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  1. SellyDran
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    thanks for this great mod, but i think it would be great if automatons weren't hostile to their creators, i mean i started the game as dwemer character in sinderion's laboratory, but when i get out from there BOOM! a sphere killed the character with a one arrow! i'm surprised because i was expecting to automatons to be friendly towards a dwemer character.
    1. Zebsi
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      As it says in the mod description, this mod is obsolete and unsupported. I really suggest switching over to Zebsirious, as it fixes several bugs with the Dwemer race, adds new Technomancy staves, and it will be required for my NPC expansion anyway.

      As to your request to make animunculi passive to Dwemer characters, that's what Rewire is for. Dwarven animunculi account for ~33% of the enemies you'll encounter in a given playthrough, it'd be both ridiculous and bad design for them all to be passive towards the player. If that's a dealbreaker for you, then there are plenty of unbalanced Dwarf race mods out there you can use.

      But also, from a lore perspective, there's no reason for them to not be hostile towards you. You didn't build them, you just share a race with the people who did.
    2. SellyDran
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      you're right, thanks
  2. FilthyCasual523
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    For some reason, when creating a new dwemer character I could only give it Dark Elf eyes...
    1. Zebsi
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      As stated in the mod details, this mod is out of date. There's that issue with the eyes, as well as an issue where the power doesn't work. If you want a working version, get Zebsirious.
  3. srle11
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    Hey, maybe just removing the AoE component from the power could fix the non following dwemer issue....
  4. srle11
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    Hey, another update.
    Concerning the power Rewire.Initially , I thought that the power basically makes 1 dwemer machine a follower.But instead it makes every dwemer in its are of effect an ally that basically guards that area.I don't know if this is working as intended.The description should be more clarifying.
    IMO the power is very situational.It only works in dwemer ruins and unless you plan on clearing dwemer ruins over and over again , this power's usage is limited.
    So, I wish to propose a change to the power.
    Additional effect -> for each dwemer affected by this power you get bonus to armor and movement speed (50 and 5% ? ) for each dwemer afflicted.This bonus lasts 3 ingame days.Area of effect slightly reduced.
    This will make the power more useful and really worth reapplying couple of ingame days by visiting a dwemer ruin on occasion.ALSO, summoned dwemers also add to this effect , so if you aetherial staff and staff of holograms you can use them to give u a buff if u are not in the mood to visit a dwemer ruin.
    What do ya think?

    1. Zebsi
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      I must have accidentally clicked area on the spell effect for rewire. I think you know by now that I'm dumb more often that not lol, but the area guarding is sorta intentional. I couldn't get them to follow, but most people would use it on a centurion anyway, which couldn't follow you through most doors anyway. I'll try to figure it out. I'm currently working on another mod (You gotta make them while you have the motivation) so between that and my job, it's gonna be a few days before an update
    2. srle11
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      Scrap that idea I suggested earlier.Just making rewire turn an enemy automaton to follow you should suffice.Without that, the staff of reparations is irrelevant.Also, maybe lower the sell price of the staves, they seem to be too high IMO.
    3. Zebsi
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      What I'm thinking is that when an enemy is hit with Rewire (Only affects one construct), a menu pops up that gives you a choice to automatically shut the animunculus down permanently or make it a permanent follower
    4. srle11
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      Dunno, I would always convert it , what's the reasoning for the shut down effect if you can just make it follow you.
      *New Idea* You convert a dwemer and as long as it lives, you get some cool bonus (maybe like the one i suggested couple days ago, bonus armor, movement speed or something like that).This way you are the master of the dwemer machines and you have to use staff of reparations to keep it alive so you don't lose your companion and the buffs that are granted upon successful power use.Feels like a good synergy.
    5. Zebsi
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      I figure that the player will eventually get a dwemer follower that they'll want to keep, which would make rewire useless at that point, so being able to disable a construct would give the power utility no matter where you are in the game
    6. srle11
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      I understand, although I have a feeling that converted dwemers are not goin to be immortal (except maybe Centurion), so you ll still have to turn them to your side once in a while.
      How about, when you activate Disable you get the buff I mentioned several times now.Bonus to movement speed and armor, which lasts until the next time you activate Convert power.
      So you can go Convert,wait 1 day for the power to recharge,use Disable and get buff.
      And even if the dwemer dies the buff remains UNTIL next time you activate Convert.
      This is just a rough idea, it might not be completely balanced.
      What do u think?
    7. Zebsi
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      I poked around in the creation kit, there's really no reason the animunculi shouldn't follow the player so idk what to do there. And also, rewired automatons aren't immortal, but they will permanently be allied with you so if you maintain it with a staff of reparations, it could theoretically be immortal
  5. srle11
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    Nice update.
    Thumbs up!
  6. srle11
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    After playing dwemer guy for a couple of days now (currently level 26), I wanted to say that I like the mod,but there is only one thing I wish it could be improved and that's Technomancy perk.Couple of reasons:
    1.The crafting requirement is too high - Ebony ingot is hard to come by early and the normal forge staff enchantements effects are only good in early game IMO.
    2.Staff of holograms - Doesn't seem to be working for me at all.Don't know if anyone else has this issue.
    3.Aetherium Forge - I don't see why should enhanced version of staffs be linked to this quest, none of the staffs are worth taking instead of vanilla items forge offers.

