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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Deon on January 19, 2010, 03:45:15 pm

Title: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on January 19, 2010, 03:45:15 pm
(http://i50.tinypic.com/ok4zu1.png)

>>> DOWNLOAD <<< (http://dffd.wimbli.com/file.php?id=1793)
[[[  Community Fortress: HellHeart  ]]] (http://)

Features



Main Races



Crops
Plant [duration (1008=season)] :value: {drink:value} properties
Spoiler (click to show/hide)



Pets (added)
Netch
Guar
Sphere centurion
Spider centurion (NB! fireballs)



Critters (the list of added critters, some of originals are removed or have changed biomes)
Cold/Temperate
Spoiler (click to show/hide)

Mountain
Spoiler (click to show/hide)

Tropical
Spoiler (click to show/hide)

Riverlake/ocean
Spoiler (click to show/hide)

Subterranean
Spoiler (click to show/hide)



HFS
Spoiler (click to show/hide)

(http://i48.tinypic.com/k4z09e.png)
Title: Re: Dwemer fortress: TES mod [0.9]
Post by: Deon on January 19, 2010, 03:50:57 pm
This is a pre-release version (0.95).

So far everything should be almost complete and have graphics.

Please test and give your suggestions. I plan to tweak crop growing times (for now all food-producing plants grow for a season or two at least, the farming is harder) for ver. 1.0 and to add more undead for caves.

Also I plan to add dremora as a hostile civ but I am not sure about it, because they didn't have major installation, and definitely no empires on Tamriel.
What do you think about it?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: xdarkcodex on January 19, 2010, 06:20:51 pm
Looks nice.I've downloaded it but haven't made a new world yet.I'll try it when I have time.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: Deon on January 19, 2010, 06:27:25 pm
Thank you. Now I think that I forgot the graphics for a spriggan too... But these are minor things which do not require a re-gen so are easily fixable for any fort.

I am interested in two answers: does this mod need Dremora as a hostile civ? Does this mod need Reiklings or are they too specific to northern parts to be skipped?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: NRN_R_Sumo1 on January 19, 2010, 10:53:23 pm
Dremora shouldnt be their own civilization, they should replace the flame antronochs in the HFS, protecting viens of ebony. (and then a reaction for making the powerful daedra weapons by mixing ebony with skulls or hearts or something )

Reiklings in my mind are a tad bit like the gremlins in DF except live in icier climates.

You are also missing many many of the plants which were in morrowind ;)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: NecroRebel on January 19, 2010, 11:21:38 pm
Well, the material used for Daedric weapons is supposedly ebony treated with/by the spirit of a lesser Daedra. I can think of a couple of ways you can do something similar. First, and probably less desirable, is to have all lesser daedra drop a stone (like "fire salts") with a particular reaction class on death. The reaction class would then be one reagent for the Daedric-metal producing reaction. The other would be to have the lesser daedra all drop bones, and then have several Daedra-specific Daedric-metal-making reactions using the Daedra bones.



Also, you may be interested in my findings about the Bonemold material. I was checking to see how it might be converted into DF, so I was looking at its stats in Morrowind. I found that Bonemold is ~80% iron's weight, ~160% as effective as iron for weapons (but can only be used for ammo and ranged weapons; bows, arrows, and crossbow bolts only in MW), and ~155% as effective as armor. However, it is as effective as Steel in MW on defense but just slightly better on offense.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: Deon on January 20, 2010, 01:02:47 am
*facepalm* I knew I forgot something. Definitely I wanted to replace adamantine with Daedric and make rare deposits of ebony (they shouldn't be in HFS only because I remember ebony mines in a few places in Morrowind... At least I hope those were not unmined HFS :D.

Although a reaction to take daedra bones and mix them with ebony which surrounds HFS to make a dadric metal sounds good.

And bonemold is definitely doable and I will make it, thanks for the suggestion :).

Quote
You are also missing many many of the plants which were in morrowind
Well I simply put most famous sources of food and drink thus some plants are skipped yet. It doesn't mean I don't want them, I just didn't find a creative way to make them unique yet.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: Eagle0600 on January 20, 2010, 01:23:43 am
You can already make armour out of both bone and shell and a craft-shop. I don't think anything has to be changed there.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: shadowsofwhite on January 20, 2010, 02:05:17 am
No Argonians? I am sad.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: Deon on January 20, 2010, 02:13:06 am
Only wild :). I didn't think that major argonian empire would contribute, because currently we have tree quota on elves and pet trading on khajiit. However it's not hard, especially if someone gives me a good argonians/lizardmen jobs tileset :).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: Eagle0600 on January 20, 2010, 03:14:23 am
Yes, but without Argonians we don't get lovely folktales about characters called "Lifts-Her-Tail".
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: Deon on January 20, 2010, 03:27:24 am
And there's no way to call them this way in DF due to the way the languages work... Which is sad.

I will make a modular argonian race later, but I need to make graphics for them before that because I like everything to be consistent.

Also I'm releasing 0.95 in a few minutes. I've made missing graphics for the zombie, netch, spriggan, horker; also I've added reiklings.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: shadowsofwhite on January 20, 2010, 05:15:18 am
You could add in argonians as a small-capacity (probably non-trade), swamp-dwelling society, rather than wandering wildsmen (though as wandering wildsmen, they are cool).

It may be possible to add them in as a race that likes every site type, yet dislikes their default site type (with low civ-gen chance), which would cause them to immediately migrate to other civilizations.

Just a suggestion to be thought on. :P

I will definitely have to test this mod at some point, when I am not so busy working on my own...
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
Post by: Deon on January 20, 2010, 05:41:26 am
I will think about argonians thanks to you... Damn :).

