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Author Topic: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Turning the Kalpa  (Read 107777 times)

Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.7.5
« Reply #135 on: March 05, 2013, 08:54:09 pm »

YEEEHEHEHE

I was thinking about making some Kirkbridey shit for this mod.

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.7.5
« Reply #136 on: March 05, 2013, 09:01:31 pm »

YEEEHEHEHE

I was thinking about making some Kirkbridey shit for this mod.
CHIM?


« Last Edit: March 05, 2013, 09:13:08 pm by Deathsword »
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.7.5
« Reply #137 on: March 05, 2013, 09:13:23 pm »

The player is an Amaranth and the world is his dream.

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.7.5
« Reply #138 on: March 05, 2013, 09:14:23 pm »

The player is an Amaranth and the world is his dream.

I dread to ask but... how would you plan on adding that to a mod?
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.7.5
« Reply #139 on: March 05, 2013, 09:14:46 pm »

Weird text file editor :V

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.7.5
« Reply #140 on: March 11, 2013, 12:53:58 pm »

Expect a release soon. Currently doing bugfixing.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.7.5
« Reply #141 on: March 11, 2013, 01:06:18 pm »

Just so you know, I made a DFHack script that allows for magic armor.

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.7.5
« Reply #142 on: March 11, 2013, 01:13:00 pm »

Just so you know, I made a DFHack script that allows for magic armor.
Will be used later when I go around placing all that magical stuff. Right now it's mostly shouts and a lot (I mean a lot) of creatures. Plus a few new metals.

Still, that is awesome.
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #143 on: March 13, 2013, 04:50:58 pm »

New version is out.

I'll start writing a manual, but some of the things included are shouts, a few new races (Ayleids (can appear instead of Altmer), Kothringi (can appear instead of Argonians), Grummites (thief), Rieklings (thief), Forsworn), new night creatures, a new centurion, new metals and a lot of regular creatures. And space.

You may notice a few things that don't do anything yet, such as heart stones. But soon they will. Soon they will.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Foamybeard

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #144 on: March 13, 2013, 10:25:41 pm »

So looking forward to playing this. Downloading it!

EDIT: Are we able to create Centurions/Dwemer Atomatons?
« Last Edit: March 13, 2013, 10:52:46 pm by Foamybeard »
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #145 on: March 14, 2013, 12:42:17 pm »

So looking forward to playing this. Downloading it!

EDIT: Are we able to create Centurions/Dwemer Atomatons?
The only way to create creatures from scratch involves a workaround which I would rather not let a playable race use (it involes transforming a creature into another with a bodypart designed to fall off immediately. Said bodypart is then reanimated and transformed. one side effect of this is that when the creature reverts to it's previous state, it heals all wounds and lost limbs).

You can import them, however.
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #146 on: March 14, 2013, 12:44:39 pm »

Autosyndrome makes that workaround ridic easier, btw, since DFHack 0.34.11r3 is out.

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #147 on: March 14, 2013, 12:48:39 pm »

Autosyndrome makes that workaround ridic easier, btw, since DFHack 0.34.11r3 is out.
It would still heal whomever is getting transformed, wouldn't it? That actually my main problem with that.
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Foamybeard

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #148 on: March 14, 2013, 08:22:28 pm »

Ah... Damn. I'd have liked to make Fabricants. Always loved those guys in Tribunal.
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Spirit of Power

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8
« Reply #149 on: March 14, 2013, 09:00:07 pm »

Ah... Damn. I'd have liked to make Fabricants. Always loved those guys in Tribunal.

IIRC, Fabricants were basically a bastardized version of Dwemer animunculi fused with organic beings that Sotha Sil made, creating a form of cyborg that I am reasonably certain the Dwemer would have found abhorrent in the extreme.
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