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Author Topic: [47.04] Dwemer Fortress 2020 (The Elder Scrolls) - with MEPH tileset now  (Read 26140 times)

Ultimuh

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Sorry, I was just confused about the acronym.
There are so many these days that I have trouble memorizing them all.
I should have guessed you meant Power Shell. I'm just a bit tired today.
« Last Edit: February 18, 2020, 02:22:15 pm by Ultimuh »
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Deon

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Oh, I get it now. I thought you were mocking me for using PowerShell :D.
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Deon

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Re: [47.02] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 7 - bugfix
« Reply #32 on: February 19, 2020, 07:52:09 am »

I've uploaded v7, it's a bugfix release, sorry for the mistake.

- Imperials use LATIN language.
- Helmets are available to civs which didnt have them due to a typo in the raws.
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Deon

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Re: [47.03] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 8
« Reply #33 on: February 19, 2020, 08:13:05 pm »

Release 8:
- For now, just an update to the .03 version
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Pvt. Pirate

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Re: [47.03] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 8
« Reply #34 on: February 20, 2020, 05:26:55 am »

mod sounds fun, but:
"--- Most of fancy alloys are removed, tin, zinc and brass are removed."
in all TES games i played, there were lots of decorative items and cups, mugs, plates etc. from such metals/alloys.
it would feel odd if they were removed.
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"dwarves are by definition alcohol powered parasitic beards, which will cling to small caveadapt humanoids." (Chaia)

Deon

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Re: [47.03] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 8
« Reply #35 on: February 20, 2020, 06:11:11 am »

Good point, I will do the same as I did with standard leather/wood, I will make an option for it.
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justaguy3

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Re: [47.03] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 8
« Reply #36 on: February 20, 2020, 10:58:57 pm »

Hey, just checking out the mod. Looks really cool!

I have a few questions though. I'm getting a bunch of Altmer towns/cities in the middle of the ocean, is this a bug?

Also: are there plans to make the other races playable in the future?

Excited to see where this goes!
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Lidku

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Re: [47.03] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 8
« Reply #37 on: February 21, 2020, 01:08:27 pm »

I'm having trouble making a new world. Getting the nefarious "NO FARMABLE CIV" bug all the time. I have no other mods installed.
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Deon

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Re: [47.03] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 8
« Reply #38 on: February 22, 2020, 08:37:59 am »

@Justaguy3
Ugh, they do have ANY_OCEAN to go around the edge of the ocean, but maybe I should not START them there. I will test it. It worked fine in previous versions.

@Lidku: It may have something to do with the seed. I am able to make a world of any size. Have you tried custom options or default worldgen settings?
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Deon

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Re: [47.03] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 8
« Reply #39 on: February 22, 2020, 08:44:40 am »

Thanks to Ultimuh for finding out, apparently my settings ps1 file was deleted by my antivirus at work before packaging, so it didnt make it in.
I will sort it out for the next release.
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Deon

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Re: [47.03] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 9
« Reply #40 on: February 22, 2020, 12:40:21 pm »

Release 9 is out:



- Stupid PS1 is replaced by the !ModSettings.exe EXECUTABLE settings file.
- Dragon when butchered gives you a pure dragon soul. The dragon soul can be turned into 5 Dragon Soul fragments (in the 'x' crafts menu), which in turn can be turned either in a bunch of regeneration potions (regrows limbs and cures), or into various dragon shouts:

The following shouts exist now:
-- Unrelenting force
-- Fire breath
-- Slow time
-- Call dragon
-- Clear skies
-- Soul fog

So now you have a few options to decide what to do with your killed dragon's soul. You can learn up to 5 shouts, or get a bunch of regeneration potions which will allow you to recover from deadly wounds or regrow lost limbs. Now Dragons are a worthy endgame.

P.S. The summoned dragon can be mounted and ridden on.
« Last Edit: February 22, 2020, 12:43:19 pm by Deon »
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Pvt. Pirate

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Re: [47.03] Dwemer Fortress 2020 - The Elder Scrolls mod - Release 8
« Reply #41 on: February 22, 2020, 01:43:21 pm »

Good point, I will do the same as I did with standard leather/wood, I will make an option for it.
thx
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Deon

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Oops, forgot to add it this time Pvt Pirate, next release will have it :).
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Deon

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There was a quick reupload of 9G (graphics) version, I see 3 people already downloaded it, you can redownload it and replace "graphics" in the Region save folder.
It only does one thing: an expanded array of sprites for Dunmer, for various professions.
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Deon

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The graphics release was tweaked once more. I corrected tiles for tools and made new tiles for display cases/minecarts/wheelbarrows/stepladders.
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