About this mod
A curious new variant of animunculi has been found lurking in the dwemer installations of Morrowind! Owing to their peculiar war cry, adventurers have dubbed them Steam Exterminators...
- Requirements
- Permissions and credits
- Changelogs

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Contents
Mod Info
Noted Issues
Model Info
Info for Modders
Copyright Info
Credits
Mod Info
A curious new variant of animunculi has been found lurking in the dwemer installations of Morrowind! Owing to their peculiar war cry, adventurers have dubbed them Steam Exterminators.
Between their thick armour, grappling claw and weapon capable of launching killing light and scalding steam, anyone unfortunate enough to encounter these demented contraptions had best be prepared...
To install:
Go to Morrowind directory
Drag 'data files' folder from archive into Morrowind directory
Enable .ESP in your preferred launcher
As you can no doubt tell, this new creature is based on the daleks from Doctor Who (specifically the 2005 design).
They make use of dwemer tileset and creature textures, which means they will change appearance with any replacers. Detail textures have been used to create highlights/shadows.
Statistically, they are comparable to dwemer spiders, sphere centurions, steam centurions and Tribunal's advanced steam centurions (ID centurion_steam_advance) depending on the player level when they are encountered.
From lowest to highest level, they are tiered as "Corroded Steam Exterminator", "Weathered Steam Exterminator", "Sturdy Steam Exterminator", and the highest level ones on par with Tribunal dwemer enemies are called "Advanced Steam Exterminator".
The creature will begin combat by using throwing weapons (represented with a laser beam animation,) and thereafter move into melee combat. This is necessary so that you will be able to experience all of the range, attacking and blocking (represented with a forcefield effect) animations.
For a better experience, a .json file has been included for users of G7's Animation Blending mod; it will make sure the blocking animation and shooting animation plays in full (usually...) - This requires MWSE. It should also (maybe) work with the OpenMW animation blend fork thing too.
You are welcome to use the resources in this mod for your own modding projects.
The dalek's animations may be seen to cut short, especially when backed into corners during ranged animations, or when the creature runs out of bolts. Unfortunately I don't think this is something that can be fixed, it just happens due to how the engine handles transitions between animations. As above, if any smart people out there have some way in mind for the final throwing animation to play in full, I'm all ears.
Their death animations make use of baked physics simulations, so you may experience some immersion breaking moments where the destructible elements disappear through scenery/walls depending on the creature's location after death.
Some of their sounds are recognisable ones from Doctor Who, but they also use base Morrowind ones for steam emission/movement/death explosion effects.
The dalek has shield blocking animations and throwing animations, but the shield and darts will not be visible on the creature due to hidden weapon/shield bones, and the darts themselves will not be visible in flight as their model is also hidden.
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Do not scale the creature in the Construction Set; that will throw its particles out of position. If you need to make the creature bigger, use either Blender, or Nifskope.
For Nifskope: Open up the xSVRG_Dwelek.nif, and select the root node (NiNode 0) and increase the scale field to 2, and then right click the node -> Transform -> Apply. This will scale the creature up, but throw the particles out of position.
Then, go to node 450 (NiSortAdjustNode) 'Particles' and set the scale to 0.5 and then right click the node -> Transform -> Apply. This will put the particles back into position.
Then, navigate to NiNode 1, 'Bounding Box', and apply the scale. Then, open it up. Go down to 'Bounding Box' within the Block Details, and open that up. See all of those numbers in the Translation and Radius fields? Multiply them all by 2. This will resize the bounding box to a size that fits the resized creature.
To make it half as small, do the same as above, but instead of increasing the scales by 2, set them to 0.5. For node 450, set that back to 1. Reduce bounding box size instead of increasing. You can figure out how to do more specific scaling with the above info.
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Each tier of dalek has its own script, because the shield and throwing weapons have their own unique IDs. On death, all weapons and the shield are removed so they can't be looted. If you use your own shield/weapon/throwing weapon then be sure to alter their respective IDs in the script.
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You can use any shield model you wish for equipping the dalek; it won't be seen nor can it be looted if you adapt the included scripts. However for the throwing weapon, you must ensure to use either the model I've provided, or a similar one with hidden/no geometry, otherwise the throwing weapon would be visible again once it's fired if you were to use something like the dwarven dart model.
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You will have to set up the new/reused sounds in the CS for them to work in-game. Here is the list of required IDs and their file paths (ensure this mod's sounds folder is installed & repackaged if used):
SVRGDalCry - Cr\SVRG_Dwe\DalScream.wav
SVRGDalExt - Cr\SVRG_Dwe\Exterminate.wav
SVRGDalGun - Cr\SVRG_Dwe\DalGun.wav
SVRGDalShield - Fx\magic\enchant.wav
SVRGShtDwn - Cr\centsphr\scrm.wav
SVRGStUp - Cr\centsphr\moan.wav
SVRGxplode2 - Fx\magic\destH.wav
This is a free fan mod, and is not intended to make a profit.
The Dalek concept is trademarked and belongs to the Terry Nation estate/British Broadcasting Corporation (herein 'the BBC').
The 2005 Dalek design is trademarked by the BBC.
The sound clips used in this mod are owned by the BBC, and the 'exterminate' clip features the voice acting of Nicholas Briggs. They were downloaded here.
Greatness7 for his .Nif Blender Plugin & his help resolving an export bug I encountered when making this creature. He also provided a script that let me see the engine's sound IDs for various sounds that needed to be shut off.
Hedgehog12 (otherwise known as EJ12) for sharing some insights into Morrowind's animation & sound system which frequently troubled me making this, as well as offering a suggestion that helped me get buggy animation groups working. Also, for maintaining the indispensible Notes of Morrowind Modding.
Kurpulio for both his Nifskope Particle video and .Nif Test Level, which provided good resources for understanding how to add particles to this creature.
The authors and editors of Morrowind Scripting for Dummies 9th Edition, notably GhanBuriGhan, Yacoby and melian.
Morrowind Modding Community discord for all their years of archived information & willingness to offer help.
Project Dalek website for their superb 2005 dalek plans.
K-Type for their Dalek Font from Dafont.com, based on a font used in official Dalek media in 1964.