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Author Topic: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d  (Read 49257 times)

Teneb

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #105 on: November 19, 2011, 09:29:55 am »

And I guess this would be a good time to pop in and say I got a TES mod for this version. (still not updated for skyrim due to a terrible lack of time)
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Oyahbah

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #106 on: June 08, 2013, 08:34:05 pm »

pls add those freaky ancient beasts from tribunal

daedric lords

chance for citizens to get teleported to oblivion and come back with rare artefacts/new skills/companions or dead
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Putnam

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #107 on: June 08, 2013, 08:36:20 pm »

pls add those freaky ancient beasts from tribunal

daedric lords

chance for citizens to get teleported to oblivion and come back with rare artefacts/new skills/companions or dead

1. I would suggest that to Deathsword.

2. Difficult as hell to implement in a convincing way.

3. See 1.

Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #108 on: June 09, 2013, 11:02:51 pm »

I actually plan to update this mod to the new version fairly soon, I just need to remake alchemy in Genesis Reborn and robotics in Fallout mod.

What were those "ancient beasts from Tribunal"? I've only played Morrowind (to death) and Bloodmoon (a bit less), I mean I can google it but your story would be nice too :).
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Meph

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #109 on: June 10, 2013, 03:05:46 am »

Good to see that you got your board. :)

I didnt even knew about this mod, that you were working on a TES mod. I played all parts quite a bit... probably more then any other game actually. Maybe I can help a bit.

Converting my rather bland Automatons into a dwemer race would be nice as well ;)
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Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #110 on: June 10, 2013, 04:51:49 am »

I bet you don't know about my Warhammer40k and Starcraft mod either :). I am going to port a lot of parts of Genesis Reborn into this, including spiders, centurions et cetera.
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Meph

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #111 on: June 10, 2013, 05:07:55 am »

If I'd live forever and had 50+ hours of free time a day, I'd be all for a starcraft mod. But one mod is enough for me, thanks. ^^
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Putnam

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #112 on: June 10, 2013, 05:12:46 am »

And I'd be all for making an Elder Scrolls mod, but there's already two and I'm fine with having seven :P

Nyxalinth

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #113 on: June 14, 2013, 08:16:26 pm »

I actually plan to update this mod to the new version fairly soon, I just need to remake alchemy in Genesis Reborn and robotics in Fallout mod.

What were those "ancient beasts from Tribunal"? I've only played Morrowind (to death) and Bloodmoon (a bit less), I mean I can google it but your story would be nice too :).

Yay for update! 

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Putnam

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #114 on: October 26, 2013, 09:22:06 pm »

Let me remind everyone pre-emptively that the Mane is not elected and never will be.

Meph

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #115 on: October 26, 2013, 09:31:48 pm »

What were those "ancient beasts from Tribunal"? I've only played Morrowind (to death) and Bloodmoon (a bit less), I mean I can google it but your story would be nice too :).
All tribunal creatures :)
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Thief

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #116 on: November 15, 2013, 01:07:41 am »

Nords should've been Imperial's.Yeah,still registered to post.But is Modding To different races allowed?.
Edit:How do i Install this Modification.
« Last Edit: November 15, 2013, 01:22:58 am by Thief »
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Remind me never to leave you in charge of a fort that requires basic math to survive.

Deon

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #117 on: November 15, 2013, 04:55:58 am »

Just download and play, however it's an old version of DF which it's based on, so you should try Nchandark mod if you want the new version mod until I update this one.

Also why would Nords be Imperials? They are totally different races.
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Thief

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #118 on: November 15, 2013, 08:41:51 am »

When you update notto make it hard but can you try to add Phoebus's Texture pack
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Remind me never to leave you in charge of a fort that requires basic math to survive.

Thief

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Re: [TES MOD] Dwemer fortress: The Elder Scrolls mod [0.97] .40d
« Reply #119 on: November 15, 2013, 11:44:12 pm »

Just download and play, however it's an old version of DF which it's based on, so you should try Nchandark mod if you want the new version mod until I update this one.

Also why would Nords be Imperials? They are totally different races.
Well you could replace not merge
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