[RELZ] Deus Ex Machina: A Steampunkyish Mod

Post » Tue May 17, 2011 1:21 pm

Do you have the boots of blinding speed?


But of course. Don't go anywhere without them :)

Actually having played a breton, i got used to the 50% blindness. Although to my new understanding, i can get rid of that entirely. Kinda wish there were items with enough points i could make similar stuff.
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adam holden
 
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Post » Tue May 17, 2011 6:56 am

Finished all of Omicron's interiors. And there are... alot. And I mean ALOT. Seriously there are so many purple arrows everywhere it isn't funny.
Also replaced the annoying whirring and beeping sounds in Omicron with crowd sounds, does wonders for the atmosphere.
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.X chantelle .x Smith
 
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Post » Tue May 17, 2011 6:45 am

Finished the alternate train line, the filled out Nwedaga-Deux, and the submarine. Release is any day now.
Also added in the walkthrough as an in-game book, because people were asking for it.
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Kevin S
 
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Post » Tue May 17, 2011 3:55 am

Patch Released!

http://www.tesnexus.com/downloads/file.php?id=34725
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8720

Main Things added in this update:

-Dwemer Submarine
-Second Locomotive Train line
-Both trains now have explorable traincars
-Ghostly Dwemer Spectres that inhabit the city, including smiths and traders
-Over 45 new interiors added to Omicron City, making every interior enter-able and explorable
-Streetlights and new crowd sounds, for atmosphere
-Walkthrough added as an in-game book
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Bereket Fekadu
 
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Post » Tue May 17, 2011 2:35 pm

And it's compatible with all mods now.
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Tinkerbells
 
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Post » Tue May 17, 2011 1:15 pm

Couple minor bugs so far.
When getting the 'controlled substance', if you put it down (or complete the quest part) and request it again, you can get it as many times as you want. Not that it's worth anything.
You can prevent the king from being assassinated, however he'll still be treated as though he were dead.
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Trish
 
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Post » Tue May 17, 2011 4:03 pm

Did you get the patch? I remember those and I believe I fixed them.
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Laura Wilson
 
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Post » Tue May 17, 2011 2:07 pm

Did you get the patch? I remember those and I believe I fixed them.


Just got the patch, however haven't touched it yet.

I almost wonder if it's a bad thing having all the building's interriors accessible. As you mentioned, there's arrows everywhere :P

BTW, interesting and nice touch with the assassin underground tunnel (The large skeleton which you can't see). I accidentally went through the floor and noticed it. I think it's cute and original. Course in game you normally don't see it or know what it is.

EDIT: Also just remembering. For some reason my unarmed and mysticism skills are damaged. What creatures would do that, and where/how do you cure yourself? In all the games so far i don't know of anything that damaged skills, so there was never a restoring for skills either.
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Charlotte Lloyd-Jones
 
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Post » Tue May 17, 2011 6:58 am

I almost wonder if it's a bad thing having all the building's interriors accessible. As you mentioned, there's arrows everywhere :P


Those doormarkers are only present/visible in the Construction Set.
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Anna Krzyzanowska
 
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Post » Tue May 17, 2011 2:22 am

And when you are asleep.
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Lily
 
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Post » Tue May 17, 2011 4:30 pm

Those doormarkers are only present/visible in the Construction Set.


We all know that. But because they all look the same it would be a pain remembering what goes where. Like spaghetti code. (Ugg, Basic from Apple II, Atari, Commodore64, no functions, only gosub/goto).

Sides. at first realizing i can't go in every door simplifies trying to look around. Considering how much in city it slows down my FPS. Maybe i just need a newer computer. (5 years old: 1.5 Ghz, 1.5 Gig ram, 400Gig harddirve. Nvidia radeon 1300).
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ILy- Forver
 
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Post » Tue May 17, 2011 7:09 am

Released a patch, because TESFaith messed up a few doormarkers. Nothing big, just you know, stuff required for the main quest.
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matt
 
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Post » Tue May 17, 2011 7:09 am

Nother patch, because TESFaith messed up even more doormarkers than I initially thought.
Good god.
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Hope Greenhaw
 
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Post » Tue May 17, 2011 7:38 am

well, my computers got a wee bit better, and to celebrate i'm reinstalling this mod! :P

so i have as far as i know the last update that was given to the beta testers, so should i just install this now: "DEMPatch141.rar"?
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Tanya Parra
 
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Post » Tue May 17, 2011 8:05 am

No, get the mod off PES or TESNexus, then patch141
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Amanda Furtado
 
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Post » Tue May 17, 2011 4:19 pm

No, get the mod off PES or TESNexus, then patch141

dang, the ESP's ben replaced by the new 141 patch, so i'll be missing meshes and textures?
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Harinder Ghag
 
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Post » Tue May 17, 2011 3:09 pm

Not last I checked, you MAY be able to work with it, since the beta I sent you had all the necessary files, and any new files would be added with the patch.
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kiss my weasel
 
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Post » Tue May 17, 2011 12:23 pm

Nother patch, because TESFaith messed up even more doormarkers than I initially thought.
Good god.


I appreciate your dedication to go ahead and move the location due to conflicts. Especially so early in the mods "life".

Are you using the command line Tesfaith? I know that one was a higher version than the GUI one. Of course, I haven't tried to move such a large and complex mod as yours before. I usually just shuffle the small islands out of the way of the big ones.
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Kristina Campbell
 
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Post » Tue May 17, 2011 7:30 am

Yeah I used command-line TESFaith, it messed up a few doormarkers in strange places, so I had to release a few patches, and also required me to update some teleportation and movement scripts, but other than that it works just fine.
And besides, best to get the conflict thing out of the way while you can eh?
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Johanna Van Drunick
 
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Post » Tue May 17, 2011 8:18 am

Yeah I used command-line TESFaith, it messed up a few doormarkers in strange places, so I had to release a few patches, and also required me to update some teleportation and movement scripts, but other than that it works just fine.
And besides, best to get the conflict thing out of the way while you can eh?



Yeah after I installed patch 1.41, during the second quest for the rebels (the one that you pose as a servant). When i get transported it takes me to an empty cell. Should i start a new game? Or is it just a bug you haven't found yet?
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Kayla Oatney
 
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Post » Tue May 17, 2011 2:18 pm

Bug. I believe that comes from all cells marked to "act like exteriors" had all their cells shifted upward. Should've fixed that...
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Peetay
 
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Post » Tue May 17, 2011 4:36 pm

Fixed and uploaded.
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Theodore Walling
 
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Post » Tue May 17, 2011 2:43 pm

Thanks alot man, i can't tell you how long i was messing with that....AWEsome mod btw.
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Queen Bitch
 
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Post » Tue May 17, 2011 4:26 pm

No problem.
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Steven Hardman
 
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Post » Tue May 17, 2011 4:35 am

1.5 is out on http://www.tesnexus.com/downloads/file.php?id=34725 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8720
-Some new interiors added
-Fixed some dialogue and door errors
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Fluffer
 
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