[WIPz] - Dwemer Faction Mod - The Artificer's Hand

Post » Wed Aug 25, 2010 3:27 pm

Oh look I missed another deadline :(. Its a national holiday here on Wednesday so hopefully I'll get to my OP update then. I've got the story outlined fairly completely and finally have a definite overall direction and cast. I won't be including all of the airships as I'm trying to cut back on globals. I've got an idea for two add-ons that I'll do after the mod's released. One is a short story based on what would happen if smugglers got a hold of an airship and it'll be more fun than lore-friendly and the other is a Uvirith's Legacy (?) style house mod made for artificer's. I was going to include it in the original release but I'll wait and see how the gameplay pans out to see what an artificer really needs and after reading what stuporstar did with UL I though I could include some of his/her ideas. UL has some neat ideas like a weekly stock update but I want mine to be a real-time airship drop-off.

CS work is coming along really nicely and I'm now adding more flavour rather than broad design. I'll be starting on the traps soon which I'm excited about. I read "Traps & Treachery" from D&D - some good stuff in there. I want the traps to be both harmless and deadly to keep the player on their toes - it is a massive ruin after all. But it won't be fun unless the palyer has a way out. Random insta-kill is only fun when it happens to someone else. Ha ha haaa the evil!

You likely already know of these, but just in case you don't have them yet, there are a few good dwemer resources.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6614 - tons of new meshes
http://www.tesnexus.com/downloads/file.php?id=26581

(you might have these already, hard to tell if I saw some of these in the screenies or not)
But the screenshots look pretty impressive!



Thanks and yeah I've got the GDR resource. I've used a fair bit from it but it'll be the only dependency. I could pull the stuff I need but I figure anyone that's interested in the Dwemer should have it already.
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Prohibited
 
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Post » Wed Aug 25, 2010 3:22 am

OP updated.
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Matthew Warren
 
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Post » Wed Aug 25, 2010 9:44 am

Don't worry for the people. I like the idea, specially the firearms and the underwater mines. :drool:
Big possibilities here...


If I have written slightly badly...
I hate these damned translators...
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Dalley hussain
 
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Post » Wed Aug 25, 2010 4:52 am

of silly to have a single individual construct an entire ship. Some specialized members of The Artificer’s Hand will help you out with this.

I’ve yet to decide whether a constant refuelling will be needed but I’m leaning towards a “yes”. What that’ll be is still in limbo.
I have tried to build the ships as flying homes. I really like the idea of cruising around Vvardenfell with nowhere to be and everything I own and want is in my ship. Tamriel Rebuilt was in the back of my mind in these imaginings. I want to sail over Tamriel. MGE is a godsend.
Also, some ships are armed. You’ll need it.




There was a mod made by many moders an airship wich was built in seyda neen (think).... and it was fueled by netch gas. that was obtained by the intersection of your blade and a bull netch and removing the "gas bag" from it{s corpse. I{m not saying that you should do it that way. but it was logical since there were netch almost everywere and it came by pretty easyly.... Another option you have is that the ship had to be taken periodicaly to the fortress for repair and refueling!.

Also the mod I mentioned had a chandce that the ship{s engine would brake! and PC had to fix it. since you have set up such a RTMG (Real Time Mecano Game) which sounds great! it would be a nice adition wich would add to role play I mean you break your ship on solsteim and you must come up for parts to make it operational once again!


I{m waiting for this mod! it{s looking great and the screens are nice!
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Sophie Payne
 
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Post » Wed Aug 25, 2010 5:25 pm

This looks really awesome, even if you can′t put in as much story as you want to, this will even be great for just working around in these gigantic structures. But nevertheless I hope you can get in a lot of story, as this will keep you playing the mod. :thumbsup:
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Heather M
 
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Post » Wed Aug 25, 2010 5:41 pm

Thanks, guys. As for repairing airships - I'm doing machines ( on land ) that the player has to repair so it did cross my mind to make the airships repairable. As for the netch gas that's not a bad idea but I'm trying to base things in lore and given the references to steam power I'll probably go with that in some way. EVE online has some nice ideas. I think a mod for my mod called "Eve of Iron" or "Eve of the Artificer" would be good titles for an airship expansion. I think an airship that can fly indefinitely with no problems would be boring so hopefully I can work something in

Also, Runspect just converted an unbelievable golden ship for a resource. I'm definitely going to use that as a ship the player can fly. Its fantastic. Very Dwarven in my books. Here's the link for it. Sorry, RS but I don't know how to link to individual posts:

http://runspect.users.sourceforge.net/images/morro/ghost_ship.jpg



Did some more ship work on my break:

http://img407.imageshack.us/img407/2516/capture27012011233947.jpg

http://img534.imageshack.us/img534/3372/capture27012011234001.jpg

http://img401.imageshack.us/img401/3384/capture27012011234007.jpg

http://img255.imageshack.us/img255/2917/capture27012011234011.jpg

http://img248.imageshack.us/i/capture27012011234035.jpg/
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jess hughes
 
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Post » Wed Aug 25, 2010 5:40 pm

