Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 24 25 [26] 27 28 29

Author Topic: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Turning the Kalpa  (Read 104336 times)

Baffler

  • Bay Watcher
  • Caveat Lector.
    • View Profile
Re: Nchardahrk - an Elder Scrolls mod V2 || Get your dwemer on
« Reply #375 on: October 27, 2014, 09:59:03 pm »

YAY!!! You're back! I was waiting for more updates and/or news related to this mod!! Thank you so very much!

My sentiments exactly.
Logged
Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.

Nyxalinth

  • Bay Watcher
  • [LIKES_FIGHTING]
    • View Profile
    • My facebook page.
Re: Nchardahrk - an Elder Scrolls mod V2 || Get your dwemer on
« Reply #376 on: November 26, 2014, 09:49:08 pm »

Looking forward to the latest version!
Logged
Nyxalinth likes the color blue, gaming, writing, art, cats for their aloofness,  Transformers for their sentience and ability to transform, and the Constructicons for their hard work and building skills. Whenever possible, she prefers to consume bacon cheeseburgers and pinot noir. She absolutely detests stupid people.

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Nchardahrk - an Elder Scrolls mod V2 || Get your dwemer on
« Reply #377 on: November 27, 2014, 10:37:40 am »

Progress got massively slowed due to me getting some weird disease and staying that way for two weeks. I'll try to compensate for that now, since classes are over, work is slow and only one test remains. Plant progress... I lost count, but it's sorted alphabetically and I'm currently at D (Deathbell, as of this post). I'll then make some new creatures from Online that I managed to find info on and there'll be a release. Workshops, reactions and interactions will get reworked afterwards.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

smeeprocket

  • Bay Watcher
  • Collectivist Socialist Feminist Freeloader
    • View Profile
Re: Nchardahrk - an Elder Scrolls mod V2 || Get your dwemer on
« Reply #378 on: November 30, 2014, 10:58:48 am »

incidentally, I believe one of the bethesda devs was saying ESO is not canon. (Not that this is canon, but there you go.) They are already talking about releasing senche mounts and such, so I wouldn't use too much from it. The devs there are mostly interested in the mmo crowd and aren't entirely concerned with staying faithful to the TES franchise.
Logged
Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Nchardahrk - an Elder Scrolls mod V2 || Get your dwemer on
« Reply #379 on: November 30, 2014, 11:02:11 am »

incidentally, I believe one of the bethesda devs was saying ESO is not canon. (Not that this is canon, but there you go.) They are already talking about releasing senche mounts and such, so I wouldn't use too much from it. The devs there are mostly interested in the mmo crowd and aren't entirely concerned with staying faithful to the TES franchise.
ESO is about as canon as anything else. Apart from some implying it takes place during a Dragon Break, the lore is pretty solid from what I've seen. Also, senche are used as mounts in the lore, so I fail to see the problem. Yes, the game was made to appeal to the mmo crowd, but they didn't just shit all over the lore. But this is hardly the place to discuss lore and it'd be best to keep posts related to the mod itself. That said, the rule for this mod is simple: if I think it has to go in, it goes in. Be it from ESO or anywhere else.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

smeeprocket

  • Bay Watcher
  • Collectivist Socialist Feminist Freeloader
    • View Profile
Re: Nchardahrk - an Elder Scrolls mod V2 || Get your dwemer on
« Reply #380 on: November 30, 2014, 11:04:51 am »

incidentally, I believe one of the bethesda devs was saying ESO is not canon. (Not that this is canon, but there you go.) They are already talking about releasing senche mounts and such, so I wouldn't use too much from it. The devs there are mostly interested in the mmo crowd and aren't entirely concerned with staying faithful to the TES franchise.
ESO is about as canon as anything else. Apart from some implying it takes place during a Dragon Break, the lore is pretty solid from what I've seen. Also, senche are used as mounts in the lore, so I fail to see the problem. Yes, the game was made to appeal to the mmo crowd, but they didn't just shit all over the lore. But this is hardly the place to discuss lore and it'd be best to keep posts related to the mod itself. That said, the rule for this mod is simple: if I think it has to go in, it goes in. Be it from ESO or anywhere else.

Senche are used as mounts by the khajiit only, ever. That's a sticking point. No one else can use them. They are sentient and would not be okay with that. The greatest implication being that Dunmer from Ebonheart could ride them in battle, which would really break the lore.
Logged
Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Nchardahrk - an Elder Scrolls mod V2 || Plantpocalypse incoming (52/156)
« Reply #381 on: December 02, 2014, 01:06:47 am »

ESO's lore is awesome and, if we go by word of Bethesda, the only canon things in ES are The Infernal City and Lord of Souls.

