Daggerfall in Skyrim – Skygerfall Mod Review & Analysis



Is Skygerfall a decent enough replacement for those for cannot play Daggerfall? Let’s find out.

Full Daggerfall Analysis: https://www.youtube.com/watch?v=16YEMiNxNCs&t=2523s

Discord Server: https://discord.gg/EstVM7nRgR

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Watch more retrospective analysis and reviews:
https://www.youtube.com/playlist?list=PLM_F6ru-Us2yGX1EwpvQZTkrrhTf-2OoU

Timestamps, click to skip ahead!
Introduction 0:00
Character Creation 1:52
Voice Acting 2:59
Daggerfall Traits 4:42
Privateers Hold 5:33
The Overworld 8:06
Daggerfall Dungeons 9:51
Gothway Garden 10:54
Brisienna and Story Accuracy 13:35
Daggerfall City 14:23
Recall and Levitation 16:33
Dungeon design 17:27
Simply Climb 19:04
Character writing and design 19:26
Letter System 21:12
Wayrest 21:53
Scorg Barrow 23:01
The Beast 26:17
Emperors Courier 27:19
Sentinel 27:56
Orsinium 30:44
Direnni Tower 32:08
Sentinel Castle Dungeon 35:26
Wayrest Painting 37:05
Castle Llugwych 38:19
Lysandus’ Tomb 40:05
Woodborne Manor 40:05
Totem of Tiber Septim 42:18
Aetherius 44.26
The Ending 46:33
Is it worth it 48:54
Outro 50:14

I made it my mission to show the larger Elder Scrolls community why Daggerfall is worth playing despite its age, but what about those who simply cannot get into it even after trying.

There will always be gamers who are used to a certain style of game and struggle to go backwards, it’s why some Morrowboomers can get a bad wrap for how preachy they can be toward fans who have only played Skyrim; and not wanting to sound like them with Daggerfall, I will say that I understand that for some, older games just aren’t for them.

What can these people do then? Well, a modder known as Oracus0 has come up with a solution. Skygerfall is the result, a mod that valiantly attempts to recreate the Main Quest of Daggerfall within the Creation Engine.

This was possible through the hard work of Oracus0 combined with a huge compilation of mods created by the Skyrim modding community, even utilising models from The Witcher series, with permission from CD Projekt Red of course.

Ports of older Elder Scrolls titles into the newer engines aren’t something new, but Skgerfall does have the accolade of being the first publicly downloadable one to successfully recreate an older Elder Scrolls game in Skyrim – although it had made a lot of sacrifices to make it possible.

So the question is, from a Daggerfall fan, is Skygerfall a decent enough replacement for those for cannot play Daggerfall, even with all of its enhancements? That is what we will be finding out in this video.

#skygerfall #skyrimmod #jwlar

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42 thoughts on “Daggerfall in Skyrim – Skygerfall Mod Review & Analysis”

  1. My first elder scrolls game was skyrim
    Then i played daggerfall and i hated it
    And after maybe a year or 2 i tried out oblivion and morrowind and i loved them.
    Then i went back to Daggerfall to give it second chance and…. i still hate it after all these years. Even Unity port doesn't help at all

    And this mod? Looks kind of bland. But for unfinished mod it's acceptable i guess. But I'd still would prefer to suffer with the original daggerfall instead. Or just don't bother with it in a forst place

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  2. I honestly can’t go back to older pc games due to how bad the controls feel.

    And by “older” I mean anything before mouse looking was a standard. I’m too used to looking around with a mouse, not the damn arrow keys!

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  3. For the author and anyone who might benefit: The optimal attack pattern for one-handed in Skyrim is power attack followed by two normal attacks (possibly setting up the very first power attack with a single shortened normal attack). The two normal attacks will have increased attack speed. If using shield, you can ideally bash>power>normal>normal rinse and repeat. Slice and dice.

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  4. regarding the overworld for Daggerfall feeling way smaller than Skyrim despite apparently being over half its size- you're definitely right that it's the flatness of the map
    I replayed Skyrim for the first time in several years, a few months ago, and I realized for the first time how small Skyrim really is… but its world is skillfully organized to obscure lines of sight among major landmarks; if you get climb to the very top of the throat of the world you can legitimately see every single hold in Skyrim

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  5. It’s a good way to get the overall lore and story of Daggerfall for those who simply can’t get invested in an older game, but it’s not really a replacement in my opinion. Still, a fun enough way to spend an afternoon or two.