    So here are my proposed changes to make this perk better:
    -Ebony ingot requirement removed
    -Aetherium forge not required for crafting better staves.
    -All staves have different levels of strength (normal,enhanced,genius?) and their effects are improved -> 10,35,60 damage/healing for dwemerbreath/reparation staves and 15,30,60 seconds for hologram staff.Since the aetherium forge is not required anymore , there are new types of requirements.Enhanced staves require dwarven smithing perk and genius staves require arcane blacksmith perk.Also the better the quality of staff is , the higher material requirement gets.
    -New material requirements:Normal-> 3 dwarven ingots, (filled ?) petty soul gem, dwemer gyro
    Enhanced -> 4 dwarven ingots, common soul gem, dwemer gyro and dwemer lever
    Genius ->5 dwarven ingots, grand soul gem, dwemer gyro,lever and centurion dynamo core.
    These requirements are the first thing i thought of...They could be changed.
    -Staff of holograms summon fixed.

    Anyway keep up the good work.I really like that you made new race imperious races style.Perhaps if you have time and will you can make another race , one day? Snow elves perhaps?
    1. Zebsi
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      I'll be honest, Technomancy was a filler ability, as I couldn't get my intended ability to function. As a result, I didn't put as much effort into as I should have. It's bad worksmanship, I'm sorry about that.

      1: You got a fair point. I'll fix that when I get the chance
      2: I thought I fixed that problem, which version are you using? If it still isn't working, I might just delete it. But I like pairs of 3, so do you have a suggestion for the replacement? I have an idea for a "magnetism" staff, which would be a concentration paralysis staff that would only affect animunculus, but idk if that would be too OP. Plus how would I upgrade that? If you have another idea for a staff, lmk. I want to add more anyway, as the dwarves were known in lore for using them.
      3: The main reason for this was that I don't know how to retexture, and the blue fits with Aetherium. If I could get someone to help me with it, I could replace the petty sould gem on the upgraded version with a higher tier soul gem (Common, Grand), that would be amazing. Because tbh, even I would pick the Aetherial Crown before I picked one of my staves.

      I really like the thought you put in this comment. I will update the crafting recipes. They will be:
      •Normal - 3 Dwarven Metal Ingots, 1 filled petty soul gem, and 2 Dwemer Cogs
      •Enhanced - 1 Normal staff, 1 filled common soul gem, and 1 Dwemer Gyro
      •Technomancer's - 1 Enhanced staff, 1 filled grand soul gem, and 1 Centurion Dynamo Core

      Maybe optimized/overclocked variants of each staff tier that have more/less charges in exchange for decreased/increased magnitude?

      My next race mod would be out by now, but I'm juggling modding with a full time job and trying to do a band, so yeah. I mean, the next race mod will be out no later that next saturday, so the wait won't be too much longer.

