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Features:
Thought provoking problems that require
more brains than brawn New models and textures (no new race
though) A new language (really - a whole new one) Multiple
storylines - there is no wrong way to play New adventuring tools!
Portable floor torches, working picks, etc... New landmasses in
this and possibly future
editions
-----------------------------------------
Basically,
DA is going to be a way to discover more about the Dwemer, but in a
closer to real-life way. Real linguistics will come into play,
decyphering skills, deductive reasoning - all the skills you *can't*
go train for at the guild
Please - if you're looking for monsters to slay, there are a lot of
mods out there for you. This won't be fun for those who prefer the
hack 'n slash style of play. Hopefully I'll do the Dwemer justice
here, and create a bit of their history that meshes
well.
Comments are muchly appreciated
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TSBasilisk |
Diviner |
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Reged: 06/09/03 |
Posts: 2902 |
Loc: Durango, CO | |
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If you can
pull it off and keep it within the lore and serious, I will download
it and play it from beginning to end.
http://dwemer.whirlingschool.net/
The
Academy for Dwemer Studies. Research on the language has currently
ceased, but most of the information collected up to that point
remains open to general use, including a Dwemer font.
I also
know there is a site with a Dwemer Orrery.
On the side, you
might consider merging it with the somewhat defunct GDR, which I am
a member of. The purpose of GDR is/was to expand every Dwemer ruin
into a true underground city. I believe your mod would fit perfectly
with it.
-------------------- Member of the Forum
Scholars Guild
Member of Greater Dwemer Ruins, Modder in
charge of Nchuleft
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fable2 |
Disciple |
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Reged: 05/18/04 |
Posts: 1054 |
Loc: Currently: The US. Desired: The
Netherlands. | |
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Good luck on
this one, if you choose to pursue it. I'll certainly play it, and
it's different enough to probably attract a decent-sized following.
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Celyia |
Novice |
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Reged: 05/26/04 |
Posts: 48 |
Loc: Hotel California | |
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Trip
out!
Great idea and I'd love to see how you implement it.
Yay! Really, this is something I can totally get excited about.
-Cel.
-------------------- <insert witty sig
here>
Looking for Texture Maps of
Heads and Beth Bodies! :: Website :: Modified Screenshots ::
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kagrenac |
Diviner |
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Reged: 10/08/03 |
Posts: 3087 |
Loc: Kingdom of FIFE. SCOTLAND.
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If you are
going to do it and stick to lore,
then great, go for it.
With
a name like "Kagrenac", i am obviously into anything
Dwemer.
So i like to see Dwemer related mods,
of which
there are too few, sadly.
-------------------- Sol-Fox The Mod Penguin Mod +
Fix MorrowRavens 3 Morrow-Bees Rabbit Mod Lords Of
The Skys Kagz Zebraz; Dogz; Little Foxes Carryable Raven
Waterfowl of Morrowind Expanded Caits Donkeys and Horses Go
Wild
RAVENSPEAK
THE
MORROW-EDEN PROJECT
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Jara |
Adept |
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Reged: 03/27/03 |
Posts: 203 |
Loc: Dagon Fel | |
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Ooooh...
Interesting! Dwemer Lore & Puzzles. Sounds wonderful!
-------------------- Jara's Plugin Page -------------------- Airioch Manor Legionnaire's Signet --------------------
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Nigedo |
Diviner |
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Reged: 05/29/03 |
Posts: 2594 |
Loc: Deep beneath Vvardenfell
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Excellent idea
Grim. In fact, I'm already doing it to some extent, though certainly
not to the extent that you have outlined.
Enter The Imperial
Dragon will feature new ruins and Dwemer archaeology, since it's
very close to my heart.
Anyway, the more Dwemer archaeology
mods the better I say.
In addition to the Academy site (which is where you'll find
the Orrery btw) check out Dongle's Dwemeris fonts.
And JamesBond
should be uploading a resource pack sometime soon with new Dwemer
models in it, amongst others.
Good luck.
-------------------- Dean of The
Theoretical Whirling School Of Vivec
The Whirling School | Academy for Dwemer Studies | TES Lore FAQ
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Heh I was just
about to post a thread alot like this, If you add a whole lot of
cool new relics and other junk I can show off in my trophy room, Id
definately download the mod, I want more of the lost dwemer society.
Perhaps someone could use the T-Bone Dwemer bodies and make up a
lost dwemer city where they have been hiding all these years .
Btw, creating workable miner picks and destroyable rocks
should be quite easy, Im sure I could even scipt them, and Ive only
been working with scripts for a few days :P.
Edited by GamegusCye (07/02/04 05:31 AM)
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tegger |
Creepy ShadowLady |
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Reged: 09/11/02 |
Posts: 15702 |
Loc: United States | |
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Quote:
[WIP]Dwemer Archaeology - a thinking man's mod
So are ya gonna also do a mod
for us thinking women?