Anyway, 0.95 is out.

+ Reiklings, a babysnatching race active during winter
+ Spider daedra; your HFS will be funnier now
+ Included Stonesense vizualiser has dwemer graphics adjusted (dwarven), also it shows bosmer and dunmer (new tiles) correctly now

* Most graphical tiles are at place, if you find any bugs with graphics, report them here
* Separated telvanni dunmer and redoran dunmer into separate creatures for better identification on the Civilization screen
*Adjusted trading seasons

Wait for me to upload it on DFFD... Done.

0.95 is out!
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: Keita on January 20, 2010, 04:12:20 pm
The intro was going so well in till you mentioned cliffracers.

Bad mojo man. *pulls on splif*

Any way this mod is looking awesome, specially sprites. DLing and feedback when I get some time to play it through a bit.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: Deon on January 20, 2010, 04:58:01 pm
Hah! If you are going to play Dwarf Fortress, REMOVE BUILDING DESTROYER FROM KHAJIIT CREATURE!!! :D

I copied them from wild khajiit, thus their caravan arrived and started to break my dining hall >.<. I will fix and upload 0.97 with a few additions tomorrow. Also I will assign graphics to orcs. I don't know how could I miss it.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: Jeremy on January 20, 2010, 05:45:19 pm
Interesting idea.

Quote
Bosmer (wild elves): they bug you with tree quota and use minor metals... Do they deserve to live

This isn't accurate according to TES Lore. While the Bosmer refuse to chop down trees (and, indeed, to eat any plant life), they have no problem whatsoever with other people doing so, and there is even a description of a lumber caravan in Morrowind's Dance in Fire (http://www.imperial-library.info/mwbooks/danceinfire.shtml).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: Keita on January 20, 2010, 05:47:48 pm
Yer it's only if you destroy trees in there territories. I think I remember a quote "One bone for every broken twig whist defiling our homes" or something only those lines. I definatly remember a bone for a twig bit.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: Eagle0600 on January 20, 2010, 09:33:12 pm
You realise that the Dwemer, Dunmer, Khajiit, Bosmer, and Orcs are all elves, right?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: xdarkcodex on January 20, 2010, 09:38:32 pm
You realise that the Dwemer, Dunmer, Khajiit, Bosmer, and Orcs are all elves, right?
More hippies to kill.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: guale on January 20, 2010, 10:18:17 pm
The elfishness of the Khajiit is debatable.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: Deon on January 21, 2010, 02:33:48 am
Khajiit?! What? They are not Chimer, where did you get it? They are a native beast race for some provinces, as argonians are natives of swamps.
Also, orcs being close to chimer?? I've never heard about it, it's not Tolkien, but I am gonna check anyway.

Jeremy: I agree that they'd be OK with woodcutting, but during worldgen dwemer and imperials chop down such huge territories that they bascally turn Bosmer treehomes into steppe homes... I guess that'd piss them off :). And I didn't want to take out the mechanics of treequota completely, and Bosmer suited well for this purpose.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: 3 on January 21, 2010, 02:36:31 am
Also, orcs being close to altmer?? I've never heard about it, it's not Tolkien, but I am gonna check anyway.

It's in one of the books in the more recent games... I'll look it up, gimmie a sec.

Yeah, here we are (http://www.uesp.net/wiki/Lore:Orc).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: Deon on January 21, 2010, 02:41:08 am
Thank you. Orsimer they are then :D. Anyway, I forgot to add that if anyone experienced a crash upon embark it's fixed for the next version. There should be any plant with leaves, even a placeholder plant, for the game to know that everything is allright. I knew it thanks to a "quarry bush" thread and it's easy to fix.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: Eagle0600 on January 21, 2010, 05:23:06 am
You realise that the Dwemer, Dunmer, Khajiit, Bosmer, and Orcs are all elves, right?
More hippies to kill.
The Dwemer are who you play as in this mod

The elfishness of the Khajiit is debatable.
Khajiit?! What? They are not Chimer, where did you get it?

It is true that the relationship between Aldmer and Khajiit is very debatable, it is certainly true that some of them resemble Aldmer so much that they have to tattoo themselves. To tell the truth, no-one really knows much about the origins of the Khajiit, but scholars have noted that their pantheon is derived from the Aldmer pantheon.

Also, Chimer are the precursors of the Dunmer. I think you mean to refer to Aldmer, which means the "First Folk", or just mer, which means "Folk".
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: Deon on January 21, 2010, 07:40:59 am
Yeah, I think Chimer were those who arrived at Vvardenfell :). I meant Aldmer.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on January 21, 2010, 10:38:49 am
OK, 0.97 is out. It doesn't break any save compatibilities so if you have adventurers or fortresses, just replace the /DFTES/Raw/ contents (/graphics/ and /objects/ folders).

* Khajiit are no longer building destroyers (lol...).
* Orc graphics fixed.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Sean Mirrsen on January 21, 2010, 03:36:42 pm
Neat mod. Inspired by the DF:DF project idea, perchance? Then you can probably just go with it and upgrade to the next version when it comes out. I'll stick to making that modding app.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on January 21, 2010, 04:22:07 pm
Actually I was going to make it a loooooong time ago, as you see by info I pasted on plants in DF:DF thread.

And reading DF:DF thread a few times, and then playing some Daggerfall and Morrowind in my free time, led me to a desire to make a dwemer community fortress -> mod. It went this long way.

