User talk:Daneel53

The UESPWiki – Your source for The Elder Scrolls since 1995
Jump to: navigation, search

Hello !

You are on the Talk page of Daneel53. From today I replace Ancestral Ghost for the management of the Project French Daggerfall (PFD) and the three installers DaggerfallPFD.exe, DaggerfallSetup.exe and ArenaSetup.

I'm living in France, you can talk with me in English or French.

--Daneel53 (talk) 16:24, 7 June 2017 (UTC)

issue with daggerfall setup[edit]

http://forums.uesp.net/viewtopic.php?f=2&t=40321&p=1282157#p1282157

basically heres my issue above ^

but in short, the game is speeding up, and its not related to frame skipping NOR the clock speed.

Chizmad (talk) 19:55, 6 August 2017 (UTC)

For those interresred, the conversation shall continue into the above forum topic. Daneel53 (talk) 21:58, 6 August 2017 (UTC)

Suggestion for the next version[edit]

is it possible to include the Pirates of Tamriel mod for daggerfall in the next verion? im just curious because I want to play this mod, but i dont want to see it conflict with DF Setup at all and cause my saves to be broken.

is this at all possible? Chizmad (talk) 18:59, 27 September 2017 (UTC)

Hello Chizmad,
I just checked the content of the mod. Obviously this mod replace many files of the original game and it is clearly stated that, first, you must save the previous files that shall be erased in order to be able to suppress the mod and come back to the standard game, second that you MUST create a new character in order to be able to play the mod or the game crash, so you cannot use your existing saves to play this mod. All this means that this mod transforms the standard game into a totally different game (existing quests are changed, existing characters classes and religions are replaced... see the Readme.doc file contained into the distrib of the mod), it is not compatible with all the other mods, so it must be played into a separate Daggerfall installation if you want at the same time be able to play tyhe standard game and play the mod. Due to all these findings, I will not add this mod into the DaggerfallSetup. Sorry.--Daneel53 (talk) 10:09, 28 September 2017 (UTC)
OHH, I wasnt aware of that
thanks for clearing it up
Chizmad (talk) 11:41, 28 September 2017 (UTC)

Questions about DF Tools[edit]

This will sound a bit blunt, but that just shows my lack of file knowledge when it comes to Daggerfall; what is the point of these and what are the features that it include that are not present in Daggerfall Tools For Unity, or any of Gavin's other tools. Is it the ability to edit some in game files that Gavin's tools can't? Or is it something else?

Oh, and also, when I trying to edit maps.BSA(?) it allowed me to edit all the names for the Daggerfall province, but when I switched to another it would stop letting me edit the names of places. Username1 (talk) 03:47, 25 October 2017 (UTC)

The DFTools are designed to edit, translate and replace all the texts that are displayed into the original DOS Daggerfall. They do not permit to change anything into the graphics, textures, quests behavior, etc. They are only dedicated to direct texts translation and replacement. The French and Deutsch Daggerfall are build with these tools. As far as I know, the Daggerfall Tools for Unity are, as they are named, designed to transform the old DOS Daggerfall into something newer that will run in Unity.
The tool DFBSAEDT had a small bug that prevented to redisplay the Mapnames when the Region had been changed. This bug is fixed today into the new 3.0.1 DFTools package that I put in line the 24th of October.--Daneel53 (talk) 22:33, 25 October 2017 (UTC)
Ohh... That's good to know, but not what I was looking for... Would you happen to know of any tools that actually allow creation of new locations in maps.bsa? I've been looking for one but haven't been able to find any. Either way thanks for the reply. Username1 (talk) 23:45, 25 October 2017 (UTC)
Sorry to bother you again, but are you considering translating Daggerfall Unity when it is completed? I speak English, so it's not a problem for me, but I think it would be quite good to have a few translations for it (which I realize would take a massive amount of work).
Having only be involved into the translation of Daggerfall, I never tried to add anything to the game so I don't know a tool able to add content to MAPS.BSA. I suppose that you will have to search through the modding tools.
Translate Daggerfall Unity ? Bloody hell, no ! The translation of the complete game was a very long process, done by several people at the beginning, that will not be done a second time. If one day Daggerfall Unity is translated (when, and only when, it will be finished...), it will be done by developing specific tools that would be able to automatically transfer the texts from old DOS files to the new Unity files. Probably it's possible, don't know for the moment, I did not check Daggerfall Unity and how it is build. An interesting piece of code to write !--Daneel53 (talk) 08:01, 27 October 2017 (UTC)

Request[edit]

Hi im the one who contributed to the DaggerfallSetup version with the performance patch. i was wondering if you could change my name on that to "Daggerfella" as my credit on the project? That is my current reddit handle and what ive changed my nickname to on this website as well as many other sites. if you click on my username you will notice the username is Chizmad, but thats not what id like to be referred to anymore online, especially within the Daggerfall and Elder Scrolls community.

