Hi I'm having trouble getting this mod to work properly. When trying to select one of the classes the name of the class is different then what the class is when you double click to see more about the class. You could technically find the class you want but after you select your class and complete the rest of character creation the class you picked wouldn't be the class that was shown at the end of character creation. I know this is probably my fault by messing something up in the install process but I'm not sure what I could have done wrong. I've seen others have issues with certain mods but I'm not using any of the mods mentioned in previous comments. I also saw mentions of a discord server but I could find a link to it so I'm posting here. Any help would be appreciated!
So the files in the arena2 folder are for your *base Daggerfall* install, not Daggerfall Unity. Then BIOGs and Mods folders are what goes into your DFU install.
That’s all I can think of is something wasn’t installed in the correct spot along the way.
I'm getting "locale text not found" for the names of the new classes like priests, agents, swashbucklers etc. when installing on DFU 1.1.1. I have triple-checked I am using the latest version (I re-downloaded it and re-installed it to make sure). This is starting a new game, so there should be no issues.
Edit: nvm... TLDR; I had a few mods in the wrong order (I thought I had re-ordered them but I must have forgotten to save the changes). Better Default Classes works perfectly well for DFU 1.1.1.
on the newest version of dfu i'm getting an error that says "locale text not found" when i'm starting a new character and selecting which class i want to use.
Did you install the newest version of the mod? And, weird question, but do you have an old version of the dfmod still installed, but renamed? (someone on the DFU discord had that issue is why I'm asking)
I am using 215-2-1-1671292106. I used a previous edition of the mod, but mapped out a whole new dfu install to update to the most recent version and update my outdated mods. I coped the classicconfirmwindow.dfmod right from the mods folder in the mod download. the classes affected are priest, agemt, swashbucker, bounty hunter, and crusader
Just to use the mod, nothing. It's the source code, there for people who want to look at how the mod was made to make their own or use it as a base to make their own.
Could you put this part to the installation guide? Having the whole folder with mod files and no instructions, where to put it, can be a bit misleading
Id really love to use this mod but i find the descrepancies you listed on the info page was enough to discourage me from using it. I decided to "track" the mod so that i can be informed of updates that potentially fix those minor yet immersion breaking issues. I do however want to thank yhe creator for his modding efforts ?
Can this be used mid-playthrough if you're using a default class? I decided to do a Thief playstyle with the default Thief class and just found out about the awful disadvantages and barely any bonus on the skill dagger for the penalties I'm taking.
EDIT: You cannot use this mid-playthrough, you must make a new character.
It's a good mod, the classes are properly altered. But I'm not sure why would you remove interesting classes such as Acrobat, Agent, Burglar and Healer. I love the Priest class tho.
Agent? I think you have that mixed up with a Morrowind class, not a DF one.
As for the others, the Acrobat is because I couldn't think of a good way to alter it, make it good, and keep it in spirit with the original. The Burglar is because there was way too much overlap with the Thief; the Buglar was more lockpick focused, the Thief was more pickpocket focused, but the difference was so minor that it felt redundant. The Healer was just because it felt weird to have a healing class in a single player game with no companions and no ability to make healing spells that affect others, so I changed it to a Priest.
Acrobat, would be to try and help make it like the acrobat class of Morrowind or Oblivion, since it exists in both. I agree, that burglar should be scrapped. I'm certain it only exists as a Lord of the Rings Easter egg, by one of the crew.
I like this mod a lot! It goes great with Ironman Saves (permadeath), it allows you to quickly jump in and start a playthrough with a difficulty that feels balanced. I almost said "difficulty that the developers intended" but I'm not so sure about that. The base default classes are for the most part very weak, so I'm not sure what their intentions were. Did they want the game to be very difficult? Did they want to encourage the custom class creator? Did they somehow just not understand how to make a decently powerful character in their own game? Or was it something they just barely thought about at all?
Being enjoying your overhaul for a while, big fan of the Crusader and Bounty Hunter. Just a question, is it possible you could make the Battlemage able to wear plate (if that´s possible to balance), was a bit dissapointed seen how battlemages in later games like Oblivion then to wear heavy armor, as a sort of a combat spellcaster type. Also was surprised the Ranger can wear plate, seems odd for a nature hunter class.
34 comments
Using newest 2.3 Version on 1.1.1.
Triple checked Installation, put it high or last in Load Order doesnt solve anything
What is the Problem?
That’s all I can think of is something wasn’t installed in the correct spot along the way.
Edit: nvm... TLDR; I had a few mods in the wrong order (I thought I had re-ordered them but I must have forgotten to save the changes). Better Default Classes works perfectly well for DFU 1.1.1.
Having the whole folder with mod files and no instructions, where to put it, can be a bit misleading
EDIT: You cannot use this mid-playthrough, you must make a new character.
As for the others, the Acrobat is because I couldn't think of a good way to alter it, make it good, and keep it in spirit with the original. The Burglar is because there was way too much overlap with the Thief; the Buglar was more lockpick focused, the Thief was more pickpocket focused, but the difference was so minor that it felt redundant. The Healer was just because it felt weird to have a healing class in a single player game with no companions and no ability to make healing spells that affect others, so I changed it to a Priest.
I almost said "difficulty that the developers intended" but I'm not so sure about that. The base default classes are for the most part very weak, so I'm not sure what their intentions were. Did they want the game to be very difficult? Did they want to encourage the custom class creator? Did they somehow just not understand how to make a decently powerful character in their own game? Or was it something they just barely thought about at all?