And yes, I will port it to a new version, and I look forward to Clean Slate :).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Sean Mirrsen on January 21, 2010, 05:09:24 pm
I look forward to Fort Knox, personally. A Clean Slate is (forgive the pun) a "stepping stone".
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: gumball135 on January 21, 2010, 05:20:59 pm
I'm going to try this mod out after school tomorrow just because you have a nice, well laid out description. And I love TES :P
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on January 22, 2010, 11:51:21 am
Thank you, I like structured lists to provide the users with info about a product they're going to use. I like clear descriptions for mods and tools too, because sometimes I find it satisfying just to read descriptions of some mods, and definitely it makes the understanding of the contents much easier.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Keita on January 23, 2010, 06:03:15 am
OK, sorry for such a long wait. Haven & Hearth started working on my laptop.

I've only started but the graphics are exquisite. The numbers,letters and symbols have a very clean, minimalist view to them, they don't jump out of the screen and demand your attention. The graphics for races and animals are very detailed and I know exactly what I'm looking at.

Hopefully later I'll come back with something about the game mechanics.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on January 23, 2010, 06:13:20 am
Looking at the Community Fort, orcs need [NOFEAR] and probably some damblock. They run too fast when you kill half of them. Also I think that another hostile race would be good too. Mostly because I like combat :).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
Post by: Supercharazad on January 23, 2010, 11:37:52 am
Khajiit?! What? They are not Chimer, where did you get it? They are a native beast race for some provinces, as argonians are natives of swamps.
Also, orcs being close to chimer?? I've never heard about it, it's not Tolkien, but I am gonna check anyway.

Jeremy: I agree that they'd be OK with woodcutting, but during worldgen dwemer and imperials chop down such huge territories that they bascally turn Bosmer treehomes into steppe homes... I guess that'd piss them off :). And I didn't want to take out the mechanics of treequota completely, and Bosmer suited well for this purpose.


If I remember correctly, anything with the -mer suffix is an elf, the proper name for an orc is the "orsimer"
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on January 23, 2010, 11:45:01 am
Yeah I've figured it out already:
Thank you. Orsimer they are then :D. Anyway, I forgot to add that if anyone experienced a crash upon embark it's fixed for the next version. There should be any plant with leaves, even a placeholder plant, for the game to know that everything is allright. I knew it thanks to a "quarry bush" thread and it's easy to fix.

Still, thanks for the attention :).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Im_Sparks on January 23, 2010, 09:41:33 pm
'Scuse me, sir.

But what exactly are harpoons and what are they used for?
I have ~20 fish bone 'poons lying around my fort and want to know if they're a replacement ballista ammo or what?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Eagle0600 on January 23, 2010, 10:15:08 pm
You could always check the raws. They tend to make it pretty obvious.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Im_Sparks on January 23, 2010, 10:30:11 pm
You could always check the raws. They tend to make it pretty obvious.

They're used as some sort of gigantic, heavy crossbow ammo.

Kinky.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on January 23, 2010, 11:24:41 pm
They are for Arbalests. Those dwemer-only xbows. Also you can produce normal bolts to use looted crossbows and bows (both are in xbow category so you can use them both). They also have a very high stick chance, it's especially useful for adventure mode when you want to retrieve your ammo back.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Roundabout Lout on January 26, 2010, 06:22:58 pm
I love it!

I embarked next to a river and laughed as mudcrabs chased everyone away from the wagon, haha.
And the reclaim party all drowned when they wanted to pick a fight with the slaughterfish XD

Good work on the mod+graphics, I hope this will be re-done shortly after the next release. Gotta go gen a proper world and all.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Eagle0600 on January 27, 2010, 03:49:20 am
Damn slaughter-fish. I hate them from two separate games. And now, apparently, a third.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Roundabout Lout on January 27, 2010, 06:19:47 pm
Well. Orcs invaded and took the fort. Went to do a reclaim only to find the orcs are now friendlies!!!
For all I know though, the same thing could have gone for goblins in vanilla, I don't have much reclaim experience
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on January 27, 2010, 07:47:51 pm
Wrong diplo mechanics for now :). You'll see, with the first orc ambush they should become angry and hostile again. Aggro system right now in DF has a lot of bugs (funny and not too funny).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Riversand on January 31, 2010, 09:55:24 pm
excuse me, but looking through the plants in your mod, I did not see any moonsugar... which should be able to be made into skooma, or eaten raw.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on January 31, 2010, 11:06:50 pm
Heh, then you didn't use search or look carefully.
It's known that skooma and moon sugar are products of a specific sugar cane on Nyrn.

There's a "sweet pod" plant which is brewed into skooma or processed into moon sugar.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Riversand on February 01, 2010, 12:11:27 am
my apologies, i didn't download it, i looked at this only briefly. i did not see it.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: h3lblad3 on February 01, 2010, 12:08:18 pm
So wait, when you break through the Gates of Oblivion/HFS, you find a Daedric Prince?

WOE TO THE FORTRESS THAT FINDS SHEOGORATH!
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on February 01, 2010, 12:48:32 pm
Spoilerz please? :D Jk. Well, yeah, I tried to replace most creatures with TES-counterparts.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: darkedone02 on February 02, 2010, 04:38:45 pm
This is a great mod, but I got a question... what is the most valued material like adamantine in this mod since adamantine is no longer in this game? Ebony?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on February 03, 2010, 02:11:46 am
Currently it's a raw ebonite which can be extracted into ebony wafers, and it currently totally takes the place of Adamantine (although it's just 200% better than iron in comparison to 500% uberadamantine :P). I plan to implement daedric but I haven't decided how... Probably by smelting demonic skulls with ebonite or something like that.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Supercharazad on February 22, 2010, 02:52:25 pm
Sweet pod? = Moon-sugar/Skooma?

