The Elder Scrolls II: Daggerfall

The second of the Elder Scrolls series, and quite possibly one of the most ambitious RPGs of the era. Unfortunately, "ambitious" doesn't mean "not broken" and the game was almost comedically buggy. As a result of the enormous world and unorthodox development methods used to bring it to life, there's a lot of unused content to pour over. Also, VENGEAAAAAAANCE!!

It should be noted that the hex addresses mentioned here apply to version 1.07.213.

Debug Keys


Due to the massive number of bugs with wonky collision detection in the dungeons, usually resulting to the player falling into black pits, Bethesda eventually released a patch that re-enabled some debugging features to the public.

By patching the game to v. 1.07.213, one can enter cheatmode 1 into z.cfg to turn on these debugging features.

While playing the game, the player can press the following keys:


 * 1 - Sets the Max Speed to 6 times the current value
 * Control + F1 - Activate all maps on the fast travel map
 * Control + F4 - Enable Invulnerability
 * Control + F9 - Get 5000 Gold
 * Alt + F11 - Teleport out of the void
 * -/_ and =/+ - Raise reputation and skills
 * [/{ and }/] - Go to various quest locations
 *  '  and F9 - Display quest flag information

Keep in mind that DosBox's mapped keys might have to be changed before booting the game up with cheatmode.

There is also the ability to put debug 1 into z.cfg. However, it does not seem to work, at all. Trying to start a new game or going to a different map causes the game to crash, due to errors in blocks.bsa. Loading a game does not seem to affect the game in any way.

Debug Menu
Text for a debug menu of sorts can be found in FALL.EXE, beginning at and ending at  (in version 1.07.213). It's unknown how to access this.

Get rumor. Advance level. Jump 1 month. Good merchant rep. Become Vampire. Cure Vampire. Become Werething. Cure Werething. Toggle World Position. Toggle Second Compass. Pick pockets. Generate Songs. Enter Tavern.

Unused Quest - A Test of Determination
There is a quest that was accidentally dummied out. It is a quest for the Vampire Clan. The player's given objective for the quest is to confront a Daedra in the local dungeon where it lives.

The problem is that the quest files of this quest are misnamed; the binary file is named P0B1XL08.QBN and the text-file P0B10L08.QRC. As a result of this oversight, the player can never get this quest unless you change the name of one file so that it matches the name of the other.

More can be read about this quest here.

Order of the Lamp
The Order of the Lamp has data set up, but there is no NPC in the actual game related to this. There is an interface graphic for asking and joining the Order of the Lamp. Text explaining who they were also can be found in TEXT.RSC between and ends at.

We of the Order of the Lamp are the protectors of the Mages Guild. We follow the Palantinus, under direct orders from the Archmagister. We are given appropriate rights to certain services at the Mages Guild. One's rank within the Order approximates ones rank within the Guild, in terms of rights and priveleges. The Order is only open to those who have already demonstrated fighting skills and are in good standing with the Mages Guild.

Notebook
In the final game, the notebook is a simple copy-and-paste log. It was initially supposed to be more like a text editor. There are some graphics remaining of this iteration of the notebook that can be found in the game's data. In addition, two text strings are present in TEXT.RSC between and ends at :

This page is full. Start a new scroll. The word you seek does not appear in your notes.

Furniture
It appears that at one point in development furniture was planned to be in the game. Furniture stores are in the final game, but they serve as hideouts and they don't buy or sell anything. No artwork appears to be associated with any of the items, except the pillows, suggesting the concept might not have gone far in development or the art was deleted at some point. The data begins at and ends at  in fall.exe.

Unused Ingredient Graphics


These three bottles have no associated text in either FALL.EXE or TEXT.RSC. The third graphic might have been used for the Faery Dragon's blood.



Obviously a tusk, but nothing indicative as to what it may be.



A weird little plant that has no associated data.



These appear to be silver and gold coins.



Possibly an early gold graphic.



A smaller version of Daedra's Heart.

Unused Interface Graphics
An early version of the talking interface can be found in TALK00I0.PNG. It has an earlier graphics style than what is present throughout the game. The labelling of the politeness level in the early image is slightly different - Polite, Normal (not labeled), and Aggressive. The final version has Polite, Normal, and Blunt. There are fewer buttons in general. The 'Exit' button became the 'Goodbye' button.

Traveling option screens. They are also in an older menu style than what is present in the final game.

Daggerfall was supposed to be able to import characters from Arena savefiles. However, it seems like technical differences prevent this from happening. Two different graphics exist; The left graphic contains an earlier version, with pixel art. The right is rendered in the final version's style.

A few graphics for a far more primitive version of one of the menus can be seen in the game's files.

An early version of the inventory screen, likely used when looking through the shops. Needless to say, the game has a different way of handling this.

Another early inventory screen, complete with a naked female figure, for whatever reason.

An unused option box. It's likely that a subject would have been selected where it says "Information About".

A screen that is supposed to pop up when the player dies. In the final version, when the player dies, an FMV plays. It does appear in the prototype demo, though.

A map of Tamriel from The Elder Scrolls: Arena. The game never uses this, as it has its own version of the Tamriel map. It also has the wrong palette, because Daggerfall uses a different palette.

A scroll unraveling. The palette is incorrect, likely because this graphic came from Arena. Some frames are missing in the final version, but they are present in the pre-release demo. This was used in the pre-release demo for the information screens.

An unused title screen of sorts. This seems to be from early in development, as the logo is very different from the one present in the game.

Other Unused Graphics
A variety of markers. If the internal file name is of any indication, this was used for some kind of editor.



This is a portrait of Skakmat. The problem is that Skakamat does not have a corresponding body graphic in the game's data and there is nothing in the game's data that refers to this portrait. Thus, Skakmat is never seen in the game.



Farrington also has a portrait, but he never appears in the game. In the game's data, he does have a political faction associated with him.

TEXTURE.091 contains textures for mills. However, there are no mills to be seen in the actual game.

Texture files 491 to 495 contain graphics for enemies riding horses. Unless the game is modified through Andyfall or a similar mod, they are never seen in the game.

A 3D dragon was supposed to be in the game. However, only its textures have been found and a corresponding model doesn't seem to exist in the game's data.

A very old menu, completely different in style, compared to any other graphic in the game. This seems to be a leftover from another game. The terms here seem to describe different types of box borders.

Unused Sounds
The game has several duplicates of the hurt sound from Doom hidden with the other sound effects, undoubtedly used as placeholders.