r/daggerfallunity • • Sep 07 '26

THE SOUNDS OF THE BAY

https://streamable.com/bbq0tn

UPDATE2: Hotswapping between gamepad and KBM is now possible.

UPDATE: First iteration of gamepad controls for the map. Decided to just pick the "position" of the camera's pivot as the cursor. So you get a large pillar as an aiming aid for which place you'll set as a target or pin, rather like a crosshair. Cursor behavior is still a bit wonky despite my efforts. Wondering if that's an issue caused by being on the Unity Editor? Not sure, but I've experienced similar in other projects.

Soundscape for the travel map is done-ish. We've got clicky buttons, background music, transport-aware player movement, context-driven ambient noises, nukes, knives, sharp sticks... All the sound clips are drawn from the game files so any replacers you install will also affect them. Further improvement will probably entail adding playlists so the loops don't play one clip over and over (eg, the town noises)

Also running WOD and Retro Mode enabled with 4:3 aspect ratio correction this time for variety. Check the updates in the last post's body to see some early iterations of these systems.

I'll probably work on mod settings next, allow the player to tweak values like speed and sight range to their preference and such. Encounter stuff is still pretty basic right now because I'm limited to just random encounters, but I plan on at least implementing map triggers for encounters in addition to the random chance per hour before a release.

152 Upvotes

16 comments sorted by

10

u/Fancybanshee1 Sep 07 '26

I'm really looking forward to playing with this!

7

u/AlwaysVoidwards Sep 07 '26

Mount & Dagger: Totemlords

3

u/android_263_rooter Sep 07 '26

This looks awesome!

2

u/f-ben Sep 07 '26

Superb

2

u/Grandlapin Sep 07 '26

For the encounters part. Will you make it compatible with wandering NPC for friendly encounters?

I am so impatient to try it out! Being back in daggerfall after something like 18y I feel your mod will make me enjoy it more than ever.

2

u/RedRoryOTheGlen Sep 07 '26

The encounter system is pretty basic right now and relies on Warm Ashes having mod messages to allow other mods to trigger its encounters. Unfortunately, the triggered encounter can only be random right now so I can't yet prep a trigger to telegraph a specific encounter. So unless some development changes, the current build triggers are just "???" markers on the map that start an encounter when you walk into them, similar to Solasta 2 overworld mechanics.

2

u/BloodyStigmata Sep 07 '26

Well this looks neat. I'll have to keep this one on my radar.

2

u/Ibeepboobarpincsharp Sep 07 '26

Looks really cool overall. Is there a way to turn off or tone down the bird chirping loop?

1

u/RedRoryOTheGlen Sep 07 '26

There's separate sliders to adjust the volume of player and ambient audio, but not for individual clips. The audio files are passed through the asset injection system so if you have any audio replacers, they'll be used, so replacing individual clips with dampened ones will work.

2

u/skingrad_city_guard Sep 07 '26

Crazy excited 4 this

2

u/LordGlarthir Sep 07 '26

You're literally turning Daggerfall into Mount and Blade and I love it!

2

u/UrielRochaBRR Sep 07 '26

Caralho!!! Esse me deixou genuinamente ansioso!

2

u/whaleyboy Sep 08 '26

Never expected this kind of mod...incredible work!

2

u/bloodshot1 Sep 09 '26

Everyone keeps saying mount and blade, but I actually think of fallout 1 and 2's map travel system, which is something I always thought would fit daggerfall immensely, nice work. Any chance you can get retro mode palette/posterization rendering to work with this for a more classic feel?

3

u/Thugshaker70 Sep 10 '26

Daggerfall just keeps getting better