First off, Isn't moon-sugar from a form of sugar-grass that grows in Elsweyr? Also shouldn't the process be more like:

Sugar grass is milled into moon-sugar is brewed into skooma?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on March 19, 2010, 06:04:22 am
Yeah but it's not a grass, it's a cane. So sweet pod seems like a normal name for a sugar cane :).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: SanDiego on March 29, 2010, 12:44:36 pm
Hey, each time I download the archive from DFFD xmlparse.dll is broken. This prevents me from extracting it and thus from playing. Am I doing something wrong?
EDIT: Index also seems to be corrupted :(
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on March 30, 2010, 12:08:47 pm
Are you using Windows? I will dl and try it now. I hope you didn't try to paste in somewhere in an already existing folder. This mod should have a "clean" install, it means that there shouldn't be any other files present where you extract it to.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: ChickenLips on July 15, 2010, 02:12:28 pm
Hey!  I just stumbled across this, and it looks very intriguing, Deon -- is it good for playing in .10 right now?  (Forgive me if the answer to that is obvious -- I'm still relatively new to the game.)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: NRN_R_Sumo1 on July 15, 2010, 02:54:32 pm
Hey!  I just stumbled across this, and it looks very intriguing, Deon -- is it good for playing in .10 right now?  (Forgive me if the answer to that is obvious -- I'm still relatively new to the game.)
its not, DF2010 came out in april,  the last comment is in March.

Although I gotta thank you as I forgot Deon had this project as well :) (He should be back sometime this week from a 2 week vacation, so you might see an update on this but probably not for a little while as he also has both wasteland and genesis to take care of.)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: ChickenLips on July 15, 2010, 03:46:52 pm
Ah, too bad then (for now).  But here's looking forward to an update to it!
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: NRN_R_Sumo1 on July 16, 2010, 09:08:04 am
Deon got back a few hours ago from his vacation, so heres a little bump for him to show theres still interest :P
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: ChickenLips on July 21, 2010, 09:23:41 pm
Hey, time for another bump.  I've been tinkering with a dunmeri language file for DF, drawn from some sources out there, and thought I'd make the little bit of it I've done so far available.  So far, it only includes words from a few sources, one of the fan/unofficial but fairly rigorous, but if someone else is more skilled at filling in a language file with new words that are consistent with the theme/sound of the original, here's somewhere to start from!

The file at DFFD (http://dffd.wimbli.com/file.php?id=2767)

Also, I'm not sure exactly where you've a mind to take this, Deon, but if you're up for suggestions, I've been tinkering with some ideas.  (I've made a DF2010 entity file for Redorans and a creature file for dunmer, both based off your original with some expansion.)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: shibdib on July 21, 2010, 09:58:06 pm
Hey, time for another bump.  I've been tinkering with a dunmeri language file for DF, drawn from some sources out there, and thought I'd make the little bit of it I've done so far available.  So far, it only includes words from a few sources, one of the fan/unofficial but fairly rigorous, but if someone else is more skilled at filling in a language file with new words that are consistent with the theme/sound of the original, here's somewhere to start from!

The file at DFFD (http://dffd.wimbli.com/file.php?id=2767)

Also, I'm not sure exactly where you've a mind to take this, Deon, but if you're up for suggestions, I've been tinkering with some ideas.  (I've made a DF2010 entity file for Redorans and a creature file for dunmer, both based off your original with some expansion.)

Necro and threadjack?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Daywalkah on July 21, 2010, 10:16:45 pm
If the community lets the thread die then let it die. Every heard of rest in peace?

Besides, I'm sure Deon would update the thread if he made any changes/is planning to continue working on it. His Wasteland mod and Genesis mod are probably taking up all of his modding time.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: ChickenLips on July 21, 2010, 10:49:30 pm
Relax.  The "bump" thing was light-hearted humor, and the point was to offer something usable in the mod.  Needed to jump on someone much today?

EDIT: Oh, and shibdib, might want to look up what "threadjack" means.  It ain't a threadjack if it's relevant.  But nice try.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Daywalkah on July 21, 2010, 11:01:30 pm
The necro isn't really a large issue, the last post was made a couple of months ago. If it is over a year, like it often is, that's when it becomes ridiculous.

It seems you need to be reminded, this is Deon's mod, not yours. You shouldn't be bumping a thread just so you can post a link of your work in someone else's thread, no matter how relevant.

As I said before, if the community lets the thread die then let it die. Especially after a new release and there's not an update of this mod in existence. I'm sure he won't update a mod that doesn't seem to be incredibly popular. No offense Deon, but you can't make all of your mods as awesome as Genesis and Wasteland, that would be too much work in my opinion ;).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: ChickenLips on July 21, 2010, 11:16:26 pm
I understand what you're saying, and appreciate your good intentions, Daywalkah.  If he's not interested in continuing (or in my offered feedback or contributions), that's fine, though I imagine he's the best gatekeeper of that.

Either way, though, I don't know that, and, really, this isn't my glory I'm trying to pimp here.  I'm not using his thread to advertise my work, to go along with your point-making bold/underline/italic style.  This is an offering of a small contribution of footwork (and, seriously, it's not a big deal of work) that could possibly provide some welcome complete garnish for the mod, and, as far as I understand, that's not a bad thing.  Either way, though, it all seems a little bit trivial to earn a back-off lecture that includes italics, bolding and underlining.  But whatever.

Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Daywalkah on July 21, 2010, 11:34:01 pm
If anything you should post something along the lines of "Deon, would you like help with this mod or would you like me to update it?". If people start to show more of an interest in this mod, that would be worth doing. This mod has potential, but interest, therefore support seems to have died. If you do want an update, either wait (probably a while, Genesis is as good as it is because of the time and effort put into it, it would be hard to concentrate on making three mods great) or update it yourself. The modding itself would be somewhat easy after all of the body/tissue related parts.

