[RELZ] Deus Ex Machina: A Steampunkyish Mod

Post » Tue May 17, 2011 3:38 am

1.6 is now out, more errors fixed, more stuff.


Also some dude on Youtube did a playthrough of the mod, come marvel at his http://www.youtube.com/watch?v=PAax9ZrLkwo
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Lovingly
 
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Post » Tue May 17, 2011 1:05 pm

haha, he got further than me, i ended up TCLing across the "invisible" roof thing..
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Elizabeth Lysons
 
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Post » Tue May 17, 2011 7:23 am

more stuff? :shocking:
any list? :biggrin:
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Paula Ramos
 
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Post » Tue May 17, 2011 2:41 am

Nope. Gonna have to find it yourself
=3
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YO MAma
 
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Post » Tue May 17, 2011 6:49 am

Removed most people brushing you off in Omicron City, because apparently people have this weird desire to talk to generic NPCs...
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Rachel Cafferty
 
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Post » Tue May 17, 2011 2:35 am

I can see that being a problem when I play my custom class "Census taker" :wink_smile:
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Georgine Lee
 
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Post » Tue May 17, 2011 2:28 pm

Patch 1.62 released. Fixed some missing door links.
Stupid TESFaith, been months since I released and still there are errors from it.
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N3T4
 
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Post » Tue May 17, 2011 8:36 am

Patch 1.62 released. Fixed some missing door links.
Stupid TESFaith, been months since I released and still there are errors from it.


Ah yes, as much as I love TESfaith, it is like most other morrowind mod tools..almost done. :shrug: It's pretty cool that you moved it to avoid conflicts, a lot of mod users don't know how to do that. It's definately in my ALWAYS INSTALL folder.
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Alberto Aguilera
 
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Post » Tue May 17, 2011 9:29 am

Man, I honestly cannot stop coming back to this.
Working on another update.
Main features are:
-Dialogue, so many people complained about it that I'm adding a bunch of speeches and stuff for a good majority of the characters, you're welcome to help if you want.
-With that new dialogue comes a bunch of new quests, both in Cratehall, Nwedaga-Deux, Xisqui, and Sedrea Port
-With Sedrea Port's new dialogue stuff comes a bunch of new interiors, now you can explore the decrepit town and it's horrible otherworldly counterpart
-A redesign of the rainbow dimension, to feel more fake, like it's all an illusion (it is), as well as a re-detailing of Omicron's sewers
-A retexture of the technodaedra, to make it seem more unnatural.
-Rewritten and retweaked some parts of the mainquest, based off of criticisms and reviews. More directions, less OH DEAR GOD WHY enemies, failsafes so that your character can't get to places they're not supposed to early. It won't necessarily require that walkthrough anymore
-And finally proper subway support
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Lexy Corpsey
 
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Post » Tue May 17, 2011 4:35 pm

I understand. I can't stop coming back to look at what you've done, either. :)
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Anthony Diaz
 
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Post » Tue May 17, 2011 4:22 am

Holy Monkey Jesus! IT'S OUT!

I been looking for an excuse to play Morrowind again, and here it is! Love you, Trainwiz! Now I gotta go get a toon up to snuff for this!
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Darren
 
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Post » Tue May 17, 2011 5:40 am

I gotta say I love that song Prof. Plumpernickel by Two Steps from Hell that you used. It so fits that video! I might just go buy their CD. Are they a group or just one person? Are those live instruments or is it all done with computers?
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cosmo valerga
 
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Post » Tue May 17, 2011 11:37 am

Yeah, all of their music is amazing, and works great for any "epic" situation. And it's only two guys, dunno about instruments.
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stevie critchley
 
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Post » Tue May 17, 2011 5:03 am

Saw some screens of Tamriel Rebuilt and was like "Dang, my stuff svcks"

So I've been going back and detailing most of the Omicron Region. The general feeling is a rocky, barren landscape utterly dominated by technology, but all of it is broken, ancient, and decrepit. So lots of Dwemer ruins and contraptions, old bridges, tons of rocks, destroyed railroad lines.
So far it's looking nice

http://img853.imageshack.us/img853/6302/screenshot39.png

Also did a small makeover of Outer Omicron, giving it better walls than that jagged landscape it used to have.

http://img826.imageshack.us/img826/3815/screenshot38s.png


And finally got tons of rumors, secrets, and advice things to work for the various Omicron NPCs, as well as more specific background stuff. It's not LGNPC, but at least you can't complain.
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My blood
 
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Post » Tue May 17, 2011 10:25 am

Looking good, one thing I would suggest is those steam pipes could use some detailing around their base, like some small pipes connecting to them or something.
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Phillip Brunyee
 
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Post » Tue May 17, 2011 10:33 am

