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Author Topic: [47.04] Dwemer Fortress 2020 (The Elder Scrolls) - with MEPH tileset now  (Read 25034 times)

Deon

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Release 11:

- Fixed graphics for some plants.
- Tweaked plants and nations, no more "Placed farming entity without non-orchard crops", at least in my tests (I spent ages trying to make it work, if you still have troubles, let me know).
- Added some plants/orchard trees to help with the issue above, selectively.
- Added some extra plants to the Oblivion-themed biome (evil).
- Added Tamriel world gen, thanks to "sxtxixtxcxh" user for the idea. I have remade it myself because I wanted all islands gone (at least until we have boats) and a different temperature distribution.
- Argonians can breathe underwater.
- Khajiit got better smell.
« Last Edit: February 29, 2020, 02:11:54 pm by Deon »
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Deon

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Release 12:

Thanks to the awesome idea in this thread: http://www.bay12forums.com/smf/index.php?topic=175792.0

Now all nations get custom names.
Sorry for Dwemer names :).

Each entity now has 60 unique names. I will expand it with future releases, but it is already OK for now.
Mostly argonian names will need expansion, since they are made of multiple words and sometimes you can get repeating ones, which is not lore-friendly.

Example:



Again, sorry for Dwemer names. They are kind of hard to pronounce :).

P.S. If a creature is born to a different nation (i.e. Altmer is born to parents living in Khajiit camp), they will use local names. So don't be surprised by an altmer named M'Aiq. It's how the game works.
« Last Edit: March 02, 2020, 12:41:56 pm by Deon »
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Deon

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Quick re-release 12b: didn't notice 0.47.04, now the mod is updated to the latest DF version.
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Deon

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For the next releases, I will optimize the naming. I.e. right now the names can mix with old and new names, I will work on more words to make it always name people the names we want.
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Deon

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Release 13:

- Tweaked entity naming so the names always come out from the name list only, without random language words appearing randomly.

- Added tin/tin glaze to "main" metals included in the mod.

- Added a new option to mod settings to enable removed "extra metals". The settings screen explains which metals can be enabled with this checkbox. Disabled by default.

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Ultimuh

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You update way too fast for your own good. Not that it's a bad thing. Just be sure to not burn out.
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Deon

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I just had some free time between work scheduling, it does not happen often :).

I have also promised that "Extra metals" setting to Pvt. Pirate more than a week ago. I just had to do it.\

Next time I have a burst of energy/time I will look into making summoning reactions for Dwemer automatons. Now that we have a proper game code for this, it's going to be great.
« Last Edit: March 02, 2020, 04:36:50 pm by Deon »
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Deon

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Trying some new styles for Khajiit professions:

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Deon

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Uploaded "Dwemer Fortress Release 13.2G.zip", a small update to graphics version only. It includes new Khajiit sprites.

If you already have a world going, you can simply replace /raw/graphics/ from the new version into your old /save/regionX folder where regionX is your save folder.
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Atkana

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On the topic of names, Arena and Daggerfall had a set of prefix-suffix combinations that it used to randomly generate names for each of the main races, if you're looking for some names to mine, and Online provides a stupid amount of names (contributing more than half the names in the whole series). The uespwiki has them all listed if you don't already know about it (links to the other races at the top of the page). For khajiit honorifics + nicknames, as well as argonian Tamriel names, I'd personally leave those to players to assign themselves via nicknames, since they're both based mostly on an individual's traits.

Deon

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Thanks Atkana. That's where I got the 60 names for each race from :).
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Deon

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Re: [47.04] Dwemer Fortress 2020 (The Elder Scrolls) - Release 15
« Reply #71 on: March 03, 2020, 11:03:08 am »

Release 15:

   - Added argonian profession tiles in Graphics release.
   - Fixed bowcats -> bowlizards etc for argonians in ASCII release.
   - Introduced new category for creatures, Elemental/construct, the tile is g/G.
   - Atronachs and Spriggan are classified as elementals now.
   - Added new elemental creatures to savage regions: ice wraith, wispmother.
   - All elementals now drop fire/frost/void salts, not used for anything yet (waiting for alchemy).
   - Spriggan now drops a wood log.
   - Added a new skulking race, Rieklings. Basically gray skinned goblins in tundra/glacier/taiga.
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Deon

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Release 16:

Distribution:
   - Added Dwarf therapist with working offsets for 0.47.04 to the downloaded bundle.
General Content:
   - Added "club" weapon for helve replacement for adv. Mode crafting (smaller/weaker mace).
   - Goblins and rieklings use clubs now.
Adventure mode:
   - Guts can be used in crafting now (where "string"-like material is needed).
   - Added bolt/arrow crafting to adventure mode (bone, rock, wood).
   - Renamed basic tools category to basic tools/weapons category.
   - Added club making reactions to the renamed category (bone/wooden).
   - Added stone spear making reaction (bone/wooden club + rock).
   - Stone axe can be made from bone or wooden club as a handle.
   - Added bone/wooden bow making reaction (bone/wood + guts).
   - In the same category, basic bucklers can be made from a branch or a bone.
   - Added a "Crafting - wood" category, similar to "bone carving", with the same options from branch carving instead of bone.
   - Added a "Crafting - leather" category, with skin tanning included.
   - Added ability to make leather armor/boots/helm/pants from (leather + guts).
   - Added ability to make leather bucklers (1 leather) and shields (1 leather + branch/bone).
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Deon

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Release 17:

Created custom vampire clans for worldgen, different bloodlines.
All vampires pass on the curse through a bite.

   - Lamae: physical attribute boosts and material resistance.
   - Whet-fang: they can paralyze their enemy with a spell.
   - Anthotis: mental attribute boosts.
   - Thrafey: regeneration of body parts and fast healing.
   - Vraseth: huge agility boost.
   - Garlythi: material resistance.
   - Haarvenu: ability to cast fireballs.
   - Khulari: they can paralyze their enemy with a spell.
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Ultimuh

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   - Haarvenu: ability to cast fireballs.
I feel like this could potentially start *FUN* events.
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