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Author Topic: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d  (Read 49248 times)

Eagle_eye

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #90 on: January 03, 2011, 08:47:13 pm »

1) Could you send me the files necessary to create a creature in the style of this mod (body parts, inorganic for tissues, etc.)

I'd like them as well.
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #91 on: January 04, 2011, 06:25:11 am »

I use no special tissues, so just use vanilla tissues and materials.
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Eagle_eye

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #92 on: January 04, 2011, 04:13:58 pm »

I( and presumably nobodypro as well) meant the multi part bodies, etc.
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NobodyPro

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #93 on: January 05, 2011, 04:13:13 am »

Found this while browsing, may be useful after the current creatures are finished. I think I've finished the Imp (barring new bodypart definitions) so I might move onto something else after I finish looking at this.

http://tamriel-rebuilt.org/?gallery=22&p=screenshots
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #94 on: January 05, 2011, 12:53:02 pm »

Eh, the main resource is this: http://www.uesp.net/ :)

What do you mean by "multi-part", Eagle_eye?
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freeformschooler

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #95 on: January 05, 2011, 04:20:51 pm »

Deon, would you be adding the Dark Brotherhood as a civ? For instance, a bandit-only civ that can attack you in the wilds but are otherwise essentially unfindable. This would be made possible with how elves and dwarves DON'T work in the newer versions.
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Eagle_eye

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #96 on: January 05, 2011, 06:34:27 pm »



What do you mean by "multi-part", Eagle_eye?

in the first post you mentioned 3 part upper bodies...
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NobodyPro

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #97 on: January 05, 2011, 08:37:59 pm »

Eh, the main resource is this: http://www.uesp.net/ :)
I have too but the idea of Dunmer riding giant hornets is just awesome.

EDIT: Started on hungers.
EDIT2: Wow, that was fast. I feel that I've finished hungers, complete with paralyzing venom and 'leveled' castes. Everything from weak starved hungers to the powerful voracious hunger.
« Last Edit: January 05, 2011, 10:16:08 pm by NobodyPro »
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #98 on: January 06, 2011, 11:43:16 am »

Eh, the main resource is this: http://www.uesp.net/ :)
I have too but the idea of Dunmer riding giant hornets is just awesome.

EDIT: Started on hungers.
EDIT2: Wow, that was fast. I feel that I've finished hungers, complete with paralyzing venom and 'leveled' castes. Everything from weak starved hungers to the powerful voracious hunger.
That sounds great. I've made all races but I haven't made "birthsign" castes for them yet. Also clannfears and cliff races are in :).



What do you mean by "multi-part", Eagle_eye?

in the first post you mentioned 3 part upper bodies...
That's no longer needed. It was needed back then because a single arrow could pierce both of your lungs, your heart, your liver and your stomach. It's no longer an issue.
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Drifter

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #99 on: June 07, 2011, 07:08:15 pm »

Plz come back to this mod. it is an awsome concept and is EPIC!!!!
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NobodyPro

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #100 on: June 07, 2011, 08:48:18 pm »

Deon has a couple of other projects to do before he continues this one. See: Shadowrun.
It also might be better to wait for the next updat for this one anyway. Curses would be very useful for something I'm going to try and contribute.

EDIT: Ingested syndromes for potions and ingredients! Almost forgot.

EDIT: I think I might actually tackle those for you Deon. Sounds fun.
« Last Edit: June 07, 2011, 08:58:57 pm by NobodyPro »
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Ibid Straydrink

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #101 on: September 30, 2011, 10:01:37 pm »

Aw, this deserve to be updated, one of these days. :)

By the way- didn't the Dwemer vanish before the Empire came about? Back when the Ayleids ruled the heartlands?
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magistrate101

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #102 on: September 30, 2011, 10:33:27 pm »

I wonder if you could make a post-daggerfall version, where the orcs aren't murderous monsters anymore, they are, after all, just "corrupted" elves... (I say corrupted, because that's how it is lore-wise)

DarthBoogalo

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #103 on: November 17, 2011, 08:17:26 pm »

Skyrim is a pretty cool game.   ::)
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #104 on: November 19, 2011, 05:28:32 am »

Boooo necro, and yeah I play Skyrim so it makes me want to update this mod even more. But everything takes time :).
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