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Author Topic: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d  (Read 49264 times)

cgman19

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #75 on: August 07, 2010, 03:15:01 am »

Scrib paralyze ftw?
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #76 on: January 02, 2011, 07:30:15 pm »

So I bump it to say that I will start to work on 2010 version tomorrow. Anyone adept at modding and willing to help can sacrifice his morrowind-ish creatures for this mod if you want to speed the development up.

NobodyPro has sent me a PM with a lot of good suggestions (some of them are impossible but they are great overall). Also I will use the lore I acquired for making this mod so it should be easier.

I won't make each race a separate entity as NobodyPro suggested, but I will use the current entity setup (for example, high elves are too rare to make them a separate race). I may include Bretonians as a separate civilization, what do you think of it? I don't remember if they had their own place significant enough or are they absorbed by the empire.

Also NobodyPro shared a cool idea to make birthsigns into castes. I will definitely use it.
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freeformschooler

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #77 on: January 02, 2011, 07:40:41 pm »

I wouldn't mind if there were a lot of different civilization types.
Otherwise, I am super excited to see you working on this, Deon. Elder Scrolls? In MY DF?
Also, would it be possible for you to include some sort of adventure mode reactions? Not a lot is possible, sure, but for instance, most crafting and such in TESIII TESIV was done solely through one's own inventory, much like DF.
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #78 on: January 02, 2011, 07:46:33 pm »

I will port most of mechanics from Genesis (i.e. adventure crafting, originally by Lofn, tweaked for Genesis, MORE tweaked for Dwemer Fortress since we need stuff like bonemold items; also there will be some training workshops and revised altars).

I won't make Ebony a deep metal anymore, I want some ebonite mines. Daedric will be there, in the deepest ends of the world, now.
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Alkhemia

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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #80 on: January 02, 2011, 10:49:23 pm »

Yeah, I wanted to make it out of demonic skulls or something, but I havent' figured out what is the best way to do it.
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eddyg86

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #81 on: January 03, 2011, 04:45:13 am »

I won't make each race a separate entity as NobodyPro suggested, but I will use the current entity setup (for example, high elves are too rare to make them a separate race). I may include Bretonians as a separate civilization, what do you think of it? I don't remember if they had their own place significant enough or are they absorbed by the empire.

Also NobodyPro shared a cool idea to make birthsigns into castes. I will definitely use it.

cool! birthsign castes is expansive and very interesting. what will happen to breeding couples? can two 'imperials'; one of one birthsign, one of the other, make babies? or only people of the same sign?

my suggestion could have been

imperial (civ) - imperial humans; breton humans
wood elf - them
orc - them..
dark elf themselves but could you put high elves in as caste in their civs?
and so on..

maestro i am only beginning to touch on the caste system; it's been a few months since i had a pc and i never had a chance to grok it since it was introduced;
do you know what the go is? in castes; if humans with varients exist, can all those humans breed? or only humans with matching starsigns giving birth to kids with that sign.. (i doubted it was the latter skimming genesis and vanilla)

if so; my idea of a greenskin cast may end up with orc females mating with goblin men? lolz.. and giving birth to one or the other? or can only [CASTENAME:orc] mate with other orcs?
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #82 on: January 03, 2011, 05:22:25 am »

I don't think orcs can mate with goblins. Orcs (orsimer) are clearly elves, but goblins... I don't know. They were not in the Morrowind lore.

Also any castes can marry as long as they are of different genders. And they give birth to random castes. So birthsigns work great.

I will have danmer as two houses - Redoran and Telvanni. They are too different to keep them as the same civ.
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eddyg86

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #83 on: January 03, 2011, 07:07:00 am »

nevermind that bollocks bout bretons bedding bosmers yeh: this is the info i can't find on the wiki which we need a God-man; YOU, for. lol thanks deon:

in this mindset it is realised that the caste system is really cool; and that two castes can interbreed to produce a random breed; a valuable knowledge when creating mods.
with this in mind, for example, i will not make 'greenskins' and have orcs and goblins in the same caste, for realism dictates otherwise.

yet; if i have a dire orc & a 'vanilla' orc breed, the spawn may be either; or one(lol) may be the mysterious 'spaZ' orcs with 'shamanic' (fireimmune or breath? levitation lol.. oh noes) 'powers' who's type isn't in the fort at the time ;P

goblins mentioned will still have limited power* & dud dna lol cos they dumb
*orcs mentioned is in a mod i have w.i.p, not TESloreDF by old mate here..

p.s: goblins were in oblivion: they could be added as a feral and or bandit civ.
« Last Edit: January 03, 2011, 07:13:43 am by eddyg86 »
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #84 on: January 03, 2011, 04:42:57 pm »

I think that orsimer should be a raiders' entity, armorclad and with good weapons (like goblins in DF) and goblins are only worth a skulking level (like kobolds: living in caves, stealing valuables, making ambushes).
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guale

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #85 on: January 03, 2011, 05:08:13 pm »

What time period are you going for here? Are you shooting for before the Septiem empire or after Oblivion when everything is falling apart?
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #86 on: January 03, 2011, 05:38:31 pm »

I am not aiming for a specific time period, it would be weird to focus on a specific empire/time because DF itself can produce thousands of years of history. I just incorporate main races, creatures, materials etc. and let the game have its way with them. Consider it an alternate history.
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Eagle_eye

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #87 on: January 03, 2011, 06:09:26 pm »

So I bump it to say that I will start to work on 2010 version tomorrow. Anyone adept at modding and willing to help can sacrifice his morrowind-ish creatures for this mod if you want to speed the development up.


I'd be glad to help... do you have any specific requests?
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #88 on: January 03, 2011, 07:19:20 pm »

Any critters you want. For example, the first things I want to mod in are kwamas (with castes worker-warrior-queen but without forager, I will make it into a separate creature). I've modded in minor daedra, guars, alits and scribs already.
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NobodyPro

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #89 on: January 03, 2011, 08:25:22 pm »

I'm going to have a go at a few. Starting with Imps, surprisingly rare in my play through of Oblivion.

BTW, have you considered my Wild Elves (Ayelid) idea Deon? They could be in the (high mountains? deep mountains? whatever) biome, as far as I know nobody goes in or out of that biome in world gen.

EDIT: Two things-
1) Could you send me the files necessary to create a creature in the style of this mod (body parts, inorganic for tissues, etc.)
2) What parts of my notes were impossible? Perhaps I didn't phrase certain parts right or they need more explaining than two lines on an iPod Touch.

EDIT2: Any chance of the Akaviri races?
« Last Edit: January 03, 2011, 11:44:54 pm by NobodyPro »
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