-------------------- Everyone always
overgeneralizes everything entirely too much. ~TSL )O(
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Quote:
Features:
Thought provoking problems that require more
brains than brawn New models and textures (no new race
though) A new language (really - a whole new one) Multiple
storylines - there is no wrong way to play New adventuring
tools! Portable floor torches, working picks, etc... New
landmasses in this and possibly future
editions
-----------------------------------------
Basically,
DA is going to be a way to discover more about the Dwemer, but in
a closer to real-life way. Real linguistics will come into play,
decyphering skills, deductive reasoning - all the skills you
*can't* go train for at the guild
Please - if you're looking for monsters to slay, there are a lot
of mods out there for you. This won't be fun for those who prefer
the hack 'n slash style of play. Hopefully I'll do the Dwemer
justice here, and create a bit of their history that meshes
well.
Comments are muchly appreciated
look forward to it
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i really hope
this gets made and finished it sounds great i always wondered about
the full story of the dwemer and now i can find out
-------------------- on leaving school emersed in
philatroic (notions of a kind these days i find unthinkable) I
pulled my frail frame onto my charger and rode off into the sunset,
with agenda predicatable. Fresh faced and tragicaly convinced that
blind faith could make an infantile normative, playground theory of
social interation.
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Quote:
Quote:
[WIP]Dwemer Archaeology - a thinking man's mod
So are ya gonna also do a
mod for us thinking women?
D'oh! It's a thinking woman's
mod too
I shall definately research everything I can on the current
language as it is known and I will do my best to make use of the
fonts. I know there are quite a few places they could be put to good
use in DA. I already have some of the language done in the Sherwood
font and it looks pretty good, but a real Dwemer one would open up a
LOT of possibilities
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Mode_Locrian |
Diviner |
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Reged: 10/07/02 |
Posts: 2084 |
Loc: Bjornholm, Rykith Lowlands Region
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Sounds cool.
I'm actually implementing an 'archeology' questline in Bjornholm,
but it sounds like it will be substantively different from yours, as
it is focused on indigenous peoples of the island (e.g. Nords) and
not Dwemer. That said, I did script a working excavating pick, so I
guess we have some ideas in common.
I'm
looking forward to seeing how this shapes up.
-------------------- My Website Bards of Vvardenfell Thread (New Info 8/15/04)
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Quote:
Sounds cool. I'm actually implementing an 'archeology'
questline in Bjornholm, but it sounds like it will be
substantively different from yours, as it is focused on indigenous
peoples of the island (e.g. Nords) and not Dwemer. That said, I
did script a working excavating pick, so I guess we have some
ideas in common.
I'm
looking forward to seeing how this shapes up.
Is there any chance I could
have a look at how that pick works? A scripter, I am not, sadly. I
can do models, textures, world building, story telling - all except
the code lol
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Mode_Locrian |
Diviner |
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Reged: 10/07/02 |
Posts: 2084 |
Loc: Bjornholm, Rykith Lowlands Region
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Sure, I'll PM
you with a commented script for the pick when I get home (I'm at
work currently, so I don't have access to the script).
-------------------- My Website Bards of Vvardenfell Thread (New Info 8/15/04)
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fable2 |
Disciple |
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Reged: 05/18/04 |
Posts: 1054 |
Loc: Currently: The US. Desired: The
Netherlands. | |
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Basically,
DA is going to be a way to discover more about the Dwemer, but in a
closer to real-life way. Real linguistics will come into play,
decyphering skills, deductive reasoning - all the skills you *can't*
go train for at the guild Please - if you're looking for monsters to
slay, there are a lot of mods out there for you.
Word of
advice, too: if you continue (as I hope you will) in pursuit of this
idea, don't offer powerful artifact and/or weapon rewards. Keep the
rewards in proportion to the effort applied, and since archaeology
usually reveals knowledge, reward the PC with knowledge--scrolls,
and books (that increment skills). Just my view.
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I'll keep that
in mind, though it won't be the main focus for the mod. I wanted to
make it more of an intangible reward system - kind of like the
feeling you get reading a good book
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fable2 |
Disciple |
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Reged: 05/18/04 |
Posts: 1054 |
Loc: Currently: The US. Desired: The
Netherlands. | |
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Quote:
I'll keep that in mind, though it won't be the main focus for
the mod. I wanted to make it more of an intangible reward system -
kind of like the feeling you get reading a good book
That works even better for me.
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Amazing_Amoeba3 |
Curate |
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Reged: 06/15/04 |
Posts: 459 |
Loc: They all came from outer space!
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Good Luck with
this! I sure as hell would get it, my mage explorer would love this
Its
a quite obvious approach to questing, but none ever done similar,
always the hack and slash, so its a good thing. You got one fan
right here, as its something missing in the game.
-------------------- Clockwork Orange, Alex
Devil's Eyes, Horns and Halos, Nocturnal
Flies, Surrounded by voyeurs, Crack smoking
Lawyers, Nasty Ah! Ah!
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This is really
cool - I never expected this level of support!
