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Found 6 results

  1. The power of seven

    With the return of Alduin comes an ancient, sand swimming leviathan long held responsible for the creation/devastation of the central desert of Hammerfell. The only clue to defeating it is in not one, not two, not three, but SEVEN dwemer ruins surrounding a great crater. But the only one who can help the PC (you) solve the riddle is Neal, a rookie Synod researcher that is either incredibly lucky or incredibly cursed, always getting caught in traps but always making magnificent discoveries that have other, more experienced Synod members arranging “accidents” that always backfire into the faces of the ones who arrange the accidents. While it is accepted that we don’t know much about the dwemer pantheon, the discovery of these seven ruins give a clue that there are at least seven of them, but the return of the ancient leviathan threatens the newly independent Hammerfell.
  2. Duathfel [WIP]

    I've been working for a long time on a mod entitled Duathfel. While it is far from being finished it is getting closer to being done and so I want to start getting the word out about it. What is the mod you ask? Duathfel roughly translates as “Fire City” from Dwemeris, the language of the Deep Elves. The mod takes place in a large Dwarven complex situated far to the north, deep in the bedrock under the Sea of Ghosts. Being so far north, the Dwemer dug deep to reach warmer depths within the rock. In the Duathfel mod, join an expedition to rediscover the lost secrets of Duathfel and the Dwemer. While of course, I'm not Bethesda, so nothing I make is canon, I'm trying hard to keep everything lore friendly and as much in line with what is already known about the Dwemer, while offering some ideas on what remains unknown. The mod will offer a main questline and several side quests that dig deeper into the lore, culture, technology, and magic of the Dwemer. I'm still in the process of fleshing out the quest lines, so if you do take a look at the work in progress file, bear in mind that it does not really have a working quest yet. You can find the most recent Duathfel file on the Nexus here I am also posting regular updates to duathfel.wordpress.com So, I hear you ask, why bother posting about it at all if it isn't finished? Good question hypothetical person! Well, there are actually several reasons: First, knowing that others are able to see and enjoy what I've made so far is a big motivation in finishing this project. (When it's just me, it's a lot easier to just put things off and never make any real progress.)Secondly, I'm looking for people to help me. Like most, I'm self-taught when it comes to modding. I'm a smart guy and I know that I can eventually figure out how to do whatever I need to, but that doesn't necessarily mean I should. I'm quite skilled at actually building the worldspaces and interiors I need, less so when it comes to setting up quests, scripts, and the like. I know with time and effort I can become much better, unfortunately, I don't have all the time in the world. If you are interested in helping let me know as well as what some of your strengths are. Some areas where I'm looking for help are:Quest making (This may also include writing the quests as well, I have an outline and some dialogue, but its always nice to get new ideas)Scripting (I know very little about what is and is not possible through scripting... This goes beyond simply making things happen and has implications on the story, i.e. what you can and can't do within the Skyrim engine.)Worldspace Navmeshing (I'm okay with interiors... it's the exteriors that scare me )Modeling (a few custom assets here and there would go a long way to giving the mod a unique feel as opposed to using purely vanilla assets)Texturing (same as above, even just re-skinned vanilla meshes add variety)Weather, Lighting, FX, etc. (I do a fair job, but if you're a wizard at this and want to help, let me know)Finally, while the mod is far from being done, it feels like I'm on the downhill portion now. Maybe the finish line isn't in sight yet, but certainly around the bend. I figure now is the time to start talking about it, so when the time comes to release, you'll already know about it!Feel free to check out what I have so far and leave a comment! Any advice or suggestions are more than welcome. Just FYI: While I'm working on this mod using Classic Skyrim and Creation Kit, My goal is to port it to PC Special Edition and XBox (no expected release for PS4 due to their external assets limits)
  3. Dwemer Bike

    Version 1.0.0

    103 downloads

    Now in Skyrim you can roam the land the way the dwemer have always dreamed of, no more travelling by foot or by carriage or by horse, now you have a mount that can travel twice as fast. My hope was that this dwemercycle could move as fast as shadowmere or a little faster thus making sense of it being both a motorcycle and dwemer based technology being the dwemer were a highly modernized people. The original bike model was based off of Nexus user Valus49's 'Dwemercycle' but redesigned and appropriated to being a real steampunk-eque 'dwemer' based thing, I'll also upload a corrected version of his bike as he has seemed to have gone afk since 2015. Enjoy this bike and ride like a raging dragon!
  4. Version 1.3.1

    161 downloads

    Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in modsTES5 - Original & Special Edition Compatibility This resource's assets are compatible with both the original TES5 and TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the original Creation Kit, but will load just fine in the SSE Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors AFK Mods Assimilation Lab Nexus Mods TES Alliance
  5. dwemer shipyard sketch

    From the album Hammerfell shipyard

    A dwemer shipyard sketch. I believe there are already several dwemer structures which could be used to assemble this building. I believe that is just missing the dry dock structure and maybe the hull factory. Hammerfell could reuse these ancient buildings as their shipyard. Some parts could be ruin rebuilt.
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