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[WIP]Dwemer Archaeology - a thinking man's mod
      #2754922 - 07/02/04 02:51 AM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2754951 - 07/02/04 03:12 AM

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.

--------------------
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fable2
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2754965 - 07/02/04 03:22 AM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: fable2]
      #2755034 - 07/02/04 04:02 AM

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.

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kagrenac
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Celyia]
      #2755056 - 07/02/04 04:17 AM

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.










--------------------
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Jara
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: kagrenac]
      #2755071 - 07/02/04 04:27 AM

Ooooh... Interesting! Dwemer Lore & Puzzles. Sounds wonderful!

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Nigedo
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2755129 - 07/02/04 04:49 AM

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.

--------------------
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The Whirling School | Academy for Dwemer Studies | TES Lore FAQ

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GamegusCye
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2755187 - 07/02/04 05:29 AM

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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teggerModerator
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2755204 - 07/02/04 05:40 AM

Quote:

[WIP]Dwemer Archaeology - a thinking man's mod




So are ya gonna also do a mod for us thinking women?

--------------------
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~TSL )O(



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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2755255 - 07/02/04 06:15 AM

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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watchinthewheels
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2755376 - 07/02/04 07:43 AM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: tegger]
      #2755553 - 07/02/04 09:19 AM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2755567 - 07/02/04 09:24 AM

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.

--------------------
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Bards of Vvardenfell Thread (New Info 8/15/04)


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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Mode_Locrian]
      #2755599 - 07/02/04 09:39 AM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2756090 - 07/02/04 12:05 PM

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).

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fable2
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2756147 - 07/02/04 12:17 PM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: fable2]
      #2756915 - 07/02/04 03:59 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2756992 - 07/02/04 04:20 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: fable2]
      #2757881 - 07/02/04 08:07 PM

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.

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Amazing_Amoeba3]
      #2759007 - 07/03/04 02:31 AM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2759602 - 07/03/04 08:11 AM

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.



--------------------
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_______________
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maxpublic
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Gren]
      #2759631 - 07/03/04 08:26 AM

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

--------------------
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: maxpublic]
      #2759780 - 07/03/04 09:51 AM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Celyia]
      #2759847 - 07/03/04 10:18 AM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: maxpublic]
      #2759870 - 07/03/04 10:25 AM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2759885 - 07/03/04 10:32 AM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: fable2]
      #2759940 - 07/03/04 11:03 AM

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

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jkn
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2760014 - 07/03/04 11:33 AM

This is a very interesting idea. I've popped it into my favorite threads.

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Amazing_Amoeba3
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: jkn]
      #2760041 - 07/03/04 11:45 AM

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.


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Horns and Halos,
Nocturnal Flies,
Surrounded by voyeurs,
Crack smoking Lawyers,
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2760056 - 07/03/04 11:50 AM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2760179 - 07/03/04 12:37 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2760274 - 07/03/04 01:09 PM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: DagothZeno]
      #2760596 - 07/03/04 02:52 PM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2762864 - 07/04/04 04:51 AM

*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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2763607 - 07/04/04 12:11 PM

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.

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Mode_Locrian]
      #2763650 - 07/04/04 12:25 PM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2763858 - 07/04/04 01:44 PM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2764081 - 07/04/04 02:51 PM

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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VagabondAngel
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2764098 - 07/04/04 02:55 PM

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.

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2764103 - 07/04/04 02:56 PM

Looks like a new book on that first table. Cool.

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2764556 - 07/04/04 05:07 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2764636 - 07/04/04 05:35 PM

Sounds like a great mod grimm, a definate download when you finish it .
And that book looks terrific , awesome work.

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corey5566
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Pc_freak]
      #2764715 - 07/04/04 06:07 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: kagrenac]
      #2764871 - 07/04/04 06:57 PM

I am biggest dwemer freak. I want help.

"I am a Nord....."

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: corey5566]
      #2765047 - 07/04/04 07:59 PM

Quote:

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2765063 - 07/04/04 08:07 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2765069 - 07/04/04 08:09 PM

adding to favorites(this is something i wanna watch)

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Pester]
      #2765357 - 07/04/04 10:20 PM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2765433 - 07/04/04 11:04 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2765464 - 07/04/04 11:17 PM

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.

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Mode_Locrian]
      #2765607 - 07/05/04 12:09 AM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2766115 - 07/05/04 03:57 AM

Hey!! A blackboard!! What is it, a Dwemer language class?
Mwaaaa...can't wait 'til the release!!