Here's a
little update for y'all
I
have finished the first shop where the adventure begins, all that
needs to be done now is to script the NPC there. I have also
finished most of the first level of the first "dig site" as far as
basic world building and object placement goes. I will be
concentrating my efforts on the new models over the next week and
getting them just right so that they don't mess with the flow of the
game, but still look unique enough to garner interest. Without
giving too much away, let me say that you will NEED to take copius
notes, and be very observant to solve this mod. The environment will
provide clues as much as any book or NPC will.
Heh - I'm
getting excited
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Gren |
Initiate |
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Reged: 08/17/03 |
Posts: 94 |
Loc: *lost* | |
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Quote:
Features: Thought provoking problems that require more
brains than brawn New models and textures (no new race
though) A new language (really - a whole new one)
Quote:
I shall definately research everything I can on the current
language as it is known [*snip*] I already have some of the
language done in the Sherwood font and it looks pretty good, but a
real Dwemer one would open up a LOT of possibilities
This could very well wind up
my favorite MW mod ever. One of the things that ultimately led to my
career choice--getting a doctorate in literature so I can teach sf/f
and Medieval lit to college students--was reading The Lord of the
Rings & the Silmarillion, becoming totally enchanted by the
cultural and linguistic depth of the works, and then discovering a
serious, academic text which compiled & analyzed all of the
linguistic materials from Tolkien's works so that one could learn
how to use these completely invented languages.
Half of me
want to offer to assist you in making the mod (if you want any
assistance, that is), but the other half keeps yelling "But you
can't *play* it if you help *make* it! There won't be any mystery!"
Anyway,
if you'd like some help with this project let me know; otherwise,
I'll just be eagerly anticipating the completion and release of this
mod.
-------------------- Gren _______________
Photoshoot by the Odai 'New Wave' comes to Morrowind
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maxpublic |
Disciple |
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Reged: 09/28/02 |
Posts: 1623 |
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I'd recommend
not staying strictly within the lore. If you do, much of the
potential mystery is erased. Instead, use the lore as a base and
reveal that some parts of what's 'known' are just plain wrong. After
all, there's no reason to believe that the historians or
philosophers of Tamriel are any more accurate in their assumptions
and conclusions than those of pre-empirical Earth are.
This
was driven home to me once again today when I was reading a 13th
century text on the various uses of herbs, 95% was complete crap -
although at the time it was earnestly believed that the information
presented in the text was completely accurate. It's amazing the sort
of twaddle that's taken for fact when empiricism isn't being used as
a litmus test for truth.
In any event, just remember that the
lore isn't gospel, and could very well be partly or completely wrong
on a number of accounts. That leaves open the possibilities both for
yourself and for the players.
Max
-------------------- The four boxes of liberty: soap,
ballot, jury, and ammo. Use in that order.
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Quote:
95% was complete crap - although at the time it was earnestly
believed that the information presented in the text was completely
accurate.
Makes you wonder what sort of crap
we're being fed nowadays, doesn't it?
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Quote:
Trip out!
Great idea and I'd love to see how you
implement it. Yay! Really, this is something I can totally get
excited about.
-Cel.
yes I add myself to this list
too!
I
have 230+ mods as it is, but this one i will add too!
In
Redguard the dwemer [dwarves] intrigued me, with the "ancient
civilization"!
more...more..more!
freestone
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Quote:
I'd recommend not staying strictly within the lore. If you do,
much of the potential mystery is erased. Instead, use the lore as
a base and reveal that some parts of what's 'known' are just plain
wrong. After all, there's no reason to believe that the historians
or philosophers of Tamriel are any more accurate in their
assumptions and conclusions than those of pre-empirical Earth
are.
This was driven home to me once again today when I was
reading a 13th century text on the various uses of herbs, 95% was
complete crap - although at the time it was earnestly believed
that the information presented in the text was completely
accurate. It's amazing the sort of twaddle that's taken for fact
when empiricism isn't being used as a litmus test for
truth.
In any event, just remember that the lore isn't
gospel, and could very well be partly or completely wrong on a
number of accounts. That leaves open the possibilities both for
yourself and for the players.
Max
I Looove this!
I
agree indeed, after all, just look at the Politics that rule
Tamerial and the Emperor and the court
There
would not only be the "mistaken" so-called "research"; there would
be the personal, political, reasons to hide the truth, to put one's
own views as fact, in the political arena of the years
of Tamerial....
history coul;d have been written up
"revisionalistly" over and over again, much like the Soviet rulers
did: lets not ask about our own history, in the usa!
freestone
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fable2 |
Disciple |
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Reged: 05/18/04 |
Posts: 1054 |
Loc: Currently: The US. Desired: The
Netherlands. | |
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Quote:
Makes you wonder what sort of crap we're being fed nowadays,
doesn't it?
Mordantly true, and I was
thinking the exact same thing when I read those comments!
It's really just a matter of each society having its own foibles, a
sort of "folk culture" of false knowledge. To the people of the
Renaissance, if a source was in an old book, it was infallible,
since earlier authority was automatically superior, given the
gradual deterioration and eventual destruction of the world, as all
good Christians expected. Today, we think that raising prices and
raising salaries automatically means everybody is better off; and in
some nations, 50.1% of the voters can completely outweigh 49.9% of
the voters who want an opposing point of view. Where's the sense in
any of it? It's all a matter of what fallacies your society buys
into, and what you implicitly accept while being
acculturated.
