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Author Topic: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d  (Read 47579 times)

Deon

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[TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« on: January 19, 2010, 03:45:15 pm »


Features
  • Included tools: StoneSense, Dwarf Companion, Dwarf Therapist.
  • The Elder Scrolls world with its lore, races, flora and fauna.
  • Dwemer - bearded elves with a high steampunk-ish technology and pet robots; also the only race which knows the secret of "dwemer steel".
  • Two opposing dunmer (dark elves) houses: Redoran - the house of warriors and glory, and Telvanni - the house of mages and malevolent designs.
  • Bosmer (wild elves): they bug you with tree quota and use minor metals... Do they deserve to live?
  • Khajiit: they REALLY like wildlife, like DF elves... But they will bring you warious animals in cages and they won't give a damn about the trees, so they may live for now... right?
  • Orc raiders: like DF goblins, a bit bigger, but that's all.
  • Detailed body: 3-part upperbody and lots of organs, breakable necks and gougable teeth; lots of fun for wrestlers.
  • Expanded set of toys and unique equipment for each race.
  • Many more...
  • Cliff racers... Damn it!



Main Races
  • Dwemer (playable) [mountainhome] mountain (active season: autumn)
  • Imperial [city] grassland, shrubland (active season: summer)
  • House Redoran [city] grassland, shrubland (active season: summer)
  • House Telvanni [dark fortress] grassland, shrubland (active season: autumn)
  • Khajiit tribes [forest retreat] savanna (active season: summer)
  • Bosmer tribes [forest retreat] forest (active season: spring)
  • Nords [city] tundra/glacier (active season: winter)
  • Orcs [dark fortress] mountain ---- hostile ---- (active season: spring, summer, autumn)
  • Reiklings [dark fortress] glacier, tundra ---- babysnatcher ---- (active season: winter)
  • Gremlins [cave] skulking (active season: all)



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)

« Last Edit: July 22, 2010, 09:39:38 am by Deon »
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Deon

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Re: Dwemer fortress: TES mod [0.9]
« Reply #1 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?
« Last Edit: January 20, 2010, 05:45:58 am by Deon »
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xdarkcodex

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #2 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.
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #3 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?
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NRN_R_Sumo1

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #4 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 ;)
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NecroRebel

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #5 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.
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #6 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.
« Last Edit: January 20, 2010, 01:04:27 am by Deon »
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Eagle0600

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #7 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.
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shadowsofwhite

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #8 on: January 20, 2010, 02:05:17 am »

No Argonians? I am sad.
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #9 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 :).
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Eagle0600

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #10 on: January 20, 2010, 03:14:23 am »

Yes, but without Argonians we don't get lovely folktales about characters called "Lifts-Her-Tail".
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #11 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.
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shadowsofwhite

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #12 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...
« Last Edit: January 20, 2010, 05:17:49 am by shadowsofwhite »
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.9]
« Reply #13 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!
« Last Edit: January 20, 2010, 05:52:51 am by Deon »
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Keita

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.95] - 0.95 IS OUT!
« Reply #14 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.
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