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TheFalcon
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2766348 - 07/05/04 07:06 AM

Excellent, a mod that doesn't rely on hacking and slashing to complete

*Adds thread to favorites*

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2766527 - 07/05/04 09:06 AM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2767083 - 07/05/04 12:38 PM

coool ^_^

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2769077 - 07/05/04 10:22 PM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2769200 - 07/05/04 11:09 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2769458 - 07/06/04 12:38 AM

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.

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Edited by TSBasilisk (07/06/04 12:43 AM)

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: TSBasilisk]
      #2769637 - 07/06/04 01:43 AM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2774811 - 07/07/04 09:32 AM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2775560 - 07/07/04 01:12 PM

Alright man, keep it up! we are all cheering you on!

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Pc_freak
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2775717 - 07/07/04 01:50 PM



maybe another screenshot ?
*crosses fingers*


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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Pc_freak]
      #2778423 - 07/08/04 01:13 AM

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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corey5566
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2778527 - 07/08/04 01:55 AM

wow, i really like the second. this mod looks great. can't wait for it.

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: corey5566]
      #2779469 - 07/08/04 09:50 AM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2779637 - 07/08/04 10:50 AM

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.

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Kynilir
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2779684 - 07/08/04 11:06 AM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Kynilir]
      #2793862 - 07/11/04 10:05 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2794012 - 07/11/04 10:42 PM

A square mile eh? Sounds like a Dwemer city to me... can't wait.

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corey5566
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Mode_Locrian]
      #2794491 - 07/12/04 12:33 AM

sounds like you still got alot ahead of ya.

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2795726 - 07/12/04 09:00 AM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2795774 - 07/12/04 09:20 AM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2799193 - 07/12/04 11:47 PM

Waitwaitwait....
Did you just say that you are building the Dwemer language, sentence structure, grammar and all?
*faints*

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Pc_freak
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2801015 - 07/13/04 10:41 AM

Yes he did!

bump

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2801688 - 07/13/04 01:28 PM

Quote:

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2801839 - 07/13/04 02:20 PM

Still more than good enough for us .

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Pc_freak]
      #2803811 - 07/14/04 12:14 AM

Dak spreka mas, ak dak oc mas.

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Pc_freak
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2805252 - 07/14/04 09:23 AM

sounds and looks great

(spreka means speaking/speak?)

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Pc_freak]
      #2809996 - 07/15/04 09:37 AM

Heh - give the man a banana

Can you figure out the rest?

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Pc_freak
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2810254 - 07/15/04 10:48 AM

*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

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Pc_freak]
      #2811927 - 07/15/04 05:53 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2811986 - 07/15/04 06:05 PM

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



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_______________
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Gren]
      #2812548 - 07/15/04 08:41 PM

Sorry - PC was closer

So far, speak/say and see are correct.

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2814866 - 07/16/04 11:38 AM

The more you talk the more you get?

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Pc_freak
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2814930 - 07/16/04 11:51 AM

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).

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Pc_freak]
      #2815731 - 07/16/04 03:38 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2815742 - 07/16/04 03:41 PM

So, has this just simply become a spam thread?

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brady228
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2815780 - 07/16/04 03:50 PM

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!

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Once sailed the seas Now roams the land


Edited by brady228 (07/16/04 03:54 PM)

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: brady228]
      #2815819 - 07/16/04 04:00 PM

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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stargate525
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: fable2]
      #2815830 - 07/16/04 04:04 PM

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.

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: fable2]
      #2817054 - 07/16/04 10:16 PM

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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stargate525
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2825863 - 07/19/04 02:03 PM

any more pics or information to divulge for us?

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Argo_Negei
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: stargate525]
      #2837326 - 07/22/04 11:24 AM

me want 2 explore and plunder


when is it coming out?

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Argo_Negei]
      #2846787 - 07/24/04 08:02 PM

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
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2847010 - 07/24/04 09:06 PM

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

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Pc_freak
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Anghardel67]
      #2883231 - 08/03/04 02:28 PM

bump

progress?

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2883346 - 08/03/04 03:03 PM

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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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2924210 - 08/13/04 10:36 AM

Tis is onna be ssssooooo nice.

Marked as faworite

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Belly_Warrior
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Reged: 08/24/04
Posts: 7
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2965619 - 08/24/04 02:20 PM

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 )

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stargate525
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: Belly_Warrior]
      #2966076 - 08/24/04 04:30 PM

is this still even being worked on? If it's not, I for one will be very dissapointed.

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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: stargate525]
      #2982465 - 08/29/04 09:32 AM

Well I certainly hope so

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Cow_Guru
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Reged: 07/15/04
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Re: [WIP]Dwemer Archaeology - a thinking man's mod [Re: ]
      #2986301 - 08/30/04 11:44 AM

Bump?

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