Upcoming Dwemer Ruin Mod

Post » Thu Dec 08, 2011 10:08 pm

By the end of this week I should be pretty well finished with my personal Ahkmchambir Mod, at which point crafting one which the average Morrowind player can enjoy should be quick and easy. However, in order to do that right IMO, some things need to be taken into consideration. And by "things", I mean your opinions.

So, if you would please participate in my admittedly-silly-but-trust-me-it-helps poll, as well as elaborate on your answers with a post, I would most appreciate it. Of course, I won't hold it against anyone to not be interested, in fact that would just save me the trouble of modding my mod so that other modders don't kill me for messing up their other mods and/or not doing such a great job. :P
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Zualett
 
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Post » Thu Dec 08, 2011 11:12 pm

I think you should go with how you want it to be. You can spend your whole life trying to please other people but in the end its your mod. Good luck.
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Angelina Mayo
 
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Post » Fri Dec 09, 2011 1:08 am

I think you should go with how you want it to be. You can spend your whole life trying to please other people but in the end its your mod. Good luck.


While I appreciate the sentiment, the amount of tailoring I'll be doing will be pretty minimal. I'm not going from a new NPC into a revamp of Red Mountain, you know what I mean? :P

And thank you.
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Alan Cutler
 
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Post » Fri Dec 09, 2011 4:56 am

Would you like this mod to provide the necessary materials for forging a copy of Trueflame (with my specs)?

I'd prefer a different weapon as I've always thought of Trueflame as one of those truly one of a kind items. It will also prevent the Nerevar from attempting to kill you.

Do you mind Azura's Star looking a little... different?

Would rather see something more unique. Perhaps one of these http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9060 would work.

What about ambient noises?

You could replace them. I've always found the vanilla dwemer noises to be a little boring.

How difficult would you like the fight with the security system to be?

Somewhere in between I guess.

Where/How would you generally prefer the entrance to be?

Either on an island somewhere or on Solstheim. Solstheim also has a lot of untouched mod real estate as well.

In the end I'd still say to do whatever you'd prefer the most.
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QuinDINGDONGcey
 
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Post » Thu Dec 08, 2011 8:14 pm

I think you should go with how you want it to be. You can spend your whole life trying to please other people but in the end its your mod. Good luck.

agreed...

-snip-. Solstheim also has a lot of untouched mod real estate as well.In the end I'd still say to do whatever you'd prefer the most.

i disagree :P
oh, and DN_GDR has a dwemer ruin on solstheim. and the dwemer boat hangs there as-well.
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Barbequtie
 
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Post » Fri Dec 09, 2011 6:25 am

Would rather see something more unique. Perhaps one of these http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9060 would work.


I actually looked at that yesterday, and I think I'll give it more consideration.

You could replace them. I've always found the vanilla dwemer noises to be a little boring.


Me too, that's why my private version's going to have a whole new sound system.

Either on an island somewhere or on Solstheim. Solstheim also has a lot of untouched mod real estate as well.


The more I consider the possibility myself the more I like it. It would make a lot of sense, given the lore behind Ahkmchambir itself. It's supposed to be a cache of sorts, a facility for hiding a lot of the Dwemers' precious resources from the Chimer during the war. It was never known of to the Chimer, or anyone, until now, and although time has taken its toll (to an extent), no looting has ever taken place. Everything that was there the day the Dwemer went bye-bye sits there still, waiting for some adventurer to break in and take it... if they can get past the constructs. :)
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keri seymour
 
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Post » Fri Dec 09, 2011 1:52 am

Update Time: This mod is getting a major overhaul, mainly because as much as I like what I did with my first interior ever, it could be a lot better. I've learned quite a bit through this process, and probably still have more to learn, and so I see it as only fair to myself and to my fellow gamers that I spend the necessary time to churn out something REALLY worth playing.

Please feel free to continue with your input, as it may not necessarily dictate EXACTLY what I do, but it helps give me direction as far as what others look for in a mod, which matters a lot to me. Not because I aim to please absolutely everyone, but the more in tune we can all be with what others enjoy in Morrowind, the better the content we can provide each other I think. The advice on solving various problems has also been invaluable, helping to shape the structure of my mod into one of greater stability and creativity, and I can't thank my fellow modders here enough for that.
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Richard Dixon
 
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Post » Fri Dec 09, 2011 5:09 am

Reading your post above about your placing being a cache type place, I think Solstheim sounds like a great place to put it. As for difficult, I use a mod to make things hard, so if this is super hard, that makes it like an end game mod for me (which isn't so bad).
Would the sound revamp replace the old or be in addition to it? I'm for the change, I'd just like a hint at what it will be :P
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Jaki Birch
 
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Post » Fri Dec 09, 2011 6:01 am

Reading your post above about your placing being a cache type place, I think Solstheim sounds like a great place to put it.


That's where it's going now. Pretty sure I've got the perfect spot picked out. It makes sense to me, and I don't think anyone's modded it before. We shall see though.

As for difficult, I use a mod to make things hard, so if this is super hard, that makes it like an end game mod for me (which isn't so bad).


As of right now the plan is to use a specially-made leveled list that incorporates both vanilla Dwemer constructs and some altered ones. The real challenge for players is going to be the traps though, the construction of which will probably be the most difficult and time-consuming of tasks for me.

Would the sound revamp replace the old or be in addition to it? I'm for the change, I'd just like a hint at what it will be :P


The player will have a choice on that actually. The main plug-in will add the ambient sounds that are specific to Ahkmchambir, and an additional plug-in will then go the extra step of replacing the vanilla sounds with that of Ahkmchambir's. Can probably expect that to conflict with any number of other Dwemer ruin mods. :P
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Naughty not Nice
 
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