I think I have a few interesting fixes there
HackFall patch project for Daggerfall
-
DelphiSnake
- Associate

- Posts: 17
- Joined: Tue Sep 14, 2010 1:49 pm
- ES Games: All of the games released on PC
- Platform: PC
- Contact:
HackFall patch project for Daggerfall
I have started an unofficial patch project for Daggerfall, my progress so far is available at: Daggerfall Tool Repository. Apparently I can't post an external link but my site will come up if you search for it.
I think I have a few interesting fixes there
I think I have a few interesting fixes there
-
OblivionDuruza
- Grand Master

- Posts: 6881
- Joined: Tue Apr 19, 2011 7:44 am
- UESPoints: 5
Re: HackFall patch project for Daggerfall
I cannot for the life of me find "HackFall" through google. Could you please post a link with spaces or similar. I'll repost the link so that it works.
It sounds like an interesting project. What exactly are you working on, fix wise?
Edit: I think I found it.
It sounds like an interesting project. What exactly are you working on, fix wise?
Edit: I think I found it.
-
DelphiSnake
- Associate

- Posts: 17
- Joined: Tue Sep 14, 2010 1:49 pm
- ES Games: All of the games released on PC
- Platform: PC
- Contact:
Re: HackFall patch project for Daggerfall
Yes, that's it. Thanks! 
I'm working on fixing various bugs mentioned in PATCHED.txt and listed on the old uesp pages, things like that.
There are still a few bugs in faction.txt, buildings being incorrectly marked on automaps, some NPCs have a tendency to vanish for example a spell merchant in the Mages Guild. I plan to have a road map up soon on my site.
Some things that are considered bugs are possibly just gameplay features. When I find myself needing to make a judgement call on something being a patch or a mod, I'm delaying working on it for now. It would be too hard to get consensus. For example dragonling souls being worthless except those generated for the Knight Order quests. The Knight Order dragonling is exceptionally rare, and so worth the 5000 enchantment points. But regular dragonlings are weak enemies, and surely weren't intended to be so valuable.
I'm working on fixing various bugs mentioned in PATCHED.txt and listed on the old uesp pages, things like that.
There are still a few bugs in faction.txt, buildings being incorrectly marked on automaps, some NPCs have a tendency to vanish for example a spell merchant in the Mages Guild. I plan to have a road map up soon on my site.
Some things that are considered bugs are possibly just gameplay features. When I find myself needing to make a judgement call on something being a patch or a mod, I'm delaying working on it for now. It would be too hard to get consensus. For example dragonling souls being worthless except those generated for the Knight Order quests. The Knight Order dragonling is exceptionally rare, and so worth the 5000 enchantment points. But regular dragonlings are weak enemies, and surely weren't intended to be so valuable.
-
DelphiSnake
- Associate

- Posts: 17
- Joined: Tue Sep 14, 2010 1:49 pm
- ES Games: All of the games released on PC
- Platform: PC
- Contact:
Re: HackFall patch project for Daggerfall
I just added an AutoHotKey script to my site. It did work when I last used it, see the plain-text file itself for more information. You'll probably need knowledge of AHK (or be willing to learn it) to get use out of it.
-
DelphiSnake
- Associate

- Posts: 17
- Joined: Tue Sep 14, 2010 1:49 pm
- ES Games: All of the games released on PC
- Platform: PC
- Contact:
Re: HackFall patch project for Daggerfall
Posted the Br'itsa fix and bundled everything I've released so far into one download. Have a couple more things of my own nearly finished and am waiting on permission to include a couple of fixes by other people.
- RomeoDragonface
- Layman

- Posts: 8
- Joined: Tue Dec 13, 2011 12:55 pm
- ES Games: Arena
- Platform: PC
- Location: Ottawa, Canada
Re: HackFall patch project for Daggerfall
I found a loophole to a bug you have mentioned in your Daggerfall Tool Repository webpage - one of the unconfirmed ones. This isn't an actually fix, but it is a way to get by it in case it does occur to others.
I recently made a post about it here.
The mentioned issue was written as: • Sometimes if you try to draw a weapon before it is equiped, your hand will be taken out and you can't use that weapon untill the game has been saved and reloaded several times (you may have to shut down your computer).
Unless I am mistaking it for another.
I recently made a post about it here.
The mentioned issue was written as: • Sometimes if you try to draw a weapon before it is equiped, your hand will be taken out and you can't use that weapon untill the game has been saved and reloaded several times (you may have to shut down your computer).
Unless I am mistaking it for another.