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Author Topic: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d  (Read 49265 times)

shibdib

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #60 on: July 21, 2010, 09:58:06 pm »

Hey, time for another bump.  I've been tinkering with a dunmeri language file for DF, drawn from some sources out there, and thought I'd make the little bit of it I've done so far available.  So far, it only includes words from a few sources, one of the fan/unofficial but fairly rigorous, but if someone else is more skilled at filling in a language file with new words that are consistent with the theme/sound of the original, here's somewhere to start from!

The file at DFFD

Also, I'm not sure exactly where you've a mind to take this, Deon, but if you're up for suggestions, I've been tinkering with some ideas.  (I've made a DF2010 entity file for Redorans and a creature file for dunmer, both based off your original with some expansion.)

Necro and threadjack?
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Daywalkah

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #61 on: July 21, 2010, 10:16:45 pm »

If the community lets the thread die then let it die. Every heard of rest in peace?

Besides, I'm sure Deon would update the thread if he made any changes/is planning to continue working on it. His Wasteland mod and Genesis mod are probably taking up all of his modding time.
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ChickenLips

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #62 on: July 21, 2010, 10:49:30 pm »

Relax.  The "bump" thing was light-hearted humor, and the point was to offer something usable in the mod.  Needed to jump on someone much today?

EDIT: Oh, and shibdib, might want to look up what "threadjack" means.  It ain't a threadjack if it's relevant.  But nice try.
« Last Edit: July 21, 2010, 10:51:39 pm by ChickenLips »
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Daywalkah

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #63 on: July 21, 2010, 11:01:30 pm »

The necro isn't really a large issue, the last post was made a couple of months ago. If it is over a year, like it often is, that's when it becomes ridiculous.

It seems you need to be reminded, this is Deon's mod, not yours. You shouldn't be bumping a thread just so you can post a link of your work in someone else's thread, no matter how relevant.

As I said before, if the community lets the thread die then let it die. Especially after a new release and there's not an update of this mod in existence. I'm sure he won't update a mod that doesn't seem to be incredibly popular. No offense Deon, but you can't make all of your mods as awesome as Genesis and Wasteland, that would be too much work in my opinion ;).
« Last Edit: July 21, 2010, 11:03:01 pm by Daywalkah »
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ChickenLips

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #64 on: July 21, 2010, 11:16:26 pm »

I understand what you're saying, and appreciate your good intentions, Daywalkah.  If he's not interested in continuing (or in my offered feedback or contributions), that's fine, though I imagine he's the best gatekeeper of that.

Either way, though, I don't know that, and, really, this isn't my glory I'm trying to pimp here.  I'm not using his thread to advertise my work, to go along with your point-making bold/underline/italic style.  This is an offering of a small contribution of footwork (and, seriously, it's not a big deal of work) that could possibly provide some welcome complete garnish for the mod, and, as far as I understand, that's not a bad thing.  Either way, though, it all seems a little bit trivial to earn a back-off lecture that includes italics, bolding and underlining.  But whatever.

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Daywalkah

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #65 on: July 21, 2010, 11:34:01 pm »

If anything you should post something along the lines of "Deon, would you like help with this mod or would you like me to update it?". If people start to show more of an interest in this mod, that would be worth doing. This mod has potential, but interest, therefore support seems to have died. If you do want an update, either wait (probably a while, Genesis is as good as it is because of the time and effort put into it, it would be hard to concentrate on making three mods great) or update it yourself. The modding itself would be somewhat easy after all of the body/tissue related parts.

Sorry for trolling the thread Deon. Maybe if interest in this mod is high enough, this mod could be updated by the community, if you don't mind of course. I say there should be a poll of who would like to see this mod updated. 
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ChickenLips

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #66 on: July 21, 2010, 11:43:06 pm »

Sigh.  Honestly, Daywalkah, I think my post was fine, and pretty much said exactly that, though not in your prescribed words.

The chastising work here was unnecessary (along with, consequently, these last few posts).  I think you and shibdib went off half-cocked, assuming what I was really saying was, "hey, dewd, nice mod, here's a link to mine."  I'm sure people violate these sorts of boundaries all the time and do need good reminders, but you shot the wrong target here.
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #67 on: July 22, 2010, 12:46:41 am »

Everything was fine, I see no reason to argue that much :).

