Alternate Title: Nchardahrk: New Coke.
Name is a homage to this
textThis mod's objective will be to provide a total conversion of Dwarf Fortress using content based on Bethesda's The Elder Scrolls. This is not DF's first TES mod, and likely won't be the last. The first was Deon's Dwemer Fortress, which, after becoming outdated, was succeeded by my own Nchardahrk. Unfortunately, Nchardahrk was my first mod and as such it was a mess of bugs and half-implemented ideas. Putnam's help was invaluable in fixing the first, though the second remained.
As such, instead of simply updating the raws, I'm remaking the mod from scratch under a different name. My Warhammer Fantasy mod has given me a lot more experience both with editing raws, dealing with bugs, and using DFHack.
In a radical departure from both previous mods, Deon's and mine, Dwemer shall not be playable. In fact, they shall not even be an entity. Rather, their constructs and specters will litter the underground, providing danger to those who explore the depths. Their ruins shall appear as "veins", with their own hazards for those who wish to excavate them.
The players will be able to control entities of the races playable in the games from which this mod is based: Imperials, Bretons, Nords, Redguards, High Elves, Wood Elves, Dark Elves, Orcs, Khajiit, and Argonians. All others shall feature as unplayable, to both attack and trade with. Unlike the Warhammer Mod, I do not plan to release one at a time: instead it will be all in one go. The mod will also feature an excessive number of creatures, as I am wont to include in any mod I make.
As for how long this will take to make, I truly do not know.