[RELZ] Deus Ex Machina: A Steampunkyish Mod

Post » Tue May 17, 2011 1:10 am

Working on an update, going to give Omicron some useless interiors and some more shops. Might make it optional though, because it could cause slowdowns.
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Evaa
 
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Post » Tue May 17, 2011 3:23 am

So, working on this big ole update, don't have screenshots yet, but here's some features

Nwedaga-Deux gets an expansion, which includes:

-A new trainline, that takes you east, towards Nchuleft
-The traincar interiors are now explorable, as is the boiler of the engine.
-Also, there's a conductor's hat
-Some previously unenterable doors are made enterable, leading to...
-A dwemer submarine-boat thing, which is capable of taking the player to more Dwemer ruins
-More NPCs and features, healers and merchants and that sort of thing, as well as some ghostly citizens, to make you feel like you're ruling a Dwemer city, and totally not an idiot in some abandoned cavern screwing around on trains.

For Omicron City, there's a bunch of new interiors, since people keep complaining about that, which in addition to normal houses and such include:
-A subway/locomotive works
-Waste disposal area
-A radiostation (Which totally doesn't work, this isn't Fallout after all)
-Guard Headquarters
-More factories
-Some more offices for bureacrats
-And a player home
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scorpion972
 
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Post » Tue May 17, 2011 8:10 am

Building a "mod set" for my son to play. This is right up his alley. He loves the dweamer steampunk stuff. Downloading ASAP. Nice job!
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john page
 
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Post » Tue May 17, 2011 3:00 pm

I know that this mod will conflict with anything set out north of Vvardenfell, but I noticed in particular that this conflicts, landmass-wise, with Ald Vendras' landmass. In particular, it overwrites a portion of it with, from the map's point of view... sea floor. Having not yet had the chance to play the mod, I have to ask, is there anything in particular in the sea floor area that'd necessitate this overwrite? Because at first glance it seems rather wasteful.
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Sheila Esmailka
 
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Post » Tue May 17, 2011 3:01 pm

So, working on this big ole update, don't have screenshots yet, but here's some features

Nwedaga-Deux gets an expansion, which includes:

-A new trainline, that takes you east, towards Nchuleft
-The traincar interiors are now explorable, as is the boiler of the engine.
-Also, there's a conductor's hat
-Some previously unenterable doors are made enterable, leading to...
-A dwemer submarine-boat thing, which is capable of taking the player to more Dwemer ruins
-More NPCs and features, healers and merchants and that sort of thing, as well as some ghostly citizens, to make you feel like you're ruling a Dwemer city, and totally not an idiot in some abandoned cavern screwing around on trains.

For Omicron City, there's a bunch of new interiors, since people keep complaining about that, which in addition to normal houses and such include:
-A subway/locomotive works
-Waste disposal area
-A radiostation (Which totally doesn't work, this isn't Fallout after all)
-Guard Headquarters
-More factories
-Some more offices for bureacrats
-And a player home

sounds sweet!
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Kill Bill
 
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Post » Tue May 17, 2011 7:44 am

Sorry if it's been mentioned. FYI to any who are interested... DEM landmass conflicts with Tusar island mod.

-KWm
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Svenja Hedrich
 
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Post » Tue May 17, 2011 12:55 am

I know that this mod will conflict with anything set out north of Vvardenfell, but I noticed in particular that this conflicts, landmass-wise, with Ald Vendras' landmass. In particular, it overwrites a portion of it with, from the map's point of view... sea floor. Having not yet had the chance to play the mod, I have to ask, is there anything in particular in the sea floor area that'd necessitate this overwrite? Because at first glance it seems rather wasteful.



Yep there's something, there's a big underwater trench.
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james reed
 
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Post » Tue May 17, 2011 10:45 am

Yep there's something, there's a big underwater trench.


Alright, thanks for informing me. I just wanted to know, as between Vendras and DEM, DEM wins.
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Ann Church
 
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Post » Tue May 17, 2011 11:42 am

Was gonna wait for more shots of Omicron city, particularly the Locomotive Works (Hint: It looks glorious), but whatever.


Have some shots of the extended Nwedaga-Deux:

http://img155.imageshack.us/img155/3848/screenshot17a.png

http://img577.imageshack.us/img577/5716/screenshot18.png

http://img828.imageshack.us/img828/3360/screenshot19s.png

http://img703.imageshack.us/img703/404/screenshot20.png

http://img441.imageshack.us/img441/9451/screenshot21m.png

And finally:

http://img261.imageshack.us/img261/9674/screenshot6i.png
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suniti
 
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Post » Tue May 17, 2011 3:14 am

Wow..that's just cruel....cruelly awesome that is. Sub looks fantastic. I love how you combine dweamer tech with modern in a "lore-ish" way. Look forward to the update!
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Charlotte X
 
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Post » Tue May 17, 2011 9:50 am

I love how you combine dweamer tech with modern in a "lore-ish" way. Look forward to the update!


