Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 9

Author Topic: [47.04] Dwemer Fortress 2020 (The Elder Scrolls) - with MEPH tileset now  (Read 24993 times)

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile


DWEMER FORTRESS 2020
A total conversion mod
Please play with advanced world generation. Worldgen settings are tweaked and allow custom necromancers/vampires/werebeasts/night creatures to exist.




Download:

R23 ASCII
R23 TILES
Tags:
■ Total conversion
■ The Elder Scrolls
■ Morrowind
■ Oblivion
■ Skyrim
■ Dwemer

Description:

The mod contains a custom settings file, !Modsettings.exe, which allows you to turn some features on/off.
Generating a world with 0 vampires/werebeasts should allow custom ones to spawn, please consider it.

For more details, visit the Mod Wiki page.

Worldgen
- Custom Tamriel map.
- Main playable race: Dwemer
- 7 neutral races: Altmer, Argonian, Bosmer, Dunmer, Imperial, Khajiit, Nord.
- 1 subterranean race: Falmer.
- 1 evil race: Orsimer (orcs).
- 2 skulking races: Goblins, rieklings.
- Slightly customized and changed equipment. More variants of swords/axes. Whips/pikes/halberds are removed.
- Custom vampire types based on Elder Scrolls bloodlines. The bites pass the curse.
- Custom necromancer types: elementalists, dragonpriests, blight mages.
- Custom night trolls: hagravens who turn men into briarhearts.
- Custom werebeast types. The bites pass the curse.
- Custom Daedric Princes to lead evil civilizations.

Materials framework
Check !modsettings.exe for toggling some of this on/off.

- TES metals and alloys added, adamantine replaced with aetherium.
- Only 3 types of wood (wood, redwood, fungiwood), all trees net unnamed wood.
- All animals net unnamed leather, but there are multiple types now: suede, leather, hide, scale, chitin, dragonscale.
- Less types of fancy named minerals.
- Removed extra vanilla alloys as the game adds more unique ones.
- Dig up and turn into a dragon soul a new "dragon fossil" mineral, and use it to teach your dwarves shots in Thuum Shrine.
- Evil area starts to turn into Oblivion invasion. Oblivion dimension plants, evil lesser daedra.
- All plants and trees are reworked.
- Many TES-lore plants added.
- Drinks and food products are changed accordingly. As a side effect, more dye variants.

Creatures
- Butchering a dragon/cave dragon gives a dragon soul.
- Dragon souls can be turned into fragments by adventure crafting/Thuum shrine in forts.
- Fragments can be turned into consumable shouts (adv mode) or taught to dwarves as shouts (fort mode)
- Included quite a few noteworthy animals from The Elder Scrolls. Yes, cliff racers too.
- All surface animals are reworked. Their tile depictions are grouped based on their animal type (with some exceptions).
- All creatures get their name and maximum size in the description.


CREDITS:
- The mod makes use of DFHack and Dwarf Therapist.
- The graphical version is using the amazing tileset by Meph, which is 32x32 and supports all tiles for items/plants thanks to the mod Text Will Be Text.
- This mod uses two languages made by Hexatona, you can find the full language pack here: http://dffd.bay12games.com/file.php?id=10584
- Personal names idea comes from this mod: http://www.bay12forums.com/smf/index.php?topic=175792.0
- Tamriel worldgen inspired by sxtxixtxcxh

« Last Edit: March 21, 2020, 05:34:53 pm by Deon »
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [47.01] Dwemer Fortress 2020 - The Elder Scrolls mod
« Reply #1 on: February 04, 2020, 07:31:20 pm »

To level with you, for the first release I was mostly spending my time on all the plants and trees. It took a while.
Other elements also took time, but they were mostly corrections/organizations and a few of new creatures.

