Daggerfall:User Interface

  • 1.1.1 Legend
  • 1.2.1.1 Health
  • 1.2.1.2 Fatigue
  • 1.2.1.3 Magicka
  • 1.2.2 Options
  • 1.2.3 Compass
  • 1.3 Spellbook
  • 1.4 Interaction Mode
  • 1.5 Character Sheet
  • 1.6 Transportation
  • 1.8 Resting
  • 2.1 Cursor Based Interface (default)
  • 2.2 View Based Interface

This page covers Daggerfall's User Interface and its components. The User Interface is customizable; the default key commands can be bound to almost any key of your choice. In addition, there are two control schemes involving the mouse. The default controls are similar to Arena's, though the game manual recommends using the alternate controls. Both these schemes are described below .

User Interface [ edit ]

Game screen [ edit ].

By default, each new game begins with the UI visible. You can toggle full-screen view from the Options menu. This hides everything save the status bars and compass, but all the hidden features are still accessible via hotkeys.

Each portion of the lower part of the screen has a function. Aside from the status bars and compass, clicking on these will toggle various features, as detailed below. These features are also accessible via hotkey at all times.

travel options daggerfall

Legend [ edit ]

  • Character Portrait. Click to view your character sheet (F5 key)
  • Status Bars and Options Menu (ESC key)
  • Spellbook (Backspace key)
  • Interaction mode select (see below )
  • Inventory (F6 key)
  • Combat Toggle (A key)
  • Compass. Click to see current date and location (I key)
  • Magical Items Menu (U key)
  • Transportation options menu (T key)
  • Map. Left click for Automap, right click for Travel Map (W and M keys)
  • Rest (R key)

Status Bars and Compass [ edit ]

The Status Bars and Compass are arguably the most important parts of the User Interface, as they appear onscreen even in full screen view.

Status Bars [ edit ]

travel options daggerfall

Health [ edit ]

Health is a measure of how injured you are, with full health representing a lack of any current injuries. Your health is given in hit points, and represented on the game screen as a green bar. If your hit points fall to zero, you die, and your game is over (with one notable exception ).

Fatigue [ edit ]

Fatigue is a measure of how refreshed and alert you are, represented by the red status bar. Almost any action you take causes the bar to drop. If it reaches zero, you collapse from exhaustion and awaken one hour later, slightly refreshed. However, if this happens when enemies are around, they will kill you before you wake up.

Your maximum fatigue is equal to the sum of your Strength and Endurance attributes.

Magicka [ edit ]

Magicka is your potential spellcasting ability. This is represented by the blue status bar, and measured in spell points. Every spell has an associated magicka cost, and your current spell point total must exceed that cost in order to cast it. Once cast, your magicka is drained by this amount. Aside from the inability to cast spells, there is no penalty if your magicka falls to zero.

Options [ edit ]

Clicking this word opens the Options menu, where you can save and load games, toggle full screen and head bobbing, customize the key controls, or exit the game.

Compass [ edit ]

The compass acts as a traditional compass, showing what direction you are currently heading in. In full screen view, this takes a more compact form.

Clicking on the compass with the UI visible brings up information on your current location, the time of day, and the date. Time is shown by a 24-hour clock; 1:00 P.M. is 13:00. This will also display any diseases you currently suffer from (or the lack thereof).

Spellbook [ edit ]

travel options daggerfall

Click the Sunburst icon to access your spellbook. This is only available if you have a spellbook in your inventory and know at least one spell.

Interaction Mode [ edit ]

Whenever you click an object, NPC, or enemy, the currently selected Interaction Mode determines the effect of that interaction. There are four modes:

  • Steal mode: picking finger icon (F1 key)
  • Grab mode: grabbing hand icon (F2 key)
  • Info mode: eye icon (F3 key)
  • Dialogue mode: word balloon icon (F4 key)

Character Sheet [ edit ]

travel options daggerfall

The character sheet displays your character's stats, skills, affiliations, and other vital information. You can access the character sheet from the main screen by clicking on your character portrait or pressing the F5 key.

Below your stats are four buttons. "Inventory", "Spellbook", and "Log" open these respective menus, as on the main screen. Clicking "History" allows you to view the backstory generated for your character.

Transportation [ edit ]

travel options daggerfall

If you are outdoors, clicking on the Legs icon (or pressing the T key) will display your available transportation options. These are foot, horse, cart, and ship.

Travel by foot is also known as "walking", and is the only option available upon starting a new game. You can also run by holding the Run key and moving. Walking will slowly drain your Fatigue Bar, running will do so more quickly. If you wish to go indoors, you must first be traveling by foot.

Travel by horse is faster than all but the greatest runners. Your fatigue loss will be minimal if riding a horse.

Travel by cart is slightly slower than by horse, but still faster than walking. In addition, you can store items in the wagon.

If you own a ship , selecting "Ship" will instantly transport you to your vessel. While aboard, the other travel options are unavailable; selecting "Ship" again will transport you back to your original location.

For more information on finding your way around Tamriel, see this page .

Maps [ edit ]

Left-clicking on this brings up your current Automap. Right-clicking on this brings up your Travel Map.