Eh, Modernish, it's sorta supposed to be 1800s, but on a more magical scale. I'm surprised nobody got the connection between Omicron City and London yet...
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Tiffany Holmes
 
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Post » Tue May 17, 2011 2:20 pm

New shots of Omicron. I've got around 50 or so interiors so far. Not showing them all off o course, only a few

http://img153.imageshack.us/img153/778/screenshot22jt.png
http://img835.imageshack.us/img835/6634/screenshot23w.png
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Rachyroo
 
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Post » Tue May 17, 2011 7:51 am

deus Ex machina is having an overhaul already?
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Louise Dennis
 
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Post » Tue May 17, 2011 6:33 am

Nah, just more interiors for Omicron, because people complained about not being able to solicit random strangers.
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Devin Sluis
 
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Post » Tue May 17, 2011 1:34 am

Alright, more features to that patch. Huzzah for less distractions.
In addition to all that stuff you saw before, I've also now got:

-Some new misc. quests around Omicron City
-A few new shops
-The subway is now actually rideable, instead of just having normal fast travel by talking to the station masters.
-Guild of Technomancers get a bunch of doodads added to it, basically it looks like a series of offices overlooking a massive production floor, which is how it should be.
-Remember all those smokestacks around the city? Well yeah every so often they let off steam, just because.
-Streelights
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Oscar Vazquez
 
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Post » Tue May 17, 2011 9:03 am

Alright, moved the island up about 10 cells to the north. Works fine, but I have to figure out the teleportation scripts, since those haven't been fixed.
Are there any mods that would still conflict after this move? Are there any exceptionally large landmasses that would conflict? Do I need to move it farther north?
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Toby Green
 
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Post » Tue May 17, 2011 3:29 am

Have you seen http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6000 by Rougetet?

And the old http://www.mwmythicmods.com/MAPoMODSbyCyronaut.jpg
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Tamika Jett
 
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Post » Tue May 17, 2011 1:00 am

Have you seen Morrowind Landmass Conflict Checker - aka MMGUM by Rougetet?

And the old MapOMods


Alright, tried it out, nothing conflicts, yay. And the MapOMods definitely needs an update...
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Maya Maya
 
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Post » Tue May 17, 2011 9:26 am

New screenshots.

http://img339.imageshack.us/img339/1852/screenshot27r.png

http://img593.imageshack.us/img593/4940/screenshot26.png

http://img809.imageshack.us/i/screenshot25d.png/

http://img101.imageshack.us/img101/5081/screenshot24n.png
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Jason Wolf
 
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Post » Tue May 17, 2011 11:35 am

Great looking new content Trainwiz! :goodjob:
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Alyce Argabright
 
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Post » Tue May 17, 2011 3:15 pm

agreed! defiantly gonna use this update. lol, i forgot to reinstall this mod after i re-setup (???) my game :P need to get onto it.
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Wayne W
 
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Post » Tue May 17, 2011 3:16 am

Just for reference, when TrainWiz refers to an enemy as 'not a real problem', he means 'not a real problem if you are a demi-god'. I know the readme states you should be level 20 or higher, and he isn't kidding. The rats in the sewer ate my lunch a couple of times.

BTW - that was a nice touch. I didn't even see the buggers the first time.

I didn't get a chance to test very much, as most of my characters are low-level intended for testing, but it does look quite interesting so far.
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Sami Blackburn
 
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Post » Tue May 17, 2011 12:07 am

Just for reference, when TrainWiz refers to an enemy as 'not a real problem', he means 'not a real problem if you are a demi-god'. I know the readme states you should be level 20 or higher, and he isn't kidding. The rats in the sewer ate my lunch a couple of times.


Speed. Speed is the key. I should make a speed potion seller...
The faster you are in this, the easier. I don't give stuff very high health, but I do make it do tons of damage. If you can dodge, you can win.
Also stat reducing spells are really good I found.
I should make a speed potion seller
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Joe Bonney
 
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Post » Tue May 17, 2011 5:15 am

After watching the trailer, i can see i am interested in trying this out. Suppose i can pull out me 50th level (vanilla) malcomb out to try this.

From what i see, lots of detail work, and will likely be fun to play though. :)
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Sophie Miller
 
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Post » Tue May 17, 2011 9:50 am

Do you have the boots of blinding speed?
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CHARLODDE
 
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