Sorry for trolling the thread Deon. Maybe if interest in this mod is high enough, this mod could be updated by the community, if you don't mind of course. I say there should be a poll of who would like to see this mod updated. 
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: ChickenLips on July 21, 2010, 11:43:06 pm
Sigh.  Honestly, Daywalkah, I think my post was fine, and pretty much said exactly that, though not in your prescribed words.

The chastising work here was unnecessary (along with, consequently, these last few posts).  I think you and shibdib went off half-cocked, assuming what I was really saying was, "hey, dewd, nice mod, here's a link to mine."  I'm sure people violate these sorts of boundaries all the time and do need good reminders, but you shot the wrong target here.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on July 22, 2010, 12:46:41 am
Everything was fine, I see no reason to argue that much :).

I've just remembered that I may update this mod some time ago, but my thought was "only if someone is interested".

Now when I see that there's an interest, I am sure I will come back to it. I just can't do everything at once :P. But I am sure that new disease mechanics will be great for Blight, and with new workshops and reactions I can make a cool alchemy expansion.

P.S. That was a link not to a mod but to a language file. So most of the accusations should not belong here. Thank you for the file, it's really interesting and can be useful.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: Deon on July 22, 2010, 12:57:44 am
Okay, I have a few ideas:

dra'makhet for "cancer" (death'disease)
ruhnjetos for "entry" (ruhnjad, "enter", with a changed suffix)
makhetos for "fever" (disease)

daedra for "ancient" (in fact daedra means "ancestor")
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: ChickenLips on July 22, 2010, 02:18:18 pm
Now when I see that there's an interest, I am sure I will come back to it. I just can't do everything at once :P. But I am sure that new disease mechanics will be great for Blight, and with new workshops and reactions I can make a cool alchemy expansion.

Great!  And, again, yes, I'm willing to help and do footwork.  I'm actually trying to figure out reactions for a bonemolder's workshop right now, and have got the building and an updated Redoran (putatively) done, complete with (probably rough) lore-close nobles.  If you want to look at them and let me know if that's the sort of thing you'd like, and if there are any things that could be better, I can put up the code.

Thank you for the file, it's really interesting and can be useful.

Glad it's potentially useful.  Yeah, it's really rough, and needs probably 75% of the rest of the vocabulary filled out.  I know there are utilities for that, but I haven't looked into them yet.

Okay, I have a few ideas:

dra'makhet for "cancer" (death'disease)
ruhnjetos for "entry" (ruhnjad, "enter", with a changed suffix)
makhetos for "fever" (disease)

daedra for "ancient" (in fact daedra means "ancestor")

Those look good to me.  To expand on them, "fever" could perhaps be differentiated with "makhet'molil" (mol- hot/fire, -il the suffix that seems to be used for -ness, so disease'heat).

"Daedra" might not be the best pick for "ancient."  It definitely seems reasonable, though as far as I've read in the lore, it's given to have a narrower meaning than "ancient," and runs into the problem that the common in-game usage implies an extraplanar/demonic/greater/supernatural being, not just a state of ancestorhood.  Maybe daedr'ald (daedra + ald) for a sort of "ancestral" word-coinage?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on July 22, 2010, 02:30:53 pm
I think daedra is fine, but daedrald seems ok too. I wouldn't nitpick too much, considering other stuff which is not totally correct :).

Bonemold, thanks for reminding me. I have chitin and bone reactions working but I forgot to give dunmer bonemold armor. Now it's a nice idea which should definitely go in.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
Post by: s20dan on July 22, 2010, 05:13:33 pm
Words.

 Watch out lads, its the forum police...


 On another note, playing this mod is giving me that Morrowind itch...
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on July 22, 2010, 05:19:32 pm
So you still play .40d? Awesome. More encouragement to remake it for 31.10 :D.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: ZebioLizard2 on July 22, 2010, 06:45:43 pm
I play it from to time as well, your mods are rather well done. Although I have more interest in that wasteland one due to being a huge fallout fan  :D

Although some suggestions, is there a way to make more of their technology in this? One thing you could do is list some of the changes within a text file like you've done with the other mods, as I'm unsure how you get more of the Sphere centurion creatures
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: ChickenLips on July 22, 2010, 07:12:16 pm
I think daedra is fine, but daedrald seems ok too. I wouldn't nitpick too much, considering other stuff which is not totally correct :).

Bonemold, thanks for reminding me. I have chitin and bone reactions working but I forgot to give dunmer bonemold armor. Now it's a nice idea which should definitely go in.

Heh, true enough.

(EDIT: Ohhh, I think I get it.  It seemed very strange to me until I realized you're probably interpreting the word in its noun form, rather than adjective.  Yes?  Either way, yes, with 1,600 words to fill in, and lots of semi-word-butchering to do, shouldn't be too picky. :) )
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: cgman19 on August 07, 2010, 03:15:01 am
Scrib paralyze ftw?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on January 02, 2011, 07:30:15 pm
So I bump it to say that I will start to work on 2010 version tomorrow. Anyone adept at modding and willing to help can sacrifice his morrowind-ish creatures for this mod if you want to speed the development up.

NobodyPro has sent me a PM with a lot of good suggestions (some of them are impossible but they are great overall). Also I will use the lore I acquired for making this mod so it should be easier.

I won't make each race a separate entity as NobodyPro suggested, but I will use the current entity setup (for example, high elves are too rare to make them a separate race). I may include Bretonians as a separate civilization, what do you think of it? I don't remember if they had their own place significant enough or are they absorbed by the empire.

