New Dwemer Mech?

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Nautilus
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New Dwemer Mech?

Post by Nautilus »

In game, there is a bunch of parts to a new Dwemer mech, that huge one found in the ruins under Mournhold. Has anyone considered making a creature out of this? Might make a good boss creature.
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Post by vorrheis »

One step ahead of you. I also plan to make a working dwemer ballist.
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Post by Nautilus »

Sweet, atleast, all the parts for each are provided in game. Oh boy, I can't wait to see how these turn out.
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Post by Hermit »

Lord Gallant, weren't you doing Kemel-Ze's interior? If so, keep an eye on this thread; those two "monsters" are mentioned in teh book after all!

BTW, Vorrheis, you might want to make a robot out of the dwemer armour, too; after all, dwemer armour is, according to lore, nothing more than the shells of ancient and dysfunctional dwemer mechanical soldiers. Assign it different animations, and do some exhaust pipes and stuff, and we have yet another new dwemer monster!
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Post by Morden »

"Vorrheis, you might want to make a robot out of the dwemer armour"


Excellent idea Hermit. This would add some much needed variety to our ventures into dwemer ruins.
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Post by Eraser »

I guess the dwemer armor would be the golumns(sp?) they refer to several times in books.
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Post by vorrheis »

Okay,

Here is a little progress report. I have the dwemer mech (I call him the steam gigas) all put together and have started animating him. The problem is that PC's will only come up to his knee. That is how Bethesda made the pieces. Suffice to say, I'm having to get very creative with the attack animations. So far he only has a little kick (which would be the equivalent of getting hit by a car). I don't want to re-size him or even make a smaller version, as that destroys the point of bringing to life something from in-game. I'll go ahead and finish him up, but he won't be for levelled lists and will only function in VERY big dwemer rooms.
As for the ballist, I might animate a walking animation that we can use as an ambient creature and call it a 'shorted out ballist'. Those things aren't robots, they are like catapults with built in locomotion. They have a firing lever and a stand for the operator. It would be wrong to try and make a functional monster of it.
I like the idea of the dwemer armor as a robot, but I would like to see some lore sources before I put a lot of time into it.
Lastly, if anyone has concept art for a new type of dwemer bot (maybe using the legs from the ballist), please PM it to me.

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Post by vorrheis »

"This guys gonna wring my pants!!!"
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Post by Anonymous »

Woah, hes huge! Wouldn't want to be steped on. :P
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Post by Gimli the dwarf »

WOAH... that's enormous :shock:
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Post by Silvone Elestahr »

I always wanted to see those in action :)
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Post by Earl »

Could you make it kneel down to do a double-fisted smashing of the ground? Y'know, like the Hulk would do when he gets in an earthquakey mood. Or swat at the player like a gnat.

I'm guessing those kinds of animations would have to be kinda long... but then, as big as the thing is, you wouldn't expect it to move too quick. Just hit hard.

Now I'm trying to remember what Beth did for the Imperfect, to make it non-ridiculous looking.
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Post by vorrheis »

Okay,

Under Mournhold, the dwemer ghost who fires up Nerevar's sword is building a half size mech (about the size of an Imperfect). I'll make two sets of animations. One for the little guy, and one for the big mama. We should use the big mama as a type of boss. This thing was probably intended as a seige robot for destroying cities. If anyone wants to make a quest where you have to shut it down before it attacks a city, that would be cool. The smaller one could be placed in larger ruins.

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Post by Hermit »

Wow! :shock: :shock:

That's sooo cool!

I defninitly think we should add the small oe to certain dwemer ruins leveled lists, and use the big one as a boss for, say, Kemel-Ze.

Also, you could do an enhanced, better armed one for Cyrodiil, or whereever Battlespire is located - as Numidium, the emperor's very own near-godly dwemer battle golem that can squish entire armies.

Come to think of it, we could just make this a part of the provincial main quest, like the side which controls the big mecha wins ... Hmmmm ...

As for the ballista, one might use one as a boss enemy, steered by some smuggling gang leader, which would be a nice intermediate batle in, say, Inferno's and Greybeards sload drug cartel quest. There, the Ballista could be piloted by someone. Also, an automated version, being "piloted" by something golem-like attached to it, would be possible, I think.

As for the Steamer Giant, would it be possible to make just one part of it hittable, so that you would be forced to, say, shoot lightning spells into it's heart?
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Post by vorrheis »

Who's up for some play testing? This is the little guy (he's still pretty big). Set the speed at 30. At 50 his attacks were a little fast. Attack 3 swings a little high but it doesn't look too bad. If I made only one part hittable, the whole animation would go haywire.
Anyway, if anyone has time to give this guy a shot, I'd love some feedback. Oh yeah, the textures are from in-game so you only need the nif.

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The Dwemer Mech

Post by Rung »

Way coool,

that's a really good idea.
I dowloaded it and put in-game (speed on 30)
It really offers atmosphere,
only the attacks are a bit fast,
so don't misunderstand myself, it's really cool
seeing the big mech move. This is what I wanted from the first moment I saw it under mournhold.

Greetings, Rung
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Post by Hermit »

"South of Berlin", Rung? Wo denn? Ortsname? :D

*deutet auf seine sig*

(For the english-speaking folks: I just asked him *exactly* where he lives; compare his and my signature. ;) )
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Post by Rung »

Hello,

um..? In English?!
The Town's called Dresden. (Okay, it's far south, but just in case people can imagine, ya know)

Greetings, Rung
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Post by Morden »

Welcome to TR Rung! :D
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Post by Hermit »

So you're not German? Well, jsut thought ... sorry ;)

Dresden? That's almost 400 kilometers south!

Heh. Just wondering wether you were someone I knew.
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Post by Skurvy »

Well the man said south of Berlin didnt he!! :wink:

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Post by Hermit »

LOL then prometeus could say this too, couldn't he? Though he'd *really* be off then, being some 2,000 kilometers south of Berlin ;)
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Post by Rung »

Um, I AM German, :?
Dresden is about 200 kilometres away (from Berlin)
:D

Have I already mentioned I like the Mech?!

Greetings, Rung
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Post by Nautilus »

Wow, the Screenshot looks good, I'm about to have a look at it in game.
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Post by Anonymous »

When walking his legs move a bit too much upwards. Have a look at him from the side walking down a hill :lol: .
Its hard to notice the attacks appart from the one where he swings from the side. Maybe have one where he puts his fists togeather above his head and smashes down?

The swing attack still seems a bit fast even at speed - 30.

Other than that hes good :)
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Post by Nautilus »

I have an idea for that little walking Balistica, maybe you could have some with Dwemer Ghosts who operate it.
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Post by Greybeard »

Welcome, Rung! I think I'll hold off putting it in Creatures until everyone agrees on all the actions. btw, as far as I can tell, the "original" sounds have to go in the 3ds-to-nif file.
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Post by Aaron »

Hmm... When I try to place this in the game it tells me it has no animation groups and morrowind crashes.
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Post by Hermit »

It's a beta version ... did you ask vorrheis whether he had a newer one? Also, did you place the animation files correctly?
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Post by Aaron »

Animation files? The only file in the rar is the .nif
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Post by Gortwog gro-nagrom »

[quote="vorrheis"]"This guys gonna wring my pants!!!"[/quote]

i think is just crappedmy pants when is saw him :shock:
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