Modding System

Play with Mods


Introduction

There are two differents kinds of mod for Daggerfall Unity: AssetBundles (with .dfmod extensions) and loose files. Both can import new assets in the game and dfmod bundles can also inject scripts, allowing an extensive and flexible support for mods.

Mods Window

Load Order

The load order defines the orders in which mods are executed; if two (or more) mods contain the same asset, the one in the lower position will be used.

Settings

More advanced mods may provide support for user configuration, as well as presets with predefined values for all or some options. Presets can also be created by users and shared.

Note: when upgrading, local settings are reverted to default values if incompatible with the new version.

Released Mods

 

Develop new Mods


Scripting

Daggerfall Unity support real-time injection of C# code; this allow modders to develop scripts for the Unity Engine and benefit of all the possibilities offered by this combination. A mod can change the game behaviour and create endless possible gameplay revisions and enhancement, as well as importing new assets to create something entirely new.

Import Assets

Modelers and artist can put their creativity into revising the original Daggerfall to create their own vision and graphic style. Replacing assets does not require a single line of code: models, lights and particles are imported trough assets packs with the help of the Unity Editor, while textures and sounds can be streamed directly from disk as loose files.

Feel free to ask any question on the forum.

Write Quests

Quests for Daggerfall Unity are written in a simple scripting language, based on Donald Tipton’s TEMPLATE v1.11, which is compiled Just In Time and so can be written and tested even while the game is running. A quest debugger is also available to test the script and immediately find the target locations.