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Author Topic: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d  (Read 49281 times)

Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #45 on: January 31, 2010, 11:06:50 pm »

Heh, then you didn't use search or look carefully.
It's known that skooma and moon sugar are products of a specific sugar cane on Nyrn.

There's a "sweet pod" plant which is brewed into skooma or processed into moon sugar.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Riversand

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #46 on: February 01, 2010, 12:11:27 am »

my apologies, i didn't download it, i looked at this only briefly. i did not see it.
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h3lblad3

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #47 on: February 01, 2010, 12:08:18 pm »

So wait, when you break through the Gates of Oblivion/HFS, you find a Daedric Prince?

WOE TO THE FORTRESS THAT FINDS SHEOGORATH!
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #48 on: February 01, 2010, 12:48:32 pm »

Spoilerz please? :D Jk. Well, yeah, I tried to replace most creatures with TES-counterparts.
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darkedone02

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #49 on: February 02, 2010, 04:38:45 pm »

This is a great mod, but I got a question... what is the most valued material like adamantine in this mod since adamantine is no longer in this game? Ebony?
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #50 on: February 03, 2010, 02:11:46 am »

Currently it's a raw ebonite which can be extracted into ebony wafers, and it currently totally takes the place of Adamantine (although it's just 200% better than iron in comparison to 500% uberadamantine :P). I plan to implement daedric but I haven't decided how... Probably by smelting demonic skulls with ebonite or something like that.
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Supercharazad

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #51 on: February 22, 2010, 02:52:25 pm »

Sweet pod? = Moon-sugar/Skooma?

First off, Isn't moon-sugar from a form of sugar-grass that grows in Elsweyr? Also shouldn't the process be more like:

Sugar grass is milled into moon-sugar is brewed into skooma?
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #52 on: March 19, 2010, 06:04:22 am »

Yeah but it's not a grass, it's a cane. So sweet pod seems like a normal name for a sugar cane :).
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SanDiego

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #53 on: March 29, 2010, 12:44:36 pm »

Hey, each time I download the archive from DFFD xmlparse.dll is broken. This prevents me from extracting it and thus from playing. Am I doing something wrong?
EDIT: Index also seems to be corrupted :(
« Last Edit: March 29, 2010, 12:51:02 pm by SanDiego »
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #54 on: March 30, 2010, 12:08:47 pm »

Are you using Windows? I will dl and try it now. I hope you didn't try to paste in somewhere in an already existing folder. This mod should have a "clean" install, it means that there shouldn't be any other files present where you extract it to.
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ChickenLips

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #55 on: July 15, 2010, 02:12:28 pm »

Hey!  I just stumbled across this, and it looks very intriguing, Deon -- is it good for playing in .10 right now?  (Forgive me if the answer to that is obvious -- I'm still relatively new to the game.)
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NRN_R_Sumo1

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #56 on: July 15, 2010, 02:54:32 pm »

Hey!  I just stumbled across this, and it looks very intriguing, Deon -- is it good for playing in .10 right now?  (Forgive me if the answer to that is obvious -- I'm still relatively new to the game.)
its not, DF2010 came out in april,  the last comment is in March.

Although I gotta thank you as I forgot Deon had this project as well :) (He should be back sometime this week from a 2 week vacation, so you might see an update on this but probably not for a little while as he also has both wasteland and genesis to take care of.)
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ChickenLips

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #57 on: July 15, 2010, 03:46:52 pm »

Ah, too bad then (for now).  But here's looking forward to an update to it!
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NRN_R_Sumo1

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #58 on: July 16, 2010, 09:08:04 am »

Deon got back a few hours ago from his vacation, so heres a little bump for him to show theres still interest :P
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ChickenLips

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97]
« Reply #59 on: July 21, 2010, 09:23:41 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.)
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Do not meddle in the affairs of chickens, for you are crunchy and taste like a good seedgrain.

(You are not a seedgrain?  Of course, you and I know that very well.  But does the chicken know it?)
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