Seriously, though, anyone who actually has a say in the matter has said that canon is completely and utterly irrelevant to ES.

Hell, this is an issue that I'm pretty adamant about. Canon shouldn't apply to fiction at all. "Canon" is just a way to make some fiction less "valid" then others. It's all fake. There's no reason to make some of it... "more fake".

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Nchardahrk - an Elder Scrolls mod V2 || Plantpocalypse incoming (52/156)
« Reply #382 on: December 02, 2014, 09:27:42 am »

On an unrelated notes, I've added a counter to the thread title so those interested can see my progress.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

DireWolf64

  • Bay Watcher
    • View Profile
Re: Nchardahrk - an Elder Scrolls mod V2 || Plantpocalypse incoming (52/156)
« Reply #383 on: December 05, 2014, 07:21:39 pm »

On an unrelated notes, I've added a counter to the thread title so those interested can see my progress.
I like that counter, it´s like "Numidium activating in 104 whatevers, prepare for the apocalypse!!!" :-P
Logged
There's a fine balance of "child is suffering" and "child is dead".

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Re: Nchardahrk - an Elder Scrolls mod V2 || Plantpocalypse incoming (63/156)
« Reply #384 on: December 18, 2014, 02:02:46 pm »

Currently on a mad dash to get the next version done. Besides the plants it'll feature everything in the first spoiler of the second post in this thread. After that I'll work on re-integrating dfhack and setting up more workshops and such.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

DireWolf64

  • Bay Watcher
    • View Profile
Re: Re: Nchardahrk - an Elder Scrolls mod V2 || Plantpocalypse incoming (63/156)
« Reply #385 on: December 18, 2014, 06:20:59 pm »

Currently on a mad dash to get the next version done. Besides the plants it'll feature everything in the first spoiler of the second post in this thread. After that I'll work on re-integrating dfhack and setting up more workshops and such.
Woop Woop! Thank you so much for continuing to work on this mod, I just want you to know that I adore the great work you've done on this masterpiece although I haven't found nowhere near enough time to play it and explore all of its intricacies and details. My favourite moment I've had with this mod was in an old version when a band of Sload merchants raised my entire refuse stockpile from the dead and they ended up wrecking their creators and then my entire unprepared fort. Keep up the good work and greetings from Iceland!
Logged
There's a fine balance of "child is suffering" and "child is dead".

Shadowscynthe

  • Bay Watcher
  • [CREATURE:VULPINE]
    • View Profile
Re: Nchardahrk - an Elder Scrolls mod V2 || Plantpocalypse incoming (84/155)
« Reply #386 on: December 23, 2014, 03:22:22 pm »

Nice, it's awesome to run around as a crazy nord, but even more so in Dwarf Fort.  :) I have a comment, though- Didn't Horkers appear in the Bloodmoon expansion for Morrowind (at least in GOTY Xbox) near Solstheim's waters?
Logged
I WILL BITE YOUR HEAD OFF!!!

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Nchardahrk - an Elder Scrolls mod V2 || Plantpocalypse incoming (52/156)
« Reply #387 on: December 23, 2014, 06:08:10 pm »

Hell, this is an issue that I'm pretty adamant about. Canon shouldn't apply to fiction at all. "Canon" is just a way to make some fiction less "valid" then others. It's all fake. There's no reason to make some of it... "more fake".

Sure, but in a longstanding world there are always more tales to be told, and sometimes there is continuity between events so keeping accurate track of the "history" matters to a certain extent.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Nchardahrk - an Elder Scrolls mod V2 || Plantpocalypse incoming (84/155)
« Reply #388 on: December 23, 2014, 09:06:06 pm »

Nice, it's awesome to run around as a crazy nord, but even more so in Dwarf Fort.  :) I have a comment, though- Didn't Horkers appear in the Bloodmoon expansion for Morrowind (at least in GOTY Xbox) near Solstheim's waters?
Yes they did.
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 :::

Teneb

  • Bay Watcher
  • (they/them) Penguin rebellion
    • View Profile
Re: Nchardahrk - an Elder Scrolls mod V2 || Plantpocalypse incoming (90/155)
« Reply #389 on: December 24, 2014, 09:57:44 am »

So, 90 out of 155. 65 to go. I dropped lavender off the list because I didn't want to lose time researching it. Fortunately, it is nowhere near as hot as today so I can think straight enough to get some more progress. Latest plant was the moon sugarcane, so you know what to expect from that.
Logged
Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?
Pages: 1 ... 24 25 [26] 27 28 29