from the popularity of the diablo series of games, which used randomized dungeons every time you played the game. Its not the first game to do this there were ascii driven games like rogue back in the 80's that used similar concepts, but Diablo is what made the concept so familiar to fans.

The problem with the Daggerfall was its size and number of locations, designers couldn't just handcraft every area it would have taken them decades. So they created a program that would randomly do the job for them. It worked, except that now you towns in wayrest that didn't look that much different from towns in dragontail mountains, except for some tile swaps. Also you had dungeons that one fan if I remember correctly said resembled "octopi humping" or the streets in a major metropolis. That is a tangled mess of corridors, conncected to the same room blocks that were generated over and over and over again. Kind of like an early form of the Bungee school of level developing.

The end result is you had a lot a lots of rooms that visited before, in a dozen other places, your basic electronic deja'vu.

To make matters worse it lead to some of the glitches that I mentioned in my post above.

This was something the designers wanted to avoid when the created Morrowind, hence the smaller location and fewer areas to explore, which allowed designers to put some more personal touches to the dungeons.
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Gemma Archer
 
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Post » Sat Feb 19, 2011 11:23 am

And looked what happened when Bethesda started 'crafting games'? What did we gain versus what we lost?!
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CORY
 
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