I really hope that this would be available for X-Box one. I dont know which authors I still need to get permission from. (even if the file is a decade old. Help!
hmm lots of dwemer construction mods that has been abandoned and none has got my attention i mean when you install the mod you instantly know how to craft dwarven automons whut???? it should have a quest or something and making a dwarven automon should require alot of parts though.... and srsly.... the automon has limitless supply of gas O.O the dwarves where so much advance than we are today...... no it should be limitied gas/dwarven oil... someone should make this mod because having a robot army is the coolest thing ever
Dwemer Automatons are powered through a combination of Steam and Soul Gems/Magick according to lore-based accounts and research, I imagine the magick part is what makes them last as long as they have power wise. Not to mention Dwemer Metal is unique in it's creation and lasts seemingly forever, as evidenced by the working condition of the Automatons and Dwemer Dungeons despite their very very advanced age
Dwarven Oil is essentially the Dwemer equivalent of lubricant for the various moving parts to avoid lock-ups and such imo.
Having instant access to machine making after installing a mod is probably the author's method of making it accessible, though I can agree on making such knowledge quest locked (an example is Enai's Dwemertech mod, which imo is a great addition to any Dwemer playthrough)
This mod looks fantastic. Unfortunately, I can't seem to get it to work properly. I've seen some other people have this problem, but no answers so far. I know this mod seems to be about half a year out of date, but I'll try anyway.
The problem seems to be that I can't craft the automatons. I've bought all the books off Arvail in the museum, and read them. Then I checked at a forge whether I could build the constructs. Nothing happened. Tried reading them a second time, still nothing. I can craft a number of other things from this mod (explosive chickens, gears, etc., even mechanthropes) but no automatons (spider, sphere, centurion) show up, also none of the modifications. I have the ancient knowledge perk and the dwarven smithing perk.
As far as I know, I don't think I have any mod that should conflict with this mod. The only one I can think of is ACE, which does change the smithing perk trees somewhat (but since it doesn't remove the dwarven smithing perk it should be ok). I also have half a dozen mods that add smithing recipes.
Things I can think of that might be the cause: - I read the wrong books. Perhaps a list of the books one should read would be useful for new players. - I have a mod that I don't realise is causing a conflict (using same refID or something, no idea here, I'm not a modder. P.S. many thanks to those who are!) - Recipes require certain items in inventory to show up on list (RND has this option, they call it a clean list, usually I turn it off)
That's about all I can think of. I love to hear back, and if I can get this working, I reckon it will be with a strong endorsement.
This mod has been abondend. Phyze81 has lost source files and further development is impossible unless writing everything from a scratch. HOWEVER I have recently release a beta for my mod Nature of the beast 2 featuring dwemer technology. You may find it interesting.
wait, champollion? O.O Isn't he supposed to be dead? I mean it's a long time ago since he made another translation breakthrough since the Rosetta stone.
i found a fun in a box chest with the mods items and i left the stuff there but now whiterun won't load.an other problem now is i read the book and nothing happened.whats wrong
146 comments
someone should make this mod because having a robot army is the coolest thing ever
Dwarven Oil is essentially the Dwemer equivalent of lubricant for the various moving parts to avoid lock-ups and such imo.
Having instant access to machine making after installing a mod is probably the author's method of making it accessible, though I can agree on making such knowledge quest locked (an example is Enai's Dwemertech mod, which imo is a great addition to any Dwemer playthrough)
The problem seems to be that I can't craft the automatons. I've bought all the books off Arvail in the museum, and read them. Then I checked at a forge whether I could build the constructs. Nothing happened. Tried reading them a second time, still nothing. I can craft a number of other things from this mod (explosive chickens, gears, etc., even mechanthropes) but no automatons (spider, sphere, centurion) show up, also none of the modifications. I have the ancient knowledge perk and the dwarven smithing perk.
As far as I know, I don't think I have any mod that should conflict with this mod. The only one I can think of is ACE, which does change the smithing perk trees somewhat (but since it doesn't remove the dwarven smithing perk it should be ok). I also have half a dozen mods that add smithing recipes.
Things I can think of that might be the cause:
- I read the wrong books. Perhaps a list of the books one should read would be useful for new players.
- I have a mod that I don't realise is causing a conflict (using same refID or something, no idea here, I'm not a modder. P.S. many thanks to those who are!)
- Recipes require certain items in inventory to show up on list (RND has this option, they call it a clean list, usually I turn it off)
That's about all I can think of. I love to hear back, and if I can get this working, I reckon it will be with a strong endorsement.
(Adding Dwarven ballista + extras)
This mod has been abondend. Phyze81 has lost source files and further development is impossible unless writing everything from a scratch. HOWEVER I have recently release a beta for my mod Nature of the beast 2 featuring dwemer technology. You may find it interesting.
Isn't he supposed to be dead? I mean it's a long time ago since he made another translation breakthrough since the Rosetta stone.
(Yes, that was a joke. I hope someone gets it XD)