Also NobodyPro shared a cool idea to make birthsigns into castes. I will definitely use it.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: freeformschooler on January 02, 2011, 07:40:41 pm
I wouldn't mind if there were a lot of different civilization types.
Otherwise, I am super excited to see you working on this, Deon. Elder Scrolls? In MY DF?
Also, would it be possible for you to include some sort of adventure mode reactions? Not a lot is possible, sure, but for instance, most crafting and such in TESIII TESIV was done solely through one's own inventory, much like DF.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on January 02, 2011, 07:46:33 pm
I will port most of mechanics from Genesis (i.e. adventure crafting, originally by Lofn, tweaked for Genesis, MORE tweaked for Dwemer Fortress since we need stuff like bonemold items; also there will be some training workshops and revised altars).

I won't make Ebony a deep metal anymore, I want some ebonite mines. Daedric will be there, in the deepest ends of the world, now.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Alkhemia on January 02, 2011, 10:09:21 pm
http://oblivion.wikia.com/wiki/Daedric_armor#Background nice mod btw
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on January 02, 2011, 10:49:23 pm
Yeah, I wanted to make it out of demonic skulls or something, but I havent' figured out what is the best way to do it.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: eddyg86 on January 03, 2011, 04:45:13 am
I won't make each race a separate entity as NobodyPro suggested, but I will use the current entity setup (for example, high elves are too rare to make them a separate race). I may include Bretonians as a separate civilization, what do you think of it? I don't remember if they had their own place significant enough or are they absorbed by the empire.

Also NobodyPro shared a cool idea to make birthsigns into castes. I will definitely use it.

cool! birthsign castes is expansive and very interesting. what will happen to breeding couples? can two 'imperials'; one of one birthsign, one of the other, make babies? or only people of the same sign?

my suggestion could have been

imperial (civ) - imperial humans; breton humans
wood elf - them
orc - them..
dark elf themselves but could you put high elves in as caste in their civs?
and so on..

maestro i am only beginning to touch on the caste system; it's been a few months since i had a pc and i never had a chance to grok it since it was introduced;
do you know what the go is? in castes; if humans with varients exist, can all those humans breed? or only humans with matching starsigns giving birth to kids with that sign.. (i doubted it was the latter skimming genesis and vanilla)

if so; my idea of a greenskin cast may end up with orc females mating with goblin men? lolz.. and giving birth to one or the other? or can only [CASTENAME:orc] mate with other orcs?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on January 03, 2011, 05:22:25 am
I don't think orcs can mate with goblins. Orcs (orsimer) are clearly elves, but goblins... I don't know. They were not in the Morrowind lore.

Also any castes can marry as long as they are of different genders. And they give birth to random castes. So birthsigns work great.

I will have danmer as two houses - Redoran and Telvanni. They are too different to keep them as the same civ.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: eddyg86 on January 03, 2011, 07:07:00 am
nevermind that bollocks bout bretons bedding bosmers yeh: this is the info i can't find on the wiki which we need a God-man; YOU, for. lol thanks deon:

in this mindset it is realised that the caste system is really cool; and that two castes can interbreed to produce a random breed; a valuable knowledge when creating mods.
with this in mind, for example, i will not make 'greenskins' and have orcs and goblins in the same caste, for realism dictates otherwise.

yet; if i have a dire orc & a 'vanilla' orc breed, the spawn may be either; or one(lol) may be the mysterious 'spaZ' orcs with 'shamanic' (fireimmune or breath? levitation lol.. oh noes) 'powers' who's type isn't in the fort at the time ;P

goblins mentioned will still have limited power* & dud dna lol cos they dumb
*orcs mentioned is in a mod i have w.i.p, not TESloreDF by old mate here..

p.s: goblins were in oblivion: they could be added as a feral and or bandit civ.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on January 03, 2011, 04:42:57 pm
I think that orsimer should be a raiders' entity, armorclad and with good weapons (like goblins in DF) and goblins are only worth a skulking level (like kobolds: living in caves, stealing valuables, making ambushes).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: guale on January 03, 2011, 05:08:13 pm
What time period are you going for here? Are you shooting for before the Septiem empire or after Oblivion when everything is falling apart?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on January 03, 2011, 05:38:31 pm
I am not aiming for a specific time period, it would be weird to focus on a specific empire/time because DF itself can produce thousands of years of history. I just incorporate main races, creatures, materials etc. and let the game have its way with them. Consider it an alternate history.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Eagle_eye on January 03, 2011, 06:09:26 pm
So I bump it to say that I will start to work on 2010 version tomorrow. Anyone adept at modding and willing to help can sacrifice his morrowind-ish creatures for this mod if you want to speed the development up.


I'd be glad to help... do you have any specific requests?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on January 03, 2011, 07:19:20 pm
Any critters you want. For example, the first things I want to mod in are kwamas (with castes worker-warrior-queen but without forager, I will make it into a separate creature). I've modded in minor daedra, guars, alits and scribs already.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: NobodyPro on January 03, 2011, 08:25:22 pm
I'm going to have a go at a few. Starting with Imps, surprisingly rare in my play through of Oblivion.

BTW, have you considered my Wild Elves (Ayelid) idea Deon? They could be in the (high mountains? deep mountains? whatever) biome, as far as I know nobody goes in or out of that biome in world gen.

EDIT: Two things-
1) Could you send me the files necessary to create a creature in the style of this mod (body parts, inorganic for tissues, etc.)
2) What parts of my notes were impossible? Perhaps I didn't phrase certain parts right or they need more explaining than two lines on an iPod Touch.