Err, sorry for the spam.
Back on
subject. I'd certainly hope this mod adds more books to the
environment. And I'd like to see discoveries that are implemented
over time, creating the sense of evolving actions. That's one thing
that's seldom seen in the game. Sure, you can have a house built if
you're a Telvanni top-of-the-unassassinated-heap, but there's no
construction going on anywhere in Vvardenfell, no stores opening and
closing--it's static. Hopefully, this is will be one of those mods
that changes over time.
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maxpublic |
Disciple |
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Reged: 09/28/02 |
Posts: 1623 |
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Quote:
It's all a matter of what fallacies your society buys into,
and what you implicitly accept while being acculturated.
The problem with the text I
used as an example has nothing to do with defects of culture, but
defects of science. The people who used it believed the effects of
the herbs were true because they had been told they were true by
others who'd gone before them. The actual effects of the herbs were
never tested in any empirical fashion. This is why I refer to such
reasoning as 'twaddle'.
Of course, modern America has all
sorts of this bogus reasoning floating about. Most people don't care
for empiricism when it contradicts some cherished personal belief
that provides them with a daily dose of mental soma. They'd rather
have the soma than the truth, thank you. Rather ironic, given that
their entire world, from the light switch to the car to the computer
they're typing on, was invented through the act of empirical
observation and practical application, and not blind wishful
thinking.
But the original point I was making stands: the
lore is not an absolute source of truth. Like a great many
historical texts from ages past on Earth, it's probably riddled with
self-serving lies, half-truths, myths, misinterpretations, bad
translations, and just plain garbage. And that's a good thing,
because it means the modder can do just about any bloody thing he
pleases and still 'remain true' to the lore - just by claiming that
the lore was mistaken on some point. And if the empirical act of
archeological investigation yields evidence that contradicts the
lore, all the better!
Max
-------------------- The
four boxes of liberty: soap, ballot, jury, and ammo. Use in that
order.
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jkn |
Acolyte |
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Reged: 06/03/04 |
Posts: 196 |
Loc: Illinois, USA | |
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This is a very
interesting idea. I've popped it into my favorite threads.
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Amazing_Amoeba3 |
Curate |
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Reged: 06/15/04 |
Posts: 459 |
Loc: They all came from outer space!
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Quote:
...you will NEED to take copius notes...
This is quite something,
expanding quests to reality
Writting notes and drawing wall signs to later decypher it should be
fun.
Hey, and dont forget the "rewards"... No, I dont mean
dig this and get uber sword of doom, but rather... Well, you said
you will be making new meshes and textures right? Make some
artifacts, some extremly valuable, others just cool to place around
the player house, etc. Also reputation increasing by finding and
discovering stuff. Getting financial boosts for the diggings and
exploring, etc. Real life like.
And for the love of god, dont
forget breath-taking areas. I find these enough reward for a lot of
things. I love exploring and finding this beautiful
areas.
Good luck on the project
Im excited about
this.
-------------------- Clockwork Orange,
Alex Devil's Eyes, Horns and Halos,
Nocturnal Flies, Surrounded by voyeurs,
Crack smoking Lawyers, Nasty Ah! Ah!
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If I can make
a suggestion: try to use Yagrum Bagarm--the last living drarf--if
you can. He must surely know more about his people than what he says
in the original game. If this quest is post-DagothUr, I think
there's no reason for Yagrum to stay in the Corprusarium anymore. He
ought to be able to get out and assist with the field research. He's
quite sane...most of the time
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Quote:
If I can make a suggestion: try to use Yagrum Bagarm--the last
living drarf--if you can. He must surely know more about his
people than what he says in the original game. If this quest is
post-DagothUr, I think there's no reason for Yagrum to stay in the
Corprusarium anymore. He ought to be able to get out and assist
with the field research. He's quite sane...most of the time
Now, THERE'S and idea
I
just might do that, y'know? Maybe not in the first release though. I
had intended this one to be a good way to get your feet wet with the
linguistics and the digging aspect, as well as some of the newer
things going in in the way of meshes and so on.
Also - for
those looking for rewards - there WILL be new booty to grab, but you
must be careful about it. This *IS* and archaeology mod after all,
and the archaeologists might get a little ticked if they find out
you've been looting and pillaging their dig site :P
I shall
try to please you all - but mostly I shall try to do the Dwemer
justice. Back to the CS I go
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DagothZeno |
Curate |
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Reged: 05/26/04 |
Posts: 653 |
Loc: Desele's House of Earthly Delights, in
that back room :) | |
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I know that
treasure isn't going to be a big part of this, but how about some
items that are just "cool" without being very powerful. For example,
I want one of those spider things that Yagram has. Maybe you could
find some way to have a machine that, upon using certain secret
combinations of levers, provides you with various interesting Dwemer
knick-naks. If you've ever played the Throne of Bhaal Expansion for
BG2, then there's a machine in this big dungeon that, when you use
levers, buttons, and switches in the right order, it gives you an
item. However, if you use the wrong combinations (i.e. guessing)
then it may blast you with lightning. This would fit great into
Morrowind. Have the combinations descretely hidden, maybe not even
in the same dungeon. Maybe you find a book in your other language,
and when you translate it, certain words (maybe the first in each
paragraph) will tell you which levers to pull.
