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Adolon

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Everything posted by Adolon

  1. You wouldn't mind helping me with my own project, would you? Also, that picture is awesome.
  2. Well, now that I have the sword taken care of, all I need now is a model for the monster and a model for the Scuttling Void Power and this mod will be one step closer to being complete! I really can't believe I've gotten this far.
  3. Did someone say TES bestiary? http://www.uesp.net/wiki/Lore:Bestiary Just off the top of my head... Air Atronach Bonelord Bonewalker Bonewolf Dreugh Dwarven Spectre Flesh Atronach Gehenoth Gloom Wraith Grahl Hunger Imp Minotaur Morphoid Daedra Spider Daedra Vermai Winged Twilight Wormmouth Xivilai
  4. Trying to find a good video for you on Youtube about how the Dwemer moving doors worked, I came across this guy's Youtube video. http://www.youtube.com/watch?v=MDqP0vFlAbQ I know it's 22 minutes long, but what only needs to be watched is the first 6 minutes. To some people (including myself), that kind of architecture has been forgotten or is foggy. This is a refresher to that kind of architecture and style. I did finally find the moving door which occurs on the 20 second mark. You can even see what it looks like closed at 18 seconds in. The proud Persian-like statues are something else I miss. http://www.youtube.com/watch?v=kaQpkK7DggA
  5. Thanks for the link. Although the sword is blue (which is great), it's not how I imagined it.
  6. Ha! Nice. Not too much, I hope. The Count would prefer people not knowing what he's been up to!
  7. Thanks for the concern. I actually had not thought of releasing it in small batches! That actually sounds like a rather interesting idea: I could release the Dwemer ruin first, get an idea of how people think of it (as it is probably one of the biggest hurdles because of the scale), add the castle and the Count, and then string the two together with the quest. I've been posting over at the In dwemers we trust topic and I'm sure they'd be interested to see and comment on how my ruin looks once built without actually having to run around with a quest first. I'll keep this in mind once the Construction Kit comes out. Thanks for the idea! Pun intended? Awesome!
  8. Could you do the regular glass one-handed sword? My problem with that one person's sword was that the glass is too light, almost sky blue. I'd like something of a deeper color. Could you make the metal gold and the glass a dark, sapphire blue? Creating a whole new texture, rather than painting over the Bethesda one, wouldn't be that hard to ask either, would it? Thank you!
  9. I miss the circular doors from Morrowind, like the opening and closing one from Arkngthand.
  10. Thank you very much! The absolute most basic texturing request I have is to have a blue sword. Is that at all possible? I would take the blue glass sword from this person's mod, but it doesn't suit my tastes.
  11. I guess you could consider teleporting just to be a form of Mark and Recall from Morrowind: a thing is Marked (instead of a place) and using Recall sends it to you instead of you to it. That would explain the lack of a time-limit like summoning which is probably incredibly more complicated than just moving across Nirn. What's cool about the Dinotopia mechs (called Strutters in the books) is that they're powered by a large crystal called a Sunstone. Just replace the Sunstone with a Grand Soul Gem and you've got yourself a Dwemer mount. They come in different shapes too. One looks like a horseshoe crab. http://bp1.blogger.com/_Eiwce13X738/SI71FE6h1sI/AAAAAAAADWw/W52A3ErhFdA/s1600/ArthursStrutterDet.vsm.w.jpg
  12. When I think of Dwemer mounts, I think of Dinotopia. http://jamesgurney.com/site/wp-content/uploads/Escape_On_A_Strutter.sm_.WT_.jpg I've also spoken to SnowElf and I'd love to get in on this, if you'll let me. I've updated my quest topic with additional information on the Dwemer ruin I've thought up. I can explain more here if people want me to.
  13. Thanks for your reply! I've updated the first post with some more information regarding the Dwemer ruin. It's a very basic ruin with only five interior cells: an entrance, a main hall, a refectory, the factory, and a large room that gives the illusion that, to the Dwemer, this was a large-scale operation with main tunnels leading out from it. The ruin also has a copy of the Dwemer-Falmer tablet that Calcelmo has. I'm almost done with the books the player can read. All in all, I will have eight Dwemer-themed books for the player to read on top of the 60+ that I will be adding. The four archaeologists I've added all have journals and each one has a different take on the Dwemer. One notes the dissimilarity between Vvardenfell's Dwemer ruins and Skyrim's Dwemer ruins, one is trying to figure out what Bthralda-Knzel is, one is trying to translate the tablet, and another ends up eating the Falmer's Bane fungus. All I have to do now is write the Count's dialogue and I'll be sitting on my hands until the Construction Kit comes out.