      I have a list of race mods I'm going to make. In order (With some ability snippets, for feedback) :
      Dwemerious - Dwarves of Skyrim (Done)
      Falmerious - Snow Elves of Skyrim (Snow and Blood: Weapons and spells are stronger when it is snowing.)
      Maormerious - Sea Elves of Skyrim (Forecast: Gain a different buff depending on the weather) (I don't really like the name, if you got a better idea please tell me it lol)
      ???(Christmas release. Yeah I'm a modding nobody, but I like giving presents, even if only a few will get them. )
      Kothringerious - Kothringi of Skyrim (Didn't plan abilities yet lol)
      Lilmotherious - Lilmothiit of Skyrim

      Then I have an Akaviri race series planned
      Akavirious - Tang Mo of Skyrim
      Akavirious - Ka'Po'Tun of Skyrim
      Akavirious - Kamal of Skyrim (Gonna be a fun one)
      Akavirious - Tsaesci of Skyrim (Possibly with tail armors to substitute for boots, but idkk)

      Of course, this is all subject to change, as you never know what the future holds and how much time you have.

      Also I know this was a gigantic reply, sorry about that lmao
    2. srle11
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      Thanks for the response.

      I m still using the 2.0 version - forgot to update it.I ll see to it when I get home.

      The hologram staff is kinda redundant, cuz there is aetherial staff,sanguine rose,conjure whatnots..... and also you have Rewire power, so IMO additional minion is not needed.Now, Magnetism stuff you mentioned ,that only affects machines seems to be too situational.
      These are some ideas that are going on in my head:
      1.A simple staff that grant you bonus armor or damage reduction for the duration - functions like mage armor spells basically.
      2.A staff that gives u a buff whose effect triggers when someone hits you - it releases a steam around you that damages enemy over time.
      3.Summons a globe of mystic energy which temporarily reduces damage of incoming arrows (and projectile spells? ) for a short period of time
      4.Hologram staff - makes illusory copy of targeted enemy that fights for you (doesn't affect giant enemies).
      5.Dwemer cage staff - temporarily makes enemy unable to act, but invulnerable.
      6.Dwemer shield staff - gives you a temporary health boost which gradually diminishes over time.
      Some of these staves might be unbalanced tho.

      Overclocked staff idea sounds nice too.
      New races.OH YIS!

      Keep up the good work !

    3. Zebsi
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      Well the difference between the hologram staff and other conjure staves is that the hologram is essentially intangible. It cannot be injured or staggered, unlike other summons, because it's literally a hologram lol. That's why the duration is so low.

      As yes, a staff of magnetism would be very situational, but like so is a turn undead spell. Plus it's sorta balanced, as vanilla paralyze spells and effects don't affect animunculi.

      1. I might combine this with 6. The staff would give you X% damage resist that decreases over time.
      2. Like a steam cloak? I like that, but idk how I'd make the visual
      3. Would be redundant with 1
      4. Tbh I'd still keep my variant, I could possibly make yours under a different name though
      5. I was never really a fan of Become Ethereal- esque spells, do you think you'd actually use it though? Bc I'll consider it if you will, but I don't want to make a staff that wouldn't be used

    4. srle11
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      I forgot that holograms are invulnerable.So yeah, maybe they should still exist.
      As I said I don't think the magnetism staff would be worth crafting if it's going to affect machines only.Since you mentioned turn undead, I have to add that there are a lot more undead in skyrim than machines (if i m not mistaken .You can only find dwemer in their ruins.But if you decide making that staff, maybe make it AoE or some other bonus...

      1.Sounds nice, just have to figure out the numbers.
      2.This staff is maybe unneeded since we do have a staff that releases steam.
      3.Ok
      4.Cool. Maybe -> (Dwemer) Prism Staff?
      5.I think that this staff would be of great use.
      Example> 2 Wild Bears attack you, they are too much for you to handle them both at the same time.But, you remember that you have a mighty dwemer staff which freezes enemies.You temporarily remove one Bear from the battle, while you beat the living snot out of the other.And , by the time the first one wakes up , you will be ready for him charging at you. =)
      Although if it's possible to implement that it can only affect 1 target at a time.If u *cage/freeze* a new target, the previous one wakes up.It's basically a Calm Staff.Only more lore friendly to dwemer.

      I could probably think of more new staves if required...


    5. Zebsi
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      You got a fair point. I'll work on it. I'm scrapping the magnetism staff anyway bc I can't come up with a way to upgrade it.

      And also, dwemerbreath is being replaced. The vanilla animation is subpar at best, so it's being replaced with two new staves: Staff of Pyrobeams and Staff of Cryobeams. Both ignore 50% of armor (As they're laserbeams lol), but Pyrobeams won't set the enemy on fire.