Can't wait for
it to come out, hope you take my suggestion.
-------------------- Vvardenfell Enquirer Headlines:
4000-year-old Wizard has love affair with cloned daugthers
who help him maintain corprus zoo in basement.
Dagoth Ur is
carrying my lovechild!!!
Bigfoot vs Ogrim Titan: The match
of the century!!!
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Fear not,
Dagoth
The
items being added through this mod will definately catch your
interest. As will the lore that goes with them.
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*UPDATE*
Got the pick to work with the script
provided by Mode_Locrian - wicked
No more will searching for a key be the only reason you can't get
through that door - now you have to find it too! Some will be easy,
some will be well hidden, and doors aren't the only thing that
destructable landscape can hide!
There is so much I want to
say about this mod, but I don't want to give it all away
Oh - and I have now got about 150 or so words put together for the
new language. Sentence structure is coming along well, and should be
decypherable if you take your time
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Mode_Locrian |
Diviner |
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Reged: 10/07/02 |
Posts: 2084 |
Loc: Bjornholm, Rykith Lowlands Region
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That new
language sounds awesome. If you're making new sentence structure
(grammar/syntax) can I safely assume that its not just a cypher of
English?
Glad you got that script working too.
-------------------- My Website Bards of Vvardenfell Thread (New Info 8/15/04)
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Correct. This
will be an entirely new language that you will need to study and
understand in order to progress through the mod. I was thinking of
using the Dwemer book font as the alphabet for it as well, for
authenticity's sake. As long as the folks that were translating it
have no problems with my doing so, that is
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Now, this is a
really interesting mod. My little breton mage is soooo tired of all
that kill-this-destroy-that-use-this-sword-and-this-hammer...finally
a mod where thinking is more important than slashing!!
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UPDATE
Here's the first screenshot from the mod -
can you spot the new addition?
http://members.shaw.ca/grimm/Screen0.jpg
More
to come in the next week
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This is the
first opportunity I've had to actually post in this thread - lost
track of it twice
Its
a marvelous idea and if patiently executed it'll be a must have for
the thinking quest fans. Of which I am definitely one. I just wanted
to give you a pat on the back and lend some of that good ol'
modders' forum encouragement. But without giving you a million
trophies of course.
I'll be watching your progress with
interest.
-------------------- My creations:
Ordinator Armour Replacer Black and Silver Elite Indoril Violet Femme Boutique
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Looks like a
new book on that first table. Cool.
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Quote:
Looks like a new book on that first table. Cool.
Give the man a banana
Anyhoo
- there will be a plethora of stuff like that in this mod - those of
you asking for books are gonna have a good read on your hands
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Pc_freak |
Adept |
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Reged: 05/03/03 |
Posts: 334 |
Loc: BELGIUM | |
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Sounds like a
great mod grimm, a definate download when you finish it .
And that book looks terrific ,
awesome work.
-------------------- My mods:
Wizard Staffs
Sacrifice
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this mod is
one of those few mods i can't wait to play. although it most likly
will not be out for awhile.
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r123moore |
Novice |
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Reged: 06/23/04 |
Posts: 13 |
Loc: Georgia | |
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I am biggest
dwemer freak. I want help.
"I am a Nord....."
-------------------- R123Moore
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this mod is one of those few mods i can't wait to play.
although it most likly will not be out for awhile.
It may be out sooner than you
think. Depending on how all of the NPC scripting and journal entries
go, it might be within the month. Remember though, that the first
release will only be part one, and not even close to the whole story
Right
now, I'd say I'm about 30% done with part one.
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Pester |
Acolyte |
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Reged: 06/18/04 |
Posts: 151 |
Loc: Remote Shipwreck, Minnesota
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I think that
MC_Stalker is working on something like this (The Museum of Dwemer
History) as part of Tamriel Rebuilt. Of course, TR probably won't be
out for 10 years and by the time it does emerge people will say that
the MoDH is like your Dwemer Archeology mod. Still, he probably
knows the lore and you might want to ask him about his opinion.
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VampyrPrince |
Curate |
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Reged: 04/17/04 |
Posts: 701 |
Loc: Listening to The Ballad of the Fallen
Angels..... | |
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adding to
favorites(this is something i wanna watch)
-------------------- My
Site
Evil is a point of view. God kills indiscriminately
and so shall we. For no creatures under God are as we are, none so
like him as ourselves.-The Vampire Lestat
Though the Blood
of Christ we are forgiven.
