DET CATALOGUE

Daggerfall Expanded Textures is a mod that, as the name states, expands available graphics for modders via attractive but faithful new textures and sprites.
Given Daggerfall's ID system, modders must be careful to not reuse IDs to avoid compatibility issues, but DET can use this to its advantage.
See, DET can assign a consistent use and purpose to various IDs, which can be referenced and reused by different mods. Consequently, other graphics mods can override DET's textures and still work with content mods.


DET and other texture mods

You can look at the ID catalogue and DET as two separate entities.
DET will always be updated to parity with the ID catalogue. That is a guarantee. So you can look at DET as a 'blanket' that covers
everything a mod might need and then some more.
But other mods can utilise the catalogue themselves. (Replacing all horses with unicorns, making your own versions, upscales etc. )
Think of them as quilts that can be sewn onto a blanket.
But the quilts can actually work standalone as well.

A mod only ever needs the textures it references, so if a small 'quilt' has all it needs, you can get away with not needing to use DET at all.
Consequently, a mod can provide its own versions of textures in the catalogue that are compatible with DET, so they can be overwritten by the same methods. But of course, many mods will need many things, so it's always great to use DET as that bottom-layer blanket to catch any loose strings.
Ripping textures from DET is not permitted.

How to use DET

Manual method:
1. Download DET and put it in your [DFU GitHub]\Assets\StreamingAssets\Mods folder
2. Launch DFU from Unity3D with DET loaded (the "play" button on top of the scene screen)
3. Get to, at least, Daggerfall's main menu (not DFU's settings menu)
4. Switch to the editor view (while the game is still loaded) and open the building/dungeon file you want to add the asset to.
5. Type in the numbered model/flat ID in the "Add Object->Add Manually" tab.
6. Your asset will be placed in your building/dungeon file.

One thing to note : If you save a building/dungeon with a custom asset, you will always need to open it with DET loaded. If you don't, the custom asset won't be loaded and saving the file will remove it from the building data.
-Instructions provided by Cliffworms

Utilising the RMB Editor:
The RMB editor is a beautiful tool created by Podleron, and it supports DET and similar asset packs.
The tutorial is found here.

I want to make my own version of DET

Great! Get an idea of what you want. Check the catalogue and select what textures you want to focus on. Make sure that your texture matches the description provided (A trumpeter woman must stay a trumpeter woman) so the content modder's choices to use a specific sprite are respected. Make the sprite name the same as in the catalogue and give it an XML file. If it has frames (indicated by 0-2 (3 animation frames), 0-10 (11 animation frames) etc.) make sure your edit covers all frames.
Bundle your mod into a .dfmod file and release it on your chosen platform!

DET adjacent mods

Mods that try stay up to parity:
DET-DREAM patch -By King of Worms, Zoran and Ninelan-Ruinar

Quilts:
Unreleased NSFW mod (Restores DET sprites to original nude versions) -By Ninelan-Ruinar
Low poly Skakmat -By Sam the Salmon


Massive thanks to my patreons!

(DET pre 0.6.x supporters)

comrade pollux, Fuggolian, carademono, Jupiter Lighthouse, Kab the Bird Ranger

(DET pre 0-0.5.x supporters)

comrade pollux, Garroh, Fuggolian, Jonathan Gomez, Jan Pospisil, Sam Keightley, carademono, Jupiter Lighthouse, NuclearNautilus, Saucisson, Kab the Bird Ranger