EDIT2: Any chance of the Akaviri races?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Eagle_eye on January 03, 2011, 08:47:13 pm
1) Could you send me the files necessary to create a creature in the style of this mod (body parts, inorganic for tissues, etc.)

I'd like them as well.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on January 04, 2011, 06:25:11 am
I use no special tissues, so just use vanilla tissues and materials.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Eagle_eye on January 04, 2011, 04:13:58 pm
I( and presumably nobodypro as well) meant the multi part bodies, etc.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: NobodyPro on January 05, 2011, 04:13:13 am
Found this while browsing, may be useful after the current creatures are finished. I think I've finished the Imp (barring new bodypart definitions) so I might move onto something else after I finish looking at this.

http://tamriel-rebuilt.org/?gallery=22&p=screenshots (http://tamriel-rebuilt.org/?gallery=22&p=screenshots)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on January 05, 2011, 12:53:02 pm
Eh, the main resource is this: http://www.uesp.net/ :)

What do you mean by "multi-part", Eagle_eye?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: freeformschooler on January 05, 2011, 04:20:51 pm
Deon, would you be adding the Dark Brotherhood as a civ? For instance, a bandit-only civ that can attack you in the wilds but are otherwise essentially unfindable. This would be made possible with how elves and dwarves DON'T work in the newer versions.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Eagle_eye on January 05, 2011, 06:34:27 pm


What do you mean by "multi-part", Eagle_eye?

in the first post you mentioned 3 part upper bodies...
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: NobodyPro on January 05, 2011, 08:37:59 pm
Eh, the main resource is this: http://www.uesp.net/ :)
I have too but the idea of Dunmer riding giant hornets is just awesome.

EDIT: Started on hungers.
EDIT2: Wow, that was fast. I feel that I've finished hungers, complete with paralyzing venom and 'leveled' castes. Everything from weak starved hungers to the powerful voracious hunger.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on January 06, 2011, 11:43:16 am
Eh, the main resource is this: http://www.uesp.net/ :)
I have too but the idea of Dunmer riding giant hornets is just awesome.

EDIT: Started on hungers.
EDIT2: Wow, that was fast. I feel that I've finished hungers, complete with paralyzing venom and 'leveled' castes. Everything from weak starved hungers to the powerful voracious hunger.
That sounds great. I've made all races but I haven't made "birthsign" castes for them yet. Also clannfears and cliff races are in :).



What do you mean by "multi-part", Eagle_eye?

in the first post you mentioned 3 part upper bodies...
That's no longer needed. It was needed back then because a single arrow could pierce both of your lungs, your heart, your liver and your stomach. It's no longer an issue.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Drifter on June 07, 2011, 07:08:15 pm
Plz come back to this mod. it is an awsome concept and is EPIC!!!!
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: NobodyPro on June 07, 2011, 08:48:18 pm
Deon has a couple of other projects to do before he continues this one. See: Shadowrun.
It also might be better to wait for the next updat for this one anyway. Curses would be very useful for something I'm going to try and contribute.

EDIT: Ingested syndromes for potions and ingredients! Almost forgot.

EDIT: I think I might actually tackle those for you Deon. Sounds fun.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Ibid Straydrink on September 30, 2011, 10:01:37 pm
Aw, this deserve to be updated, one of these days. :)

By the way- didn't the Dwemer vanish before the Empire came about? Back when the Ayleids ruled the heartlands?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: magistrate101 on September 30, 2011, 10:33:27 pm
I wonder if you could make a post-daggerfall version, where the orcs aren't murderous monsters anymore, they are, after all, just "corrupted" elves... (I say corrupted, because that's how it is lore-wise)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: DarthBoogalo on November 17, 2011, 08:17:26 pm
Skyrim is a pretty cool game.   ::)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on November 19, 2011, 05:28:32 am
Boooo necro, and yeah I play Skyrim so it makes me want to update this mod even more. But everything takes time :).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Teneb on November 19, 2011, 09:29:55 am
And I guess this would be a good time to pop in and say I got a TES mod for this version. (still not updated for skyrim due to a terrible lack of time)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Oyahbah on June 08, 2013, 08:34:05 pm
pls add those freaky ancient beasts from tribunal

daedric lords

chance for citizens to get teleported to oblivion and come back with rare artefacts/new skills/companions or dead
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Putnam on June 08, 2013, 08:36:20 pm
pls add those freaky ancient beasts from tribunal

daedric lords

chance for citizens to get teleported to oblivion and come back with rare artefacts/new skills/companions or dead

1. I would suggest that to Deathsword.

2. Difficult as hell to implement in a convincing way.

3. See 1.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on June 09, 2013, 11:02:51 pm
I actually plan to update this mod to the new version fairly soon, I just need to remake alchemy in Genesis Reborn and robotics in Fallout mod.

What were those "ancient beasts from Tribunal"? I've only played Morrowind (to death) and Bloodmoon (a bit less), I mean I can google it but your story would be nice too :).
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Meph on June 10, 2013, 03:05:46 am
Good to see that you got your board. :)

I didnt even knew about this mod, that you were working on a TES mod. I played all parts quite a bit... probably more then any other game actually. Maybe I can help a bit.

Converting my rather bland Automatons into a dwemer race would be nice as well ;)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on June 10, 2013, 04:51:49 am
I bet you don't know about my Warhammer40k and Starcraft mod either :). I am going to port a lot of parts of Genesis Reborn into this, including spiders, centurions et cetera.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Meph on June 10, 2013, 05:07:55 am
If I'd live forever and had 50+ hours of free time a day, I'd be all for a starcraft mod. But one mod is enough for me, thanks. ^^
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Putnam on June 10, 2013, 05:12:46 am
And I'd be all for making an Elder Scrolls mod, but there's already two and I'm fine with having seven :P
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Nyxalinth on June 14, 2013, 08:16:26 pm
I actually plan to update this mod to the new version fairly soon, I just need to remake alchemy in Genesis Reborn and robotics in Fallout mod.

