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Author Topic: -=The Elder Scrolls Mod V.1.1.1=-  (Read 8206 times)

Calvin

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-=The Elder Scrolls Mod V.1.1.1=-
« on: December 31, 2008, 04:24:54 pm »

Yes.
Finally, a update.

LINK:http://dffd.wimbli.com/file.php?id=770

NEW STUFF
New array of *spells*
Completely remixed beastiary
10 new playable races!
New items!
A total conversion mod!
Including MUSIC! (FINALLY)

SOON TO BE ADDED
improvements.
World Gen
MORE ITEMS
MORE BEASTS
MORE STUFF >:D

Edited to v.1.1.1, slight bugfixes

Comment, suggest, discuss.
« Last Edit: January 01, 2009, 10:52:13 pm by Calvin »
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Duke 2.0

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Re: -=The Elder Scrolls Mod V.1.1=-
« Reply #1 on: December 31, 2008, 05:42:57 pm »


 I can't download it on this computer because DF would murder it(Damn old laptop), but does it have Guars?

 If so, I already love it. Did you add an 'ash' soil layer?
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I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
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Calvin

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Re: -=The Elder Scrolls Mod V.1.1=-
« Reply #2 on: December 31, 2008, 08:42:10 pm »


 I can't download it on this computer because DF would murder it(Damn old laptop), but does it have Guars?

 If so, I already love it. Did you add an 'ash' soil layer?

I think it has Guars, too lazy to look in raws.


If it does, they aren't domesticatable... Yet.


And no, I didn't add a ash soil yet. Working on matgloss stuff later.
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Deon

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Re: -=The Elder Scrolls Mod V.1.1=-
« Reply #3 on: January 01, 2009, 09:52:37 am »

You should definitely replace any horses/cows with guars as pack animals. And maybe some tame kagouti although I think they could be too wild to be domesticated (especially in their mating period).
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Calvin

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Re: -=The Elder Scrolls Mod V.1.1.1=-
« Reply #4 on: January 01, 2009, 11:12:13 pm »

update.
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Deon

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Re: -=The Elder Scrolls Mod V.1.1.1=-
« Reply #5 on: January 02, 2009, 04:05:50 am »

I'd like to see more info on added content/bugfixes if you don't mind ))
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Calvin

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Re: -=The Elder Scrolls Mod V.1.1.1=-
« Reply #6 on: January 02, 2009, 04:37:09 am »

Hm, I should do that, you're right.


Next time I release a update, I'll release a "Readme" file.
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Stromko

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Re: -=The Elder Scrolls Mod V.1.1=-
« Reply #7 on: January 04, 2009, 07:57:21 pm »

You should definitely replace any horses/cows with guars as pack animals.

For Morrowind, sure, but Cyrodil and other regions had plenty of horses and many other domesticated animals.

Maybe give the Guar the same biomes as horses, cows, whatever, except that their biome also has to be more uncivilized or desolate. The [SAVAGE] tag would probably do the job. I can't remember if Morrowind was cold or if it was just dark and dusty in most places, otherwise I'd recommend [BIOME:TUNDRA] for sure. It's just my sense that Guar's mainly occur around harsher regions than their mammalian equivalents.
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Im_Sparks

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Re: -=The Elder Scrolls Mod V.1.1.1=-
« Reply #8 on: January 05, 2009, 06:10:25 pm »

Excuse me, hey excuse me, uhh. Sir? Excuse me!

where are my enemy daedra?
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Well treat me like the disease like the rats and the fleas, A-ha-ha! A-ha-ha!
Well treat me like the sea oh so salty and mean, A-ha-ha! A-ha-ha!
Let's shake hands if you want but soon both hands are gone, A-ha-ha!
Cut me down like a tree like the lumber or weeds, well discard who you please like the leaves off a tree. Drag me out of the sea and then teach me to breath. Give me forced health till I wish death on myself. Ah! Ha! Ha!
March on! March on! March on! March on! MARCH ON!

Deon

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Re: -=The Elder Scrolls Mod V.1.1.1=-
« Reply #9 on: January 05, 2009, 07:35:10 pm »

Daedra = supernatural creatures from daedric plane in TES universe.

From this:
Spoiler (click to show/hide)

to this
Spoiler (click to show/hide)

Basically, demons.
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Tradanbattlan

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Re: -=The Elder Scrolls Mod V.1.1.1=-
« Reply #10 on: May 04, 2009, 08:34:37 pm »

ARE THERE CLIFF RACERS
I love Cliff Racers

Duke 2.0

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Re: -=The Elder Scrolls Mod V.1.1.1=-
« Reply #11 on: May 04, 2009, 08:56:09 pm »

ARE THERE CLIFF RACERS
I love Cliff Racers
Well look at that, it's a Deadra!
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Buck up friendo, we're all on the level here.
I would bet money Andrew has edited things retroactively, except I can't prove anything because it was edited retroactively.
MIERDO MILLAS DE VIBORAS FURIOSAS PARA ESTRANGULARTE MUERTO

Dude_Jebawe

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Re: -=The Elder Scrolls Mod V.1.1=-
« Reply #12 on: May 05, 2009, 12:18:26 am »

I can't remember if Morrowind was cold or if it was just dark and dusty in most places, otherwise I'd recommend [BIOME:TUNDRA] for sure.
Morrowind has several tropical regions, and has a volcano in the centre. Furthermore, the Civilized Dunmer's buildings are stylistically similar to the real-life Mesopotamian's structures, who lived in warm regions.

I'd say it's probably pretty hot.
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Tradanbattlan

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Re: -=The Elder Scrolls Mod V.1.1=-
« Reply #13 on: May 05, 2009, 06:57:17 pm »

I can't remember if Morrowind was cold or if it was just dark and dusty in most places, otherwise I'd recommend [BIOME:TUNDRA] for sure.
Morrowind has several tropical regions, and has a volcano in the centre. Furthermore, the Civilized Dunmer's buildings are stylistically similar to the real-life Mesopotamian's structures, who lived in warm regions.

I'd say it's probably pretty hot.
Morrowind is tropical in alot of places, has swamps in some areas and the rest is all dusty. There is a volcano in the middle.
The only place with snow was Solthsteim, the Nordic island to the north

Ultimuh

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Re: -=The Elder Scrolls Mod V.1.1.1=-
« Reply #14 on: May 06, 2009, 06:10:48 pm »

ARE THERE CLIFF RACERS
I love Cliff Racers

Cliff Racers? CLIFF RACERS!?! AUGH!
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