      I'd make a Staff of Electrobeams, but I couldn't make the beam look good enough for me. Perhaps a Staff of Photobeams that damages undead?
  7. EpsilonCena
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    This mod deserves more endorsements. The idea is awesome, execution is great, and I'm so far very much enjoying playing my Dwemer character. BTW if you need higher quality screenshots, I'm happy to help out - my computer is pretty good for the job.
    1. Zebsi
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      Thank you! I might actually take you up on that with my next mod, if you'd be willing. There's still a bit of work to do, but if you could take screenshots, I'd really appreciate it
    2. EpsilonCena
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      I definitely don't mind taking a few screenshots when the time comes! Just send me a message around that time and I'll be happy to help.
  8. srle11
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    Nice mod , one thing though, when I created new dwemer his starting health,magicka and stamina points were around 150, instead of around 100.Anyone else noticed this or is the problem on my end?
    1. Zebsi
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      Which version are you using? That was an issue, but I thought I fixed it in v 2.1
    2. srle11
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      I dl this mod 3 days ago, so probably before the update.Anyway if it's fixed, cool.I used player.forceav command to fix it when I noticed the issue.
  9. kurrgo
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    The download isn't working. When i try to download it, it just doesn't show up. Do you know what's happening?
    1. Zebsi
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      I'm not sure. It worked last night, and I just tried it again before writing this, and it worked fine. If you still can't get it to work, message me
    2. kurrgo
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      Still can't get it to work. It's probably just something with my computer, so I'll message you if i figure it out.
    3. Drelkon
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      what I did was delete the readme. it worked just fine after that.
    4. Zebsi
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      I think I found the problem that people were having, so I took the file down and reuploaded it. It should now download correctly and be recognized by mod managers.
    5. ManoBore
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      At first MO couldn't open the rar to install it, but now with the new version it works.
    6. kurrgo
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      Yep, it seems to be working now. Thanks
  10. Bersark93
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    The textures in the racemenu shot are really bad so its hard to tell if the races textures are also bad or not. Any chance of better picture with cleaner higher res textures?

    Couldn't tell from reading it (but I may have missed something) is this a male only race mod?
    1. Zebsi
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      I have a really really bad laptop that can pretty much only run Skyrim on the lowest settings, so that's why the quality is so bad. The actual textures are equivalent to vanilla textures, but I'm thinking about making a version that's higher quality, using Ethereal Elven Overhaul or something similar. I'll also try to get better shots later today, I'm sorry about the bad quality screenshots

      And no, the mod works with both genders. I'll get female shots later as well
    2. TH3CR4PM4N
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      You can get a friend or someone to test the mod for you on a higher end pc with (at least textures) higher settings.

      If not, it may be possible to turn the textures up and just take a few screenshots and turn the settings back to how they were, afterwards.

      Just shooting ideas/solutions.
    3. Bersark93
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      Ah that explains it ,thanks for the reply, if you use Ethereal Elven Overhaul would that make this mod dependent on that mod or standalone from it?
      Also look forward to seeing the female version, dwarves without beards xD
    4. Zebsi
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      I'm just gonna turn the textures up on my computer and take screenshots with that, thanks for the suggestion

      And nah, if I use Ethereal Elven Overhaul, it will still be standalone. But tbh, I don't know if it would work, or how to implement it if it would, so it's gonna be a minute before I make a version like that
    5. lefttounge
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      YOU GOT'S to get a better laptop, bucko. L_L
      The textures look like me, when I went through my high elf hot babe puberty.
      You need a 1060, I would recommend investing in not a laptoo, cuz they overheat too much. But a desktop.

      I would get a Windows 7, screw that windows 10 bs, they suck miserably!
      You can get ine custom built for less than 800, maybe even 700 bucks
    6. Zebsi
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      I turned my settings up to high and took a couple screenshots, including a female shot. Later today, I'm going to experiment with EEO to see if I can make a higher quality version. If all goes well, a high quality version will uploaded within the next couple days
    7. Zebsi
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      Idk if you guys still care, but I just tested the mod with Etherial Elven Overhaul enabled, and it actually improves the dwemer race textures on its own, in addition to the vanilla races, so instead of going through the trouble of making a separate file version and having to maintain two files, I'd just suggest you download EEO if you want better textures. Besides, I think it's the best Elven face retexture out there, anyway.