New shots. Welcome to the land of the machine.

http://img96.imageshack.us/img96/7213/screenshot40n.png
http://img6.imageshack.us/img6/3120/screenshot41b.png
http://img21.imageshack.us/img21/5931/screenshot42r.png
http://img690.imageshack.us/img690/401/screenshot43k.png
http://img848.imageshack.us/img848/2571/screenshot44.png
http://img809.imageshack.us/img809/258/screenshot45q.png
http://img23.imageshack.us/img23/5382/screenshot46iy.png
http://img46.imageshack.us/img46/6134/screenshot47o.png
http://img52.imageshack.us/img52/2712/screenshot48x.png
http://img196.imageshack.us/img196/6107/screenshot49y.png
http://img641.imageshack.us/img641/5273/screenshot50j.png


You can see some of the finer details in some of the shots, a few rusted traintracks, a few dwemer ruins buried under rock and snow, huge steam-stacks stretching up to the sky, and tons of rocks. I wanted the general feeling to be this big barren landscape that towers over the player.
Also you can see a redone version of Xisqui, one of the towns, in the first shot. It was meant to be a town made out of driftwood and shipwrecks, so most of it is built on and out of the hulls of old boats and drydocks.
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Skrapp Stephens
 
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Post » Tue May 17, 2011 1:14 pm

Wow, those shots look amazing trainwiz! Awesome work on the landscaping! Looking forward to the update :goodjob:
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Hussnein Amin
 
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Post » Tue May 17, 2011 1:20 am

Nice work! Glad to see more work being done on an already awesome mod!
Yeah all though small "pain in the @#$ to place every single one" details really add alot of flavor to mods.

Alot of older mods suffered from a very mechanical feel to their construction. Every house in a barren desolate town (that's apparently garbage free) perfectly in line, pointing the exact same direction. An entire (perfectly flat) island with only one land texture, no vertex shading, and 3 identical trees (haha). All they need is a little "chaos" to make it feel more natural. Sometimes just a little varying the scale (and direction) of the same type of object, minor terraforming, and some vertex shading can do wonders (not that your mod has to worry about this...it's awesome!)
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Hope Greenhaw
 
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Post » Tue May 17, 2011 3:56 pm

yeh, cant stand those older mods :P

looks great trainwiz!
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Maria Garcia
 
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Post » Tue May 17, 2011 6:34 am

yeh, cant stand those older mods :P

looks great trainwiz!


Sorry, I wasn't trying to disrespect others work especially when I haven't released anything and use said mods. I meant to just point out what sets a mod apart (in my mind at least). One of my favorite activities is "terraforming" old mods...really feeds my artistic side.
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Samantha Mitchell
 
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Post » Tue May 17, 2011 2:20 pm

Finished detailing the landscape. Lots of interior-exteriors. Or rather, places you can enter without having to go through a door.


Before the detailing

http://img850.imageshack.us/img850/3253/before.jpg

After the detailing:

http://img405.imageshack.us/img405/6971/screenshot51o.png
http://img846.imageshack.us/img846/912/screenshot52.png
http://img192.imageshack.us/img192/2369/screenshot53u.png
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Mackenzie
 
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Post » Tue May 17, 2011 5:25 am

Working on quests now. Got around 20 new ones, all around the island and cratehall, some with multiple branching paths.
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Spaceman
 
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Post » Tue May 17, 2011 4:17 am

Looking really great Trainwiz!
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Kelvin Diaz
 
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Post » Tue May 17, 2011 10:24 am

Working on redetailing Omicron City now, just adding in more clutter and stuff like sewer vents and more docks and crates. Time to kill those framerates dead.
Also added schedules to the NPCs, so while the city is less crowded, different people come out at different times of day. I like it.
Also did a sound overhaul. Crowd sounds are less deafening and actually move around, occasionally the steamstacks whistle and blow off steam, those weird pipe powerline things hum and fizz (And on occasion, fire off bolts of electricity), and finally the subway cars click and rattle and make actual sounds as they move overhead.
Also have a new feature. Remember that radio tower that did nothing? Well now it does. Complete a quest and you get a working portable radio that allows you to listen to the radio station as you run around the city.
Also also added the undercity, which is little more than a giant maze. And it's huge. Like, really. Just miles and miles of the same steel corridors over and over, with the occasional giant stompy robot or train terminal to the surface. It's a good dungeon crawl though, if you're insane.

This'll probably be the final update, excluding bugfixes. I can't really think of what to add after this really.
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Jamie Moysey
 
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Post » Tue May 17, 2011 2:55 pm

I clicked this link in your signature. The screenshots look really appealing. I'm going to download it once my copy of Morrowind for PC comes in the mail.
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-__^
 
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