Thanks!

Daggerfella (talk) 21:13, 25 October 2018 (UTC)

This is done on the DaggerfallSetup web pages in the three languages (EN, FR and DE).
I will soon regenerate a DaggerfallSetup release 2.14.2 with an updated Readme file where your name shall be changed too.--Daneel53 (talk) 09:39, 26 October 2018 (UTC)
Thanks, I appreciate this :D
Daggerfella (talk) 16:38, 29 October 2018 (UTC)

DagPad[edit]

Hello, I was wondering if you would consider including DagPad in your next version? DagPad is a simple DOS TSR that maps Joystick button 3 (and the Tab key) to swing attack, and Joystick button 4 to the middle mouse button. Normally, Daggerfall only supports 2 button joysticks and requires using the mouse to attack. So, by supporting both 4-button joysticks and "button/key attack", DagPad makes it easier to play DOS Daggerfall with a Joystick, Keyboard or Gamepad. Thank you in advance.

Question about DagSkills[edit]

Hello! Thank you for maintaining DaggerfallSetup. :)

I had a question about the included component DagSkills. In its description on the DaggerfallSetup page it says "Fix skills and attributes rising." However, in its description at UESP and when running the program, it says "Allow attributes and skills to up to 200 naturally and become 'master of Skill.'"

To me, this does not sound like a fix like the other fixes in the same category. It sounds like a mod to the game which changes quite a bit and goes beyond the developers' intentions (who capped skills and attributes at 100). I see that you helped make the program and I don't mean any insult to it, it sounds like it could be fun and useful for some players, but it also seems like a significant change to the way the game works.

Maybe I am reading its descriptions wrong or don't understand what it does. Does it fix a problem with the game where skills don't rise as quickly as they should?

It just feels like it should be moved into the Unofficial Utilities section, as it is on UESP. Or at least should have its description changed, so players understand that it changes skills and attributes to be able to reach 200.

Sorry if this is an annoying request. I see you have not made any changes at UESP for a few years so I hope everything is going well for you. Hang in there! Sporky (talk) 03:32, 14 August 2023 (UTC)

PDF[edit]

Congrats on your latest update to Project Daggerfall in French! --Uniblab (talk) 12:03, 8 February 2024 (UTC)

Problem with latest release of DaggerfallSetup-3.0.1.zip[edit]

I lay out the issue in this forum post:

https://forums.uesp.net/viewtopic.php?f=2&t=41631&p=1297750#p1297750

When choosing a custom installation, all unofficial fixes are greyed out and forced to be installed. You cannot simply install the original game anymore.

Additionally, DagSkills is still classified as a fix rather than a mod (which, again, I may misunderstand its functionality, but it doesn't sound like a bug fix).

Could you fix the installer, or else restore the previous version for those who might want to use that release instead?

Sporky (talk) 16:47, 6 May 2024 (UTC)

Hi Sporky,
As explained in the Readme, DaggerfallSetup is now customized so that it is fully compatible with Daggerfall Unity, which pushed me to force the installation of all patches and fixes that are into DFU, moreover if you consider that most of them are necessary in order to fix all the bugs of the base product and were almost always installed.
Anyway I may understand your point. I will try to put again in line previous version DaggerfallSetup 2.17.0 for those who wants to keep on picking up the patchs by themselves.
And finally, following your remark, I just watched the related code into Daggerfall Unity and I discovered that, by default, DFU keeps the max values to 100 and not to 200 as after DagSkills. So I will produce a new version of DaggerfallSetup 3.x where DagSkills shall not be installed by default.
I'm busy for the moment, will try to produce this new version in two or three weeks.
--Daneel53 (talk) 22:32, 19 May 2024 (UTC)
Sorry for the delay. Done into new release 3.1.0.--Daneel53 (talk) 19:40, 14 June 2024 (UTC)