What were those "ancient beasts from Tribunal"? I've only played Morrowind (to death) and Bloodmoon (a bit less), I mean I can google it but your story would be nice too :).

Yay for update! 

Mrkngth McDwemer cancels build: Interrupted by Ash Vampire.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Putnam on October 26, 2013, 09:22:06 pm
Let me remind everyone pre-emptively that the Mane is not elected and never will be.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Meph on October 26, 2013, 09:31:48 pm
What were those "ancient beasts from Tribunal"? I've only played Morrowind (to death) and Bloodmoon (a bit less), I mean I can google it but your story would be nice too :).
All tribunal creatures (http://www.uesp.net/wiki/Tribunal:Creatures) :)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Thief on November 15, 2013, 01:07:41 am
Nords should've been Imperial's.Yeah,still registered to post.But is Modding To different races allowed?.
Edit:How do i Install this Modification.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on November 15, 2013, 04:55:58 am
Just download and play, however it's an old version of DF which it's based on, so you should try Nchandark mod if you want the new version mod until I update this one.

Also why would Nords be Imperials? They are totally different races.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Thief on November 15, 2013, 08:41:51 am
When you update notto make it hard but can you try to add Phoebus's Texture pack
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Thief on November 15, 2013, 11:44:12 pm
Just download and play, however it's an old version of DF which it's based on, so you should try Nchandark mod if you want the new version mod until I update this one.

Also why would Nords be Imperials? They are totally different races.
Well you could replace not merge
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Putnam on November 22, 2013, 03:58:05 am
Nords and Imperials are two different races, as dissimilar as Dunmer and Altmer.

When considering combining the two, you might think of Hjalti Early-Beard. Hjalti, of course, was a Nord born in High Rock, not exactly the grand Shezzarine-From-Atmora-named-Talos-Stormcrown legend given by Imperial orthodoxy. He was Shezzarine, no doubt, achieved CHIM and even changed the entire landscape of Cyrodiil sometime after trapping Arctus/Wulfharth (one of the two) in the Mantella, but a Nord he was, even if the Imperials are named after him.

Or are they? In reality, Imperials (both in their native name, Cyrodiil, and in their common name, Imperial) are named after Reman Cyrodiil, the great warlord who was tearing out throats of enemy generals at the age of 12 and was once mentioned by name by Pelinal Whitestrake himself (hundreds of years before his birth; think Reman is John Connor and Pelinal is the Terminator, though the latter is actually pretty perfect1). Imperials have an entirely separate pantheon from Nords--they have Kynareth instead of Kyne, Akatosh instead of Alduin (though the line is a bit more solid than the Empire suggests, and the same is true for Auri-El, after the Marukhati Selectives' Dragon Break), and of course the Missing Shezzarr instead of the Hero-God of Men Shor.

Imperials are way different.

1Pretty perfect in that Pelinal and the Terminator (Arnie from 2, specifically) are both robots from the future sent back in time to save some woman;  "[And then] Kyne granted Perrif another symbol, a diamond soaked red with the blood of elves, [whose] facets could [un-sector and form] into a man whose every angle could cut her jailers and a name: PELIN-EL [which is] "The Star-Made Knight" [and he] was arrayed in armor [from the future time]." The difference here is that Pelinal is Shezarrine/Akatosh-related, giving him a bit of confusion (I.E he's completely insane)

Make sure time-traveling robots are involved in some way in the mod if you do work on it, btw. The time travel is optional..
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Deon on November 22, 2013, 05:42:59 am
Well since 1.0 of LOTR mod (actually 1.1) is now out, time to polish that with magic and turn into TES lore!
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Thief on November 22, 2013, 07:19:05 am
LOL WUT? Oh i get this is the First era after/before the Ayelids...Were it after,the ayelids the Allesian order were here and their people were Cyro-Nords
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Putnam on November 22, 2013, 02:09:53 pm
Indeed they were, but, again, that's about like saying the Velothi/Chimer/Dunmer are Altmer simply because they had golden skin at some point.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Thief on November 22, 2013, 11:29:22 pm
Dunmer were Chimer Dwemer hadgolden skin you must be meaning the Aldmer
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Putnam on November 23, 2013, 12:46:08 am
Take a look at Almalexia. That's what a Chimer looked like. They had gold skin.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Thief on January 07, 2014, 02:02:18 am
I have a question...What happend to the Ayelids.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Putnam on January 07, 2014, 10:41:20 am
Pelinal happened.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Aureolin on January 07, 2014, 08:23:16 pm
How well does this mod play with Adventure mode? (Curious about your LOTR mod too)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Putnam on January 07, 2014, 08:33:52 pm
How well does this mod play with Adventure mode? (Curious about your LOTR mod too)

This mod is from the version before materials were added.
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Aureolin on January 07, 2014, 08:42:20 pm
Ahhh just noticed the dates :P I figured the recent discussion meant that it had been updated recently. Thanks for the reply :)
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Thief on January 08, 2014, 03:43:03 am
My laptop sucks.Anyway.....Why are their no Snow elves?
Title: Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
Post by: Putnam on January 08, 2014, 10:28:24 am
In this or in general? In general, they're called Falmer. You see them a lot in Skyrim. The Nords nearly committed genocide on them and they went to the Dwemer to help. The Dwemer blinded and enslaved them.