I've just remembered that I may update this mod some time ago, but my thought was "only if someone is interested".

Now when I see that there's an interest, I am sure I will come back to it. I just can't do everything at once :P. But I am sure that new disease mechanics will be great for Blight, and with new workshops and reactions I can make a cool alchemy expansion.

P.S. That was a link not to a mod but to a language file. So most of the accusations should not belong here. Thank you for the file, it's really interesting and can be useful.
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #68 on: July 22, 2010, 12:57:44 am »

Okay, I have a few ideas:

dra'makhet for "cancer" (death'disease)
ruhnjetos for "entry" (ruhnjad, "enter", with a changed suffix)
makhetos for "fever" (disease)

daedra for "ancient" (in fact daedra means "ancestor")
« Last Edit: July 22, 2010, 01:00:17 am by Deon »
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ChickenLips

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #69 on: July 22, 2010, 02:18:18 pm »

Now when I see that there's an interest, I am sure I will come back to it. I just can't do everything at once :P. But I am sure that new disease mechanics will be great for Blight, and with new workshops and reactions I can make a cool alchemy expansion.

Great!  And, again, yes, I'm willing to help and do footwork.  I'm actually trying to figure out reactions for a bonemolder's workshop right now, and have got the building and an updated Redoran (putatively) done, complete with (probably rough) lore-close nobles.  If you want to look at them and let me know if that's the sort of thing you'd like, and if there are any things that could be better, I can put up the code.

Thank you for the file, it's really interesting and can be useful.

Glad it's potentially useful.  Yeah, it's really rough, and needs probably 75% of the rest of the vocabulary filled out.  I know there are utilities for that, but I haven't looked into them yet.

Okay, I have a few ideas:

dra'makhet for "cancer" (death'disease)
ruhnjetos for "entry" (ruhnjad, "enter", with a changed suffix)
makhetos for "fever" (disease)

daedra for "ancient" (in fact daedra means "ancestor")

Those look good to me.  To expand on them, "fever" could perhaps be differentiated with "makhet'molil" (mol- hot/fire, -il the suffix that seems to be used for -ness, so disease'heat).

"Daedra" might not be the best pick for "ancient."  It definitely seems reasonable, though as far as I've read in the lore, it's given to have a narrower meaning than "ancient," and runs into the problem that the common in-game usage implies an extraplanar/demonic/greater/supernatural being, not just a state of ancestorhood.  Maybe daedr'ald (daedra + ald) for a sort of "ancestral" word-coinage?
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #70 on: July 22, 2010, 02:30:53 pm »

I think daedra is fine, but daedrald seems ok too. I wouldn't nitpick too much, considering other stuff which is not totally correct :).

Bonemold, thanks for reminding me. I have chitin and bone reactions working but I forgot to give dunmer bonemold armor. Now it's a nice idea which should definitely go in.
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s20dan

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #71 on: July 22, 2010, 05:13:33 pm »

Words.

 Watch out lads, its the forum police...


 On another note, playing this mod is giving me that Morrowind itch...
« Last Edit: July 22, 2010, 05:15:04 pm by s20dan »
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #72 on: July 22, 2010, 05:19:32 pm »

So you still play .40d? Awesome. More encouragement to remake it for 31.10 :D.
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ZebioLizard2

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #73 on: July 22, 2010, 06:45:43 pm »

I play it from to time as well, your mods are rather well done. Although I have more interest in that wasteland one due to being a huge fallout fan  :D

Although some suggestions, is there a way to make more of their technology in this? One thing you could do is list some of the changes within a text file like you've done with the other mods, as I'm unsure how you get more of the Sphere centurion creatures
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ChickenLips

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #74 on: July 22, 2010, 07:12:16 pm »

I think daedra is fine, but daedrald seems ok too. I wouldn't nitpick too much, considering other stuff which is not totally correct :).

Bonemold, thanks for reminding me. I have chitin and bone reactions working but I forgot to give dunmer bonemold armor. Now it's a nice idea which should definitely go in.

Heh, true enough.

(EDIT: Ohhh, I think I get it.  It seemed very strange to me until I realized you're probably interpreting the word in its noun form, rather than adjective.  Yes?  Either way, yes, with 1,600 words to fill in, and lots of semi-word-butchering to do, shouldn't be too picky. :) )
« Last Edit: July 22, 2010, 07:17:44 pm by ChickenLips »
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