Museum of Dwemer History
Moderators: Haplo, Lead Developers
Two ideas (you will definatly like the second one more):
1) Script it so there's no way player will be able to keep the sub w\o bolt-on
2) In original release the sub will act like a door only but in a bolt-on it will be fully drivable.
1) Script it so there's no way player will be able to keep the sub w\o bolt-on
2) In original release the sub will act like a door only but in a bolt-on it will be fully drivable.
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There would be one drivable (or door-like), one crashed and one hanging in one of the dwemer ruins. Not really many but that would be enough. So shall it be number one. It will be a complete model so when you activate the sub you'll find yourself inside it with all stuff which will be active in bolt on but all cranks, valves etc will act like doors. So the variant no.2 OK.
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For Uber
In specific I am talking about the helms and other random items in the manor. And also not 1 but 2 steam gigas's (And some other dwemer stuff).
For needs work the obvious stuff, and a few minor things like making the kitchen less artificial.
Obviously I don't know what all you are going to do but I would just suggest you run your ideas by whomever is in charge of what kind of stuff can be in claims. (Can't remember who).
In specific I am talking about the helms and other random items in the manor. And also not 1 but 2 steam gigas's (And some other dwemer stuff).
For needs work the obvious stuff, and a few minor things like making the kitchen less artificial.
Obviously I don't know what all you are going to do but I would just suggest you run your ideas by whomever is in charge of what kind of stuff can be in claims. (Can't remember who).
All helms and such will be removed or changed to something less expensive. I don't think I'm gonna remove 1 of 2 gigas because they look really cool there but if I find something to replace it with I definatly will. Tnx for your comments.
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Can u post some screens of the museum or can i download it somewhere so that i can take a look at it because im very intressted in dwemer stuff and in your museum!
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MCL to all the Juggalos out there!
MCL to all the Juggalos out there!
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Nothing yet. We've been working on actually making the dwemer sub. The only thing the needs to be done is the story. I was thinking of submerged dwemer ruin but not underwater facility. Something like volcano errupted and the ruind went underwater.
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Choosing to have it as a ruined colony submerged over long periods of time is certainly an option that has its merits, yet please allow me to make a few critiscms.
By the time the player will have come to this particular quest he'll have gone through probably anywhere from fifteen to fifty normal dwemer ruins, and is probably bored by how much they were alike. For me, now, when I enter some dwemer ruin I haven't been in before (there are by now only two or three) I'm pretty unexcited.
If we do a flooded colony (that's quite deep underwater, I understand) we are merely given the same setting all of those other dwemer ruins had, with only a few additions due to its underwater nature.
However, my original idea and your similar first idea give rise to a new type of adventure unlike anything the PC will have experienced. Do we want the PC's to remember the MoDH as a quest chain full of dungeon crawls much like they'd done on Vvardenfell leading to a final quest of the same stuff they'd done before, albeit altered slightly, or do we want them to remember the MoDH as a general crescendo leading to a fantastic climax of a completely new experience, mysterious, eerie, and rewarding?
I hope you see what I'm saying. If you still disagree, cheers.
By the time the player will have come to this particular quest he'll have gone through probably anywhere from fifteen to fifty normal dwemer ruins, and is probably bored by how much they were alike. For me, now, when I enter some dwemer ruin I haven't been in before (there are by now only two or three) I'm pretty unexcited.
If we do a flooded colony (that's quite deep underwater, I understand) we are merely given the same setting all of those other dwemer ruins had, with only a few additions due to its underwater nature.
However, my original idea and your similar first idea give rise to a new type of adventure unlike anything the PC will have experienced. Do we want the PC's to remember the MoDH as a quest chain full of dungeon crawls much like they'd done on Vvardenfell leading to a final quest of the same stuff they'd done before, albeit altered slightly, or do we want them to remember the MoDH as a general crescendo leading to a fantastic climax of a completely new experience, mysterious, eerie, and rewarding?
I hope you see what I'm saying. If you still disagree, cheers.
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I agree with you Garriath. When I first entered Arkngthand (sp?), Nchuleftighth and a couple of other ones, it was really fun and exciting. Now everytime I go to a Dwemer ruin, I know just what to expect (even the layouts of them are incredibly similar). Do something different with the submerged Dwemer colony.
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Yes well there is a difference in this ruin, it hasn't been disturbed since the Dwemer disappeared, right? So we can expect alot of the things that are missing from other Dwemer Ruins, because of looters. Also, it is my theory that many more of those Ruins have secret entrances to other parts of it, except most of them are only opened from the inside or the switches have been destroyed/buried, meaning that alot of those ruins would actually only be the entrances to much larger places, as some of them are suppose to be ancient cities.