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Quote:
I think that MC_Stalker is working on something like this (The
Museum of Dwemer History) as part of Tamriel Rebuilt. Of course,
TR probably won't be out for 10 years and by the time it does
emerge people will say that the MoDH is like your Dwemer
Archeology mod. Still, he probably knows the lore and you might
want to ask him about his opinion.
I remember when Tamriel
Rebuilt was just starting up! lol
Is there still a site for
them?
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UPDATE
'nother screenie
http://members.shaw.ca/grimm/Screen1.jpg
Edited by Grimm340 (07/05/04
12:04 AM)
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Mode_Locrian |
Diviner |
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Reged: 10/07/02 |
Posts: 2084 |
Loc: Bjornholm, Rykith Lowlands Region
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I think you
mean: http://members.shaw.ca/grimm/Screen1.jpg
Not
memebrs... hehe.
That pic is pretty dark; can't quite tell
what I'm looking at. That earlier pic of the book looks really good
though.
-------------------- My Website Bards of Vvardenfell Thread (New Info 8/15/04)
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D'oh!
I
fixed the link - thanks for pointing out the blooper
Oh
- and it's s'posed to be dark. One of the things I have never really
liked all that much about the dungeons in MW is that you don't need
a torch in any of em - they're all lived in by mindless beasts who
*somehow* know how to keep candles lit all over their lairs. That
always seemed a bit much to me, so I turned off a few lights in this
mod. Now, you're gonna NEED a torch or lantern, and to help you
along I have added a new tiki-torch lamp that can be carried in your
inventory, and then placed wherever you need light. Good for
underground dig sites and the like.
Also - if you turn up
your gamma just a bit...
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Hey!! A
blackboard!! What is it, a Dwemer language class? Mwaaaa...can't
wait 'til the release!!
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Excellent, a
mod that doesn't rely on hacking and slashing to
complete
*Adds thread to favorites*
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Quote:
Hey!! A blackboard!! What is it, a Dwemer language class?
Mwaaaa...can't wait 'til the release!!
Hehe - not *language* class
for them...
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coool ^_^
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nice! looking
forward to the release... also, i ahve a site bookmarked somwehre
that had a bunch of dwemer-related models, including a sub,
bathysphere, underwater helmet, and reallly cool looking tome - if
you need the site, PM me or sumtihig and ill fine the link for ya
^_^
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Quote:
nice! looking forward to the release... also, i ahve a site
bookmarked somwehre that had a bunch of dwemer-related models,
including a sub, bathysphere, underwater helmet, and reallly cool
looking tome - if you need the site, PM me or sumtihig and ill
fine the link for ya ^_^
Just post the link here bud
I'm sure everyone reading would be into checking out some Dwemer
stuff
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TSBasilisk |
Diviner |
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Reged: 06/09/03 |
Posts: 2902 |
Loc: Durango, CO | |
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Yeah, I got
the orrery.
Here it is: http://home.comcast.net/~pchathaway/
You
must make sure to give credit where credit is due as it is licensed.
The site also hosts a submarine and an interesting book.
-------------------- Member of the Forum Scholars Guild
Member of Greater Dwemer Ruins, Modder in charge of Nchuleft
Edited by TSBasilisk (07/06/04 12:43
AM)
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Those are some
pretty cool lookin' meshes there, bro
If
I do use any of 'em. I will give credit for sure. However, I am a
modeler myself, so I can pretty much make my own stuff. Thanks for
posting the link though - eye candy is always good
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UPDATE
Finished off a new set of enchanted armor
that fits well with the story Added a huge network of underground
caves finished 75% od the item dropping (books, scrolls, misc
stuff)
---------------------------------------------------------------------------
I
am almost at the point where scripting the NPC's needs to happen, so
I'm gonna need a little help
Some of you were kind enough to offer your services, and I will most
likely be getting in touch this week. Thanks again, all
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SwimBlizz88 |
Acolyte |
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Reged: 03/31/03 |
Posts: 144 |
Loc: Belladona Ranch, Morrowind
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Alright man,
keep it up! we are all cheering you on!
-------------------- "I've sparred with demons from the
Nine Hells themselves, i shall barely break a sweat here today."
- Drizzt Do'Urden
On a friendlier note, check out the
awesome Gratuitous Guar Page for all the hugs you can handle!
http://www.buttersky.com/morrowind/guars/
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Pc_freak |
Adept |
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Reged: 05/03/03 |
Posts: 334 |
Loc: BELGIUM | |
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maybe
another screenshot ? *crosses
fingers*
-------------------- My mods:
Wizard Staffs
Sacrifice
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You ask, you
get
http://members.shaw.ca/grimm/Screen2.jpg http://members.shaw.ca/grimm/Screen3.jpg
It's really hard finding stuff in the mod to take shots of
that won't give away too much :P
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wow, i really
like the second. this mod looks great. can't wait for it.
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Hehe - the
second has already changed :P I had made it a cell that "acted as
outside" first, but when I saw the sky reflecting on the water
inside a cave, well...