Airships! :twirl:
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Katy Hogben
 
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Post » Wed Aug 25, 2010 4:21 am

I find out about this 4 days after you post it... What a terrible fan am I?!?!
(Stupid mother punishing me for smudging mashed potato in the leather sofa... I didn't know I had some on my back! It was an accident!!! :cry: )

Anyhow, great work as always :tops:
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alicia hillier
 
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Post » Wed Aug 25, 2010 6:21 am

Hi everyone. I was reminded by a msg that I hadn't updated in a while so I thought I'd stop by and let you all know that I'm still going. I haven't any new screenies to post as I've just been doing janitorial stuff like hooking up doors etc and fleshing out the details of the quests on paper. Hopefully I'll be onto placing the traps and enemies soon. There's still a lot to do but I'll start enjoying it more once all the CS work is 100% complete. I'm looking forward to placing the traps in fiendish places :toughninja:
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Khamaji Taylor
 
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Post » Wed Aug 25, 2010 10:40 am

Update: I get lost in my own city :). Cell count is 110+ atm and I haven't even hooked up all the standard cells or the underground levels. I need to draw maps, I think. Lots of maps.

Also, I've finalised the story and the origin of the main threat. It might sound strange but I knew what I wanted him to be but I just hadn't solidified him. I'm really hoping he keeps the players surmising right til the end.

Here's some screenies of an updated underground level's entrance and an example of how I'm handling the towers. I'm trying to make them as navigable as possible:


http://img217.imageshack.us/i/mwtaharkstzbthlvz002.jpg/

http://img15.imageshack.us/i/mwtaharkstzbthlvz001.jpg/

http://img861.imageshack.us/i/mwtahtowerexample001.jpg/
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Darrell Fawcett
 
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Post » Wed Aug 25, 2010 12:36 pm

That looks really interesting :drool:
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Ana Torrecilla Cabeza
 
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Post » Wed Aug 25, 2010 3:48 pm

Liking a lot!!!
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Marguerite Dabrin
 
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Post » Wed Aug 25, 2010 3:37 pm


http://img15.imageshack.us/i/mwtaharkstzbthlvz001.jpg/
Crikey :o
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jodie
 
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Post » Wed Aug 25, 2010 3:37 pm

Update: Too many doors :o. I discovered today that I had been using an activator for one of the doors thinking that it was a door type. 452 doors ( not all in are in the mod!) were actually this kind of activator. Thanks God for the search and replace function, eh? I got sick of doing the all the boring work like plugging in doors, lining up interiors so I finished off one of the larger cells. Everything will look better once I add atmosphere, I think. All my screenies are done with no change to vanilla lighting or fog.

Also, I realised I was running the game at too low a resolution and imageshack was resizing my pics so they were looking a bit jaggy. Below are some old shots of the city in hi-res.

I see Guild Wars 2 has an engineer class now. Looks interesting. You guys should check the vid out on youtube.


New Shots


http://oi55.tinypic.com/2a6rold.jpg

http://oi56.tinypic.com/2hd5t0w.jpg



Hi-Res Shots


http://oi55.tinypic.com/30t6lwx.jpg

http://oi53.tinypic.com/2q3dens.jpg

http://oi56.tinypic.com/2cde6pc.jpg

http://oi54.tinypic.com/ajp8p0.jpg

http://oi54.tinypic.com/2hrmy6h.jpg
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Jordan Fletcher
 
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Post » Wed Aug 25, 2010 11:11 am

I've just seen this and it looks awesome! Great job :)
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Claire
 
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Post » Wed Aug 25, 2010 5:56 am

Thanks, guys :). You're a constant and supportive group.

Update: :shock: Two updates in almost as many days!? I just realised I've been updating about once per month. Pretty slack of me. I've been trying to do a mobile game at the same time. Unity is a fantastic tool. I think I've figured out a way to let the player repair items without encroaching on any existing game mechanics ( too much ) and increasing immersion. Immersion is a big one for me. I was going use the armourer mechanic but I couldn't stop the game mechanic from interfering with my own. Pfft, game thinks its so good ;). I've decided that repairing and maintaining your devices and constructs should adhere to the following:


1) Should be real-time

2) Maintenance should be required for all complex devices. If you don't maintain your devices they will "break" and will not function unless "repaired". I hate double quotes. I can't even remember how to use them properly any more thanks to their overuse. They're used when a label doesn't strictly adhere to the label's real definition, yeah?

3) Replacing of components should be possible

4) Deconstruction should be possible

5) All the above are governed by skill level and the tools equipped

6) A construct or a device can't be repaired without it first being deactivated.

7) I don't know yet if a consumable quantity should be used in maintaining a device or construct. Certainly, if a component breaks it will have to be repaired with a new component and the device or construct won't function unless it has all components performing over a certain threshold.

I'll update when I get the pilot version working.

Pics below show how I want it to work. Plus they're just immersive:

http://oi56.tinypic.com/40t5i.jpg

http://oi53.tinypic.com/s5ihw9.jpg

http://oi53.tinypic.com/2z3sxf8.jpg
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Britta Gronkowski
 
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