More TES animals and monsters are coming next, starting with caverns.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Enemy post

  • Bay Watcher
  • Modder/GM
    • View Profile
Re: [47.01] Dwemer Fortress 2020 - The Elder Scrolls mod
« Reply #2 on: February 04, 2020, 07:43:33 pm »

Man, I really missed the 2012 Elder Scrolls mod. Thanks a lot for making this!
Logged
My mods and forum games.
Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [47.01] Dwemer Fortress 2020 - The Elder Scrolls mod
« Reply #3 on: February 04, 2020, 07:48:23 pm »

Wow, it's been 8 years? The life flies past :D.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [47.01] Dwemer Fortress 2020 - The Elder Scrolls mod
« Reply #4 on: February 04, 2020, 08:08:15 pm »

Good to see you back :)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Prismaa

  • Bay Watcher
    • View Profile
Re: [47.01] Dwemer Fortress 2020 - The Elder Scrolls mod
« Reply #5 on: February 04, 2020, 08:09:29 pm »

I take it doesn't have any tileset? I never got into ASCII :c Also I'm still waiting the day you update your fallout mod or so :P also welcome back
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [47.01] Dwemer Fortress 2020 - The Elder Scrolls mod
« Reply #6 on: February 04, 2020, 08:20:09 pm »

@Meph
Thanks Meph.

@Prismaa
A tileset will make sense when it's feature complete, or on the way. You can be sure I will fix it up.

Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [47.02] Dwemer Fortress 2020 - The Elder Scrolls mod
« Reply #7 on: February 08, 2020, 09:43:26 am »

Release 2:

- Upgraded to 47.02.

- Added Altmer cities on ocean shore.
- Added Argonian tribes in swamps.
- Added Falmer tribes underground.

- Fixed tiles for races.

- Added nordic and imperial helms, full platemail (for dwemer) and imperial mail (for imperials).
- Cap is now a cloth/leather helmet only, no longer shaped/metal, for common use.

- Mudcrabs can now appear in caves.
- Added large bat, frost atronach, storm atronach, imp, kwama, scrib, shalk.
- Added embedded ears, gave them to reptiles, birds etc. They can hear now.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

delphonso

  • Bay Watcher
  • menaces with spikes of pine
    • View Profile
Re: [47.02] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 2
« Reply #8 on: February 08, 2020, 09:57:55 am »

Looking forward to trying it out.

Out of curiousity, why did you remove typings for wood, animals, leather, etc.? That's one of the most charming parts of DF for me.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [47.02] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 2
« Reply #9 on: February 08, 2020, 05:33:38 pm »

@delphonso
Well usually it improves performance in big forts, and makes items which are otherwise identical look the same.
in Vanilla DF cat leather and dragon leather are the same.
Here you at least get actual gameplay-relevant difference in leather from different animals, which is clearly reflected in the name.

If a lot of people vote against it, I can make it optional, it just requires some rework.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [47.02] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 3
« Reply #10 on: February 09, 2020, 11:49:05 am »

Release 3 (some fixes):
- All races get proper styles for hair/beard/moustache/mane etc. No more "elves always have extremely long hair" problem.
- Elvenglass correctly marked to be used in weapons/armor/ammo, not only in crafts/tools.
- Added Frost atronach, scamp.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [47.02] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 3
« Reply #11 on: February 09, 2020, 11:57:46 am »

Not sure if you have already done that, but: how about good regions looking like the telvanni regions, with giant mushrooms on the surface; while evil regions are more ash, cliff racer, volcano inspired, like everything inside the ghost fence in Morrowind?
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

delphonso

  • Bay Watcher
  • menaces with spikes of pine
    • View Profile
Re: [47.02] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 2
« Reply #12 on: February 09, 2020, 12:04:13 pm »

@delphonso
Well usually it improves performance in big forts, and makes items which are otherwise identical look the same.
in Vanilla DF cat leather and dragon leather are the same.
Here you at least get actual gameplay-relevant difference in leather from different animals, which is clearly reflected in the name.

If a lot of people vote against it, I can make it optional, it just requires some rework.

Cool - just wondering the thought process. I've seen the option in Masterwork as well and never understood it.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [47.02] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 3
« Reply #13 on: February 09, 2020, 12:46:11 pm »

@Meph The idea makes sense, but now evil regions are like daedric plane invading the lands, not like the area about the volcano. Making some sub-biomes based on combination of savagery and evilness sounds like a good plan.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: [47.02] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 3
« Reply #14 on: February 09, 2020, 03:25:00 pm »

Release 4:
- Added daedroths, kagouti, spriggans, frostbite spiders, giant frostbite spiders.
- Fixed a problem with storm atronach dropping a statue.
- New mushroom type trees for good areas. Morrowind creatures spawn in good areas.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
Pages: [1] 2 3 ... 9