Suffice to say it's a bit darker, and
a little fuller now
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Faylynn |
Disciple |
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Reged: 01/26/04 |
Posts: 1397 |
Loc: So. Calif, USA | |
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This sounds
exciting, something meating to sink your intellectual teeth into
instead of another ash goul to hack, I'll be watching for this one.
-------------------- Nerevarine,
Archmage, Grandmaster Hlaalu My screenies: http://www.cuneo.us/tesmw/browse.php?dir=Faylynn
Its the game of a fantasy life, living it
and loving it, can you ever get to much?
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Kynilir |
Initiate |
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Reged: 07/08/04 |
Posts: 54 |
Loc: Athens, GA | |
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This looks
utterly fantastic. Will be perfect for my Scholar
character.
I can't wait. Keep up the good
work!
Kynilir
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Ok - time for
a telling update - ***DON'T READ ON IF YOU DON'T WANT THE STORY
SPOILED A
LITTLE***
Ok
- here's the stuff so far:
Raven Archeology Inc. shop has
been finished, complete with a hidden cave and a few surprises
hidden within. Eric Ravenclaw (RA owner) is ready for initial
scripting, and has ownership of the items in the
shop. Damak-Zera, the Seyda Neen ruins, have been finished on the
outside, and the inside just keeps growing. I have made a model for
part of the ruins which is a cavern interior, approximately one
square mile in area. I plan to build a Dwemer city here, perhaps
with a few living occupants. The language now consists of over
300 new words with their own sentence structure and grammar, based
on the Dwemer book font. 3 new meshes so far, as well as a couple
new textures.
Screenshots will be coming soon.
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Mode_Locrian |
Diviner |
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Reged: 10/07/02 |
Posts: 2084 |
Loc: Bjornholm, Rykith Lowlands Region
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A square mile
eh? Sounds like a Dwemer city to me... can't wait.
-------------------- My Website Bards of Vvardenfell Thread (New Info 8/15/04)
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sounds like
you still got alot ahead of ya.
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It took me a
few minutes to make up my mind whether to read that or not, but I
did. Looking forward to the screenshots.
Spoiler-----------
So
are these living inhabitants dwemer? If so, what's the explanation
for them not being affected by Kagrenac's actions. And how could
they have remain hidden for all this time?
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Heh - I'm not
giving *everything* away
Just think what would need to happen to preserve a 1 mile square
cavern underground
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Waitwaitwait.... Did you just say that you are
building the Dwemer language, sentence structure, grammar and
all? *faints*
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Pc_freak |
Adept |
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Reged: 05/03/03 |
Posts: 334 |
Loc: BELGIUM | |
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Yes he did!
bump
-------------------- My mods:
Wizard Staffs
Sacrifice
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Waitwaitwait.... Did you just say that you are building the
Dwemer language, sentence structure, grammar and all? *faints*
Not *the*, but *a* version of
it. Kinda like a dialect. Bethesda is not all that forthcoming about
releasing what the actual meanings are, so I have decided to create
my own.
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Pc_freak |
Adept |
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Reged: 05/03/03 |
Posts: 334 |
Loc: BELGIUM | |
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Still more
than good enough for us .
-------------------- My mods:
Wizard Staffs
Sacrifice
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Dak spreka
mas, ak dak oc mas.
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Pc_freak |
Adept |
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Reged: 05/03/03 |
Posts: 334 |
Loc: BELGIUM | |
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sounds and looks great
(spreka
means speaking/speak?)
-------------------- My mods:
Wizard Staffs
Sacrifice
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Heh - give the
man a banana
Can
you figure out the rest?
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Pc_freak |
Adept |
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Reged: 05/03/03 |
Posts: 334 |
Loc: BELGIUM | |
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*proudly eats
his banana*
mas
means may/can? ak means also? dak means that i?
roughly
translated: that i can speak, that i can see aswell?
last
one was a bit of a guess
-------------------- My mods:
Wizard Staffs
Sacrifice
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You're sooooo
close
try
again - and remember that I am basing this language off of the ones
I know some things about.
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Gren |
Initiate |
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Reged: 08/17/03 |
Posts: 94 |
Loc: *lost* | |
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Quote:
You're sooooo close
try
again - and remember that I am basing this language off of the
ones I know some things about.
Can I guess?
Please?
Gren's guess, rough translation: I can speak it, and
I can write it.
Hmmm... Or: If I can speak it, I can write
it.
*shrug*
I
had to give it a try; I love language-oriented games
-------------------- Gren
_______________ Photoshoot by the Odai 'New Wave' comes to Morrowind
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Sorry - PC was
closer
So
far, speak/say and see are correct.
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The more you
talk the more you get?
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Pc_freak |
Adept |
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Reged: 05/03/03 |
Posts: 334 |
Loc: BELGIUM | |
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That's
probably it
And
that language is it english or something else? Cuze i speak dutch
and the spreka thing looks a lot like spreken (to speak).
-------------------- My mods:
Wizard Staffs
Sacrifice
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Alpha - sorry
- not it
PC
- I speak English as my native tongue, and a little Spanish, German,
and French as well.
