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Dragon City Mod


Triforce1

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I was pretty bussy the past few days so errr... I'm unpacking the bsa's right now to get the ship mesh hahaha.

 

Depends on sheer luck and on how much I like what I've made, I could have it done today, tomorow, in a few weeks. So yeah, there you have it.

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I also had an idea how to fill the airship propulsion/power source lore gap.

 

I'm fairly certain that you remember one of those books that mentioned that all animiculi ceased to function if someone moved them far enough from the red mountain.

 

Well now, our little dwemer colony is quite a way from the red mountain. So, a few days after you become the dragonmaster a messenger could tell you that one of your dragonknights has to talk with you about matter of utmost importance. The dragonknight would tell you that the scouts have localized a rather large landslide in close proximity to the city that opened up a realy big cavern. The scouts did what scouts usualy do and went scouting, sadly only a few of them returned as surprisingly the cavern led down to a still functional dwemer colony swarming with agresive animiculi. The dragon knight would then propose that you should just let the enchanters burry it because it's endangering the nearby farm they've been using to supply them with dragon chow-chow. You as the dragonmaster could of course take it up to yourself to look arround the place. The dwemer colony would realy be largely alive and what's worse there would be a certain huge ass animiculi guarding a certain door (yay a realy hard boss battle! With scripts!) behind which you'd find the reason why's the colony in full working order even though it's quite remote from red mountain and also from any source of geothermal energy whatsoever. A nifty large energy source (think heart of lorkhan style), large enough to keep the whole colony alive. Further down (or up?) in the colony you'd also find a lab of sorts with a smaller experimental portable energy source of the same kind... oh and an airship... how strange is that? ;D.

 

To make matters interesting besides the normal morrowind animiculi I'd give the colony a few new kinds - the technician animiculi to fix the broken ones behind your back(but would always run away from you). A hard to destroy shield animiculi that would support the other kinds in battle and hive engine animiculi that could summon spider animiculi - prefferably placed at high and hard to reach places. As far as the boss animiculi goes I'd give him dual bolt throwers (read two chainguns (6 or so arrows each time and then smaller wait time)) a steamexhaust (read: close range fire thrower) and a permanent proactive shock barrier (read electric fence). There could also be several machines nearby the large animiculi that it could use to replenish magicka/hp/stamina and would keep replenishing until you'd destroy them. HOW'S THAT FOR A BOSS BATTLE, EH? Naturaly since it's my idea I'd do the models and all. Then again I'd probably have to do it anyway since there are no dwemer colony meshes in oblivion :D.

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You didn't answer my question. If you do want to do something, then let's hear those strengths! And I'm happy you've decided to swap from Carribean to Crysis. Cat, don't give up; you'll get it. I can't remember who, but someone (IHRE? Sorry, terrible memory) offered to make a totally new set of armor for the riders. Interested?

 

Give up? Give up? Just who do you think I am?! Ha! I still have plenty of tricks up my sleeve. Still, a new armour mesh wouldn't be that bad, I suppose... Meh. I'll manage for now.

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