  14. I posted here previously about Dwemer-sounding names but I felt I should post again. First and foremost, huntsman2310, your models are amazing! I'd love to work with you in the future (see my signature link). The reason I feel like posting again is because my quest mod, "Kind of Blue", will have a Dwemer ruin that the player needs to explore and find something. This isn't just any ruin and the player isn't just finding any something. The ruin the player needs to seek out is the production facility for the fungus that the Dwemer gave the Falmer. What does the player need to find? That very fungus. The ruin's name, as per the random name generator a few pages back, will be Bthralda-Knzel and the fungus (which is never given a name in lore) will be simply called Falmer's Bane. I felt obligated to post here since this seems to be the main Dwemer thread and now you guys are talking about Falmer. If you want to know more about what I'll be including or how I'm envisioning certain things, feel free to either reply here or post in my quest topic (I'm following both). Thanks!
  15. Is this going to be some kind of review show? I'd watch something like this. I'd be interested to see what you think of my mod when its done. Of course, I won't be watching your show just for high marks in the future!
  16. Khopesh are awesome. I would love to see some Khajiit traders and Redguards running around with these.
  17. Wow. This sounds really good. Alice in Skyrimland.
  18. You wouldn't happen to be thinking about adding a "peter" to your salt mine, would you?
  19. Thanks for showing interest in my mod! Unfortunately, the voice of the Count is something I wanted to do. If you're interested in voice acting for people's mods, you should find that one modder's resources topic that's hidden somewhere in here and put your credentials if you haven't already.
  20. I hadn't considered adding a different bar. In fact, I think that would be infinitely more complicated and so greatly above my level of expertise than I would ever hope. I had thought it would just be an invisible timer. When it's nighttime, the armor goes away. When it's daytime, the armor can be used. I hadn't thought of using soul gems to power the armor. I'm curious if that is even possible. I guess I'll have to see what options I have once the Construction Kit comes out. sorry i misunderstood, your night/daytime idea is actually quite simple to implent, not sure any more but i dont think a timer would be neccesary as there is a day/night function built into the scripting. it would still be cool though if you had to maintain the armor using organic material. I'm familiar with the day/night function. What I'd also like to find out is if the game has a weather function as well. If it's raining, stuff happens, et cetera. I hadn't thought about a fuel for the armor either. I don't think Nirnroot would work. Although, Nirnroot seems to be the kind of plant that can do just about anything. I don't know. Picking Nirnroot seems to lack imagination.
  21. I've posted this in two other Dwemer-themed mod topics and I feel I should share it here too. My mod will have a Dwemer ruin in it and I was having trouble coming up with a name for it as Bethesda's Dwemer name themes are very unique and it's hard to make one sound authentic. I looked at the names of the ruins in Morrowind and Skyrim and saw some patterns and copied them over to a random name generator. If you go to http://www.rinkworks.com/namegen/, simply copy/paste (a|beth|b|bth|mz|nch|e|i|o|u|t|v|k|d|r|rald|)(left|rkng|thand|uand|anch|ung|thumz|drus|casht|a|e|i|o|u|ahnch|ard|ahrk|umz|ingth|al|nzel|zel|bth)(a|beth|b|bth|mz|nch|e|i|o|u|t|v|k|d|r|rald|)(left|rkng|thand|uand|anch|ung|thumz|drus|casht|a|e|i|o|u|ahnch|ard|ahrk|umz|ingth|al|nzel|zel|bth) into the blank box under Advanced Interface. This will give you 119 lore-friendly names for places.
  22. I hadn't considered adding a different bar. In fact, I think that would be infinitely more complicated and so greatly above my level of expertise than I would ever hope. I had thought it would just be an invisible timer. When it's nighttime, the armor goes away. When it's daytime, the armor can be used. I hadn't thought of using soul gems to power the armor. I'm curious if that is even possible. I guess I'll have to see what options I have once the Construction Kit comes out.
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