For more information on maps, see here .

Resting [ edit ]

travel options daggerfall

To open the Rest Menu , click the Campfire icon or press the "R" key. The menu gives three options:

  • Rest for a number of hours of your choice (up to 99)
  • Rest until fully healed
  • Loiter (wait around) for up to 3 hours

Resting restores lost health , fatigue , and magicka , while loitering does not. However, resting within a town is considered vagrancy. This is a crime, and the town guards will attempt to arrest you for it; loitering will not get you in legal trouble. Take care where you rest as well, doing so in a dangerous area may attract wandering enemies that will interrupt your rest (and attack you).

The Rest Menu will be unavailable if there are enemies in the immediate vicinity.

Mouse Controls [ edit ]

To switch between these schemes, select Mouse in the Controls menu and click on your preferred setup.

Cursor Based Interface (default) [ edit ]

travel options daggerfall

When the cursor is in the game-world section of the screen, it appears as either an arrow or an X.

Hold the left mouse button while the cursor is an arrow to move in that direction. The closer the arrow is to the edge of the screen, the faster you move. Your top movement speed is a factor of your Speed attribute and your Running skill.

If you left click while the cursor is an X, you will interact with the object or NPC the cursor is currently pointing at. The resulting action depends on what Interaction Mode you are currently in.

If you aren't currently wielding a weapon, right clicking will also interact with objects regardless of what the cursor is at that moment. If your weapon is readied, however, right clicking will execute an attack. Pressing the shift key while right clicking will allow you to interact with objects even if your weapon is out.

Hold the ALT key and move the mouse to look around. Note that when you release the ALT key, your viewing angle will lock in that direction. This allows you to look to either side while moving straight ahead. Left clicking or pressing the HOME key will re-center your view.

View Based Interface [ edit ]

The view based interface is similar to more recent first-person games. Moving is accomplished with the arrow keys while you use the mouse to adjust your view. You will move at a constant speed unless running or sneaking.

Press the Activate Center Object button (by default, the spacebar) to interact with NPCs or objects centered in your view. As above, the resulting action depends on what Interaction Mode you are currently in.

To bring up the cursor, press the ENTER key. This will freeze your view and allow you aim spells, and interact with the icons at the bottom of the screen (if you aren't in Full Screen mode).

See here for a few recommended changes to the default keys when using this control scheme.

  • Daggerfall-User Interface
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  • Daggerfall-Uncategorized Stubs

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[MOD] Travel Options

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Re: [MOD] Travel Options

Post by darkmodewizard » Sun Feb 26, 2023 10:27 am

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Post by Arneb » Sun Feb 26, 2023 11:34 am

Post by darkmodewizard » Sun Feb 26, 2023 12:35 pm

Post by Arneb » Sun Feb 26, 2023 12:59 pm

Post by darkmodewizard » Sun Feb 26, 2023 10:35 pm

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IMAGES

  1. Travel Options at Daggerfall Unity Nexus

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  2. Travel Options at Daggerfall Unity Nexus

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  3. Travel Options at Daggerfall Unity Nexus

    travel options daggerfall

  4. Fast Travel (Daggerfall)

    travel options daggerfall

  5. The easiest way to summon Hircine

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  6. ESO: Daggerfall Marketplace

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COMMENTS

  1. Travel Options at Daggerfall Unity Nexus

    The normal vanilla map and travel popup are used, with the various travel options (speed, transport, stopping at night) governing whether it will be normal Daggerfall fast travel or use time accelerated real travel depending on configuration. Press 'H' for help with key binds and actions when either in travel map or accelerated travel UI.

  2. [MOD] Travel Options

    The normal vanilla map and travel popup are used, with the various travel options (speed, transport, stopping at night) governing whether it will be normal Daggerfall fast travel or use time accelerated real travel depending on configuration. Press 'H' for help with key binds and actions when either in travel map or accelerated travel UI.

  3. Travel Options at Daggerfall Unity Nexus

    3.8k. Total DLs. 4.1k. Version. 1.8.1. File archive. This mod provides options for travelling around the Iliac Bay, allowing for either fast travel or time accelerated real travel modes depending on player choice.

  4. Can anyone help me out with the Travel Options mod?

    Once you have Travel Options and Basic Roads both installed, press 'F' (you can change this in the settings) when standing on a road to follow the road, this makes you consume stamina much more slowly and so allows you to plan your route like you would in real life. Also make sure you are properly dressed for the climate you are in, Climate and ...

  5. Daggerfall:Traveling

    Travel Modes []. Due to the vast size of the Iliac Bay in which Daggerfall is set, it is inevitable that you will need to do some traveling at some point. There are a number of ways to accomplish this, ranging from walking to fast-traveling via ships across the Bay. Walking/Running []. The most immediate modes of travel, walking and running, are most commonly used to navigate the immediate ...

  6. Travel options mod really changes this game in an awesome way

    Travel options mod really changes this game in an awesome way. Installed it and am having a blast. Travelling on horse and having to plan stop-overs in towns to rest at an inn make this game the perfect mix of RPG meets Oregon Trail. This game map is so massive, and the original instantaneous fast-travel really made it easy to lose a lot of ...