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  6. Just commenting for the algorithm, but it was nice seeing so much of a mod I never would've played. Always uncanny seeing part of one game through the lens of another in these things.

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  7. the square corridors of dungeons look great in 1992/6 games like ultima underworld and daggerfall, but in a 2011 game where everything else is really realistic looking it kind of looks scary lol

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  8. Just the main quest, why go to all that effort? The modern game engine can't handle Daggerfalls true scope. The Unity mod exists so I struggle to see the need for this one.

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  9. 16:56 Invisible platforms. Heh. I guess it was easier to make stuff to step on than it was to manipulate player gravity.
    46:40 A massive olive green diamond. Clever.

    I've played it. I loved it. I actually was making it so that more of the unique items could actually be found/created outside of the Skygerfall boundary, and I had also made compat. patches with the Beyond Skyrim: Bruma mod (the Adamantium Ingots from that mod are awesome looking), but unfortunately, all that was lost when Windows 10 decided to be an arsehole and brutally force those damned updates, whilst Windows was running, basically ruining the HDD everything was on. Been nearly a WHOLE DAMN YEAR SINCE THAT HAPPENED.

    Yeah, I had issues; there were some graphical issues (some floor textures were a glitchy mess and one of the items also had this issue), and a few CTDs due to some kind of loading thing. Nothing too glaring, and it's likely that the hardware I have with the more capable PC was basically being maxed out or something, and that might of been the issue. Not sure. I also had that issue with Shedungent, and no, at the time I knew not about the torch puzzle, so I wasn't sure what the deal was.

    I had used the Realm of Lorkan mod, which allows one to transport between various areas using large purple crystals (I forget which Squaresoft game that's ripped from), which also allows one to start there instead. I made my Breton main an ally of many factions, and gave her quite a few boons available from that realm, which would in turn make the large spiders and scorpions not care that I was there and/or aid me in some battles. I had also the alliance with Forsworn (she's a Breton as aforementioned), and because I also had the Handcart mod (I love it!), for a time I was barehanded, and I suplexed a LOT of Imps, lolz "For the Reach!"
    (I eventually figured out how to make the cart be an incorporeal accessory)

    I must of had over 2,000 weapons and over 1,200 pieces of wearable clothing after completing the quest, not to mention all the usable and unusable items I had also collected. That, and five figures in gold bits, maybe six figures. I had the Daggerfall dagger on a weapon rack in the basement of the 'build-a-house' manor nearby Falkreath, and the Wayrest shield taken from the corpse of the jackarse that betrayed Lysandus on an armor rack nearby the forge. All in all, fun. That said, I am playing the original game and enjoying that (this dated 2007 DELL cannot run DFUnity at all-blame Unity's removal of DX9 support on this).

    TES: Arena. DAMN IS IT HARD at first…

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  10. I'd love to play Daggerfall but it wasn't the outdated visuals that stopped me, it was the UI. When I fire an arrow at a bat and it looks like it hit I can't tell if it missed, how much damage it did, etc. Same for physically swinging at an enemy: am I hitting it? Am I doing damage? I have no idea until the thing just dies.

    To me this is baffling because plenty of old school CRPGs had tons of stats like this being displayed all over the place, usually when you try an attack you see exactly what happened, whether it hit, how much damage it did, etc. In Daggerfall you apparently get none of that and that's what I was unable to deal with.

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  11. I would of loved if Bethesda kept up the rogue like rpg elements, daggerfall really feels like a world. The game has so much and I could not imagine what TES would look like if they continued enchasing on the arena/dag style.

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  12. I think with daggerfall it’s less about the graphics and more about gameplay enhancements. Yea you can upgrade the texture quality a bit but the biggest thing holding me back from it is the ui mechanics and such. With morrowind I absolutely love it but I needed to first learn the mechanics thoroughly first and still only would really play it with modded enhancements as well. Honestly any Bethesda game you’re going to need mods to have an optimal experience.

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  13. I really enjoyed this mod for the dungeon crawling and a quick and easy way to understand the lore of Daggerfall. The only thing I wished for were populated towns, even if they were just throwaway NPCs without dialogue. As for merchants, though, I found quite a few scattered throughout the various cities. Sometimes it's just a random guy you find when you open doors inside castles that you wouldn't normally think to go through with the streamlining and whatnot.

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  14. Can't wait to have the same character in Skyrim play through Daggerfall, then kill a God in Morrowind, be called the man from his dreams by Uriel Septim in Cyrodiil and then being nearly beheaded by the Empire because he forgot his passport that one time crossing into Skyrim then later find himself play with the mind of Pelagius

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