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fable2 |
Disciple |
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Reged: 05/18/04 |
Posts: 1054 |
Loc: Currently: The US. Desired: The
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So, has this
just simply become a spam thread?
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brady228 |
Disciple |
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Reged: 05/04/04 |
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Grimm340
sounds like a very cool mod your building. I look forward to seeing
your new language in game. This sounds like a very neat mod. I'm
adding this thread to my favorites, keep up the good work!
-------------------- Once sailed the seas Now roams
the land
Edited by brady228
(07/16/04 03:54 PM)
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Nice idea
Grimm!
just keep away from Dwemer Rocket launchers and the
like and you;ll be fine
I
look forward ot some taxing pussles
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this is
astounding. now I need to go and add a whole bunch of tables for all
the artifacts im gonna get with this, and If i dont fill em up, I go
steal stuff from the meuseum in Vos.
-------------------- "Karma; what goes around, goes
around and around." Cory, Boy Meets World
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Quote:
So, has this just simply become a spam thread?
Sorry Fable - I didn't mean
for it to start sounding like spam - I was just giving a little
teaser of the language for folks to play with while I get into
scripting.
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any more pics
or information to divulge for us?
-------------------- "Karma; what goes around, goes
around and around." Cory, Boy Meets World
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Argo_Negei |
Acolyte |
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Reged: 07/18/04 |
Posts: 157 |
Loc: The Lost Dwemer Checkpoint
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me want 2
explore and plunder
when is it coming out?
-------------------- -I Didn't say it was
Your fault. I said I was going to blame you!
-He Who Hesitates is ...Um..
My Screenshots Bthungthumz The Dwemer War!
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Sorry for the
lack of updates peeps
I've been up to my neck in school lately (metal fab course), and I
have had next to no time for the PC. I'll get some updates to you
soon though, as school has relaxed a little bit for the time being,
and I find myself with a bit of free time.
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Anghardel67 |
Master |
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Reged: 08/23/03 |
Posts: 7366 |
Loc: SC, US of A, earth, milky way, etc..
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Quote:
Features:
Thought provoking problems that require more
brains than brawn New models and textures (no new race
though) A new language (really - a whole new one) Multiple
storylines - there is no wrong way to play New adventuring
tools! Portable floor torches, working picks, etc... New
landmasses in this and possibly future
editions
-----------------------------------------
Basically,
DA is going to be a way to discover more about the Dwemer, but in
a closer to real-life way. Real linguistics will come into play,
decyphering skills, deductive reasoning - all the skills you
*can't* go train for at the guild
Please - if you're looking for monsters to slay, there are a lot
of mods out there for you. This won't be fun for those who prefer
the hack 'n slash style of play. Hopefully I'll do the Dwemer
justice here, and create a bit of their history that meshes
well.
Comments are muchly appreciated
aha! I love things that make
me use my brain, and sadly morrowind had little of that. This should
be a welcome change I think, hopefully you can make some very
challenging puzzle-type quests and such
-------------------- avatars
Intellectua - A gaming/intelligent conversation forum
Lindsay - the most beautiful word I know.
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Pc_freak |
Adept |
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Reged: 05/03/03 |
Posts: 334 |
Loc: BELGIUM | |
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bump
progress?
-------------------- My mods:
Wizard Staffs
Sacrifice
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Quote:
Features:
Thought provoking problems that require more
brains than brawn New models and textures (no new race
though) A new language (really - a whole new one) Multiple
storylines - there is no wrong way to play New adventuring
tools! Portable floor torches, working picks, etc... New
landmasses in this and possibly future
editions
-----------------------------------------
Basically,
DA is going to be a way to discover more about the Dwemer, but in
a closer to real-life way. Real linguistics will come into play,
decyphering skills, deductive reasoning - all the skills you
*can't* go train for at the guild
Please - if you're looking for monsters to slay, there are a lot
of mods out there for you. This won't be fun for those who prefer
the hack 'n slash style of play. Hopefully I'll do the Dwemer
justice here, and create a bit of their history that meshes
well.
Comments are muchly appreciated
GODDAMNIT!!!
I was
working on an Archaealogy faction mod myself.
But NOOOOO,
someone has to come along do do a better one.
ARGH!
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Tis
is onna be ssssooooo nice.
Marked
as faworite
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Does this mod
adds new NPC's to old dwemer ruins, or are you making entire new
dwemer ruins? (I'm downloading it anyway
, But im just curious
)
-------------------- It's name brings terror.......
It's big.......
Its strong.......
It's
FAT.......
It's an ogrim!!!!
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is this still
even being worked on? If it's not, I for one will be very
dissapointed.
-------------------- "Karma; what goes
around, goes around and around." Cory, Boy Meets World
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Well I
certainly hope so
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Cow_Guru |
Adept |
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Reged: 07/15/04 |
Posts: 314 |
Loc: Hiding in the forest
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Bump?
-------------------- All the mods you'll ever need, and
more - The List o' Mods.
Morrowind Online! OMG OMG T3H L33TZ0R!
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