  7. Travel options appreciation post : r/Daggerfall

    The subreddit for The Elder Scrolls II: Daggerfall. Travel options appreciation post. This mod really makes me feel immersed. There's nothing quite like being low on energy and having to make a pit stop at a desolate little village for the night. Especially awesome when the "sad inn music" plays lol. Makes traveling feel like an actual adventure.

  8. Tedious Travel 0.4.2 (2019-10-16)

    Tedious Travel 0.4.2 (2019-10-16) by jedidia » Thu Sep 27, 2018 7:22 pm. Tedious Travel. A travel mod for daggerfall unity to make traveling more tedious. Because there's weirdoes like me who find that strangely immersive. In explicit, the classic daggerfall "click-and-be-there" style of fast travel is removed from the game.

  9. [MOD] Travel Options

    Re: [UPCOMING MOD] Travel Options Post by Ralzar » Tue Jul 28, 2020 9:00 pm Actually, what would be really handy for C&C and other mods (and vanilla effects) would be for the floating yellow text to not be disabled/staggered during travel.

  10. Travel Options at Daggerfall Unity Nexus

    Unique DLs. 2.4k. Total DLs. 2.6k. Version. 1.8. File archive. This mod provides options for travelling around the Iliac Bay, allowing for either fast travel or time accelerated real travel modes depending on player choice.

  11. Travel options mod question :: The Elder Scrolls II: Daggerfall General

    The Elder Scrolls II: Daggerfall > General Discussions > Topic Details. Nightingaleze Apr 10 @ 6:12am. Travel options mod question. I install both basic roads and travel options mod but it seems on the button trip cost Doesn't change value to be player controll time accelerated. Anyone know how to enable this mod?

  12. Daggerfall:User Interface

    1.8 Resting. 2 Mouse Controls. 2.1 Cursor Based Interface (default) 2.2 View Based Interface. This page covers Daggerfall's User Interface and its components. The User Interface is customizable; the default key commands can be bound to almost any key of your choice. In addition, there are two control schemes involving the mouse.

  13. How viable is playing Daggerfall w/o fast travel? : r/Daggerfall

    Skyrim is tiny, a park when compared to the size of Daggerfall, which is a proper world. But fast travel is really fast-forward travel because it still requires hours or even days to reach your destination when using the map even though only a couple of seconds pass for you. This is why you get skill ticks when resting, loitering, or traveling.

  14. [MOD] Travel Options

    [MOD] Travel Options. A curated forum for compatible and maintained mods. Users are unable to create new topics in this forum but can reply to existing topics. ... with World of Daggerfall up, to notice random encampment and structures. Having the ability to turn the camera around while my horse/cart keeps going toward its destination would be ...

  15. Travel Options at Daggerfall Unity Nexus

    Strafing is necessary if using a mod like World of Daggerfall, as running off a mountainside will definitely kill you, but otherwise the mod is designed as an immersive fast travel option. As for the horseback issue, are you using the road following key while standing directly on the road, directly in first person view rather than on the world ...

  16. [Unity]

    There's a potential fix for falling through the world using Travel Options from the World of Daggerfall Project mod : Troubleshooting. Seams / gaps between terrain with recommended terrain mods above Open your Daggerfall Unity "settings.ini". On Windows, it should be in the follow folder: Go to the key "TerrainHeightmapPixelError", under the ...

  17. Travel Options at Daggerfall Unity Nexus

    Daggerfall Unity. close. Games. videogame_asset My games. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu. chevron_left. ... Travel Options. Endorsements. 1,429. Unique DLs-- Total DLs-- Total views-- Version. 1.9. Download: Manual; 0 of 0 File information. Last updated 11 February 2024 4:46PM.

  18. [MOD] Travel Options

    Added travel to any map pixel option. Added location marking using middle mouse button. Improved handling of port restrictions and matched new ports from WoD mod. Added a readme file documenting all the mod settings. Enable replacement graphics from Dream mod etc. Please do look through both pages of settings.

  19. Help with travel options : r/Daggerfall

    Travel Options is a mod expanding on fast travel. This will likely be caused by the Real Grass mod, try disabling that to fix this issue. I had the same problem, you can also try disabling the stones in real grass settings.

  20. [MOD] Travel Options

    Joined: Thu Dec 22, 2022 11:32 pm. Re: [MOD] Travel Options. by Hegel » Fri Jan 06, 2023 8:06 am. the locations are all fucked up on the world map for the desert regions when I have travel options/roads enabled, and even after these two mods are disabled Sentinel is still fucked up (That's not shown in the below picture, the below picture is ...

  21. [MOD] Travel Options

    Re: [MOD] Travel Options. by Arneb » Sun Feb 26, 2023 12:59 pm. It's quite normal for some mods to start having issue after a major version update (0.13 -> 0.14). Not saying it's fun, but when a mod I can't play without anymore stops working, I follow this method: 1) Disable every mod but the one you want to work and see if it works this way;