Also we need to including some things because it is underwater, which should prove interesting. I really think that the actual underwater ruin itself will be quite interesting. Also, it probably will not be crawling with centerions like other ruins, because they are not needed(to defend against looters, being underwater does this), meaning it is more of exploritory excitment that should keep the player going, like finding neat gadgets and things and possible solving some kinda puzzle.
Also we need to including some things because it is underwater, which should prove interesting. I really think that the actual underwater ruin itself will be quite interesting. Also, it probably will not be crawling with centerions like other ruins, because they are not needed(to defend against looters, being underwater does this), meaning it is more of exploritory excitment that should keep the player going, like finding neat gadgets and things and possible solving some kinda puzzle.
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Disscussion at last !
Location: I was thinking of some distant place above Port Telvannis (in the top right corner of the map).
Garriath I totally agree that it must be somewhat unique. But have in mind that Dwemer haven't built it underwater. It only submerged there. So the player will be able to find some rusted or even working centurions here an there.
Mongoloid Cow I was planning of making a big mine in the middle of the facility. It was originally built in a volcanic area to mine some minerals (ebony for example) so there should be a mine.
Location: I was thinking of some distant place above Port Telvannis (in the top right corner of the map).
Garriath I totally agree that it must be somewhat unique. But have in mind that Dwemer haven't built it underwater. It only submerged there. So the player will be able to find some rusted or even working centurions here an there.
Mongoloid Cow I was planning of making a big mine in the middle of the facility. It was originally built in a volcanic area to mine some minerals (ebony for example) so there should be a mine.
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there is a mod where you can buy more types of bows arows etc for marksman but i am not talking about the bows i am talking about the cases where the bows are stored in they are transparant but still a box so the player cant simpely grab the arrows maybe it will be nive to do that in the museum where all the helmets weapons are stored in cases maybe a complete dwemer armore standing in a standing case so tha tplayer can see how it would have looked if he had it
there is a mod where you can buy more types of bows arows etc for marksman but i am not talking about the bows i am talking about the cases where the bows are stored in they are transparant but still a box so the player cant simpely grab the arrows maybe it will be nive to do that in the museum where all the helmets weapons are stored in cases maybe a complete dwemer armore standing in a standing case so tha tplayer can see how it would have looked if he had it
uh so your are the blades where are the sharp sides if i may ask
has someone started with the interiors yet?
If not, are we talking about an ebony or an iron ore mine?? (the latter would make more sense, as the dwemer had a huge demand of it and it can´t be found on Vvardenfell)
there have to be at least some "unique" common items to find in that ruin. Since it was part of a dwemer mining facility these come into mind (just brainstorming...):
- dwemer pickaxe, dwemer laterns and torches, plates/forks/spoons,
- a dwemer ore extraction machine, similar to the ovens they used at the turn of the 1900´s to extract iron-ore, additionally rails and lores (maybe have them run on the ceiling or on 3 rather than the common 2-track version)
- maybe a steam powered drill,
- some parts of dwemer clothing (maybe parts of the armor the dwemer sceptre wears??)
your planned location sounds good. just put it somewhere, where the PC isn´t likely to stumble upon it by accident....maybe script it so it appears only after the MODH quests have been started...
...just some thoughts...
If not, are we talking about an ebony or an iron ore mine?? (the latter would make more sense, as the dwemer had a huge demand of it and it can´t be found on Vvardenfell)
there have to be at least some "unique" common items to find in that ruin. Since it was part of a dwemer mining facility these come into mind (just brainstorming...):
- dwemer pickaxe, dwemer laterns and torches, plates/forks/spoons,
- a dwemer ore extraction machine, similar to the ovens they used at the turn of the 1900´s to extract iron-ore, additionally rails and lores (maybe have them run on the ceiling or on 3 rather than the common 2-track version)
- maybe a steam powered drill,
- some parts of dwemer clothing (maybe parts of the armor the dwemer sceptre wears??)
your planned location sounds good. just put it somewhere, where the PC isn´t likely to stumble upon it by accident....maybe script it so it appears only after the MODH quests have been started...
...just some thoughts...
No the interiors aren't started yet. Firstly I'm gonna finish MoDH interior and then (in a couple of weeks 'coz I'm going on vacation). And tnx for the ideas.
Tylium don't worry. All weapons and armor will be either on manequins or under the glass.
Tylium don't worry. All weapons and armor will be either on manequins or under the glass.
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