Skyrim (Switch)

File information

Last updated

Original upload

Created by

MihailMods

Uploaded by

tbonex28b

Virus scan

Safe to use

Tags for this mod

About this mod

Official pack of Mihail's Dwarven Automatons creations. Make dwemer ruins more interesting, immersive and dangerous by adding more machinery to protect the old lairs of the long-lost Dwemer.

Permissions and credits






Official pack of Mihail's Dwarven Automatons creations. Make dwemer ruins more interesting, immersive and dangerous by adding more machinery to protect the old lairs of the long-lost Dwemer. 

Mysterious robots, created by the even more mysterious deep elves, mistakenly called dwarves, the Dwarven Automatons are an incognita for those lucky, or insane, enough to get close to these deadly, yet extremely complex machines.


(for more information about each creature/weapon/armor/etc. included on this mini-pack, check the respective
individual mod page description of each mod merged on this compilation. Check FEATURES tab for links)








Frequently Asked Questions (FAQ)



How do mini-packs work? -They are packs that compile individual mods of mine, be they creatures, armor, weapons, etc., by classifications in common between these files, whether they are dwarven automatons, undeads, daedra, player homes, robes, daedric weapons, etc., thus facilitating the use of more mods, taking up less space, and making everything simpler.

What will be the frequency of these? -Variable, I will only compile mini-packs when I have the amount I consider sufficient of individual files, for a consistent and complex pack, that fulfills the purpose of immersion that is proposed. For example, a mini-pack of animals from the megafauna, due to the greater extent of the terrain where they appear, needs to have a large number of mods launched individually prior to the merge, so that it pays to form a mini-pack, while a mini-pack of dwarven automatons for example it requires much less, because the places where these occur are much smaller, and it is easier to fill all the gaps in that sector in the vanilla game.

Do I need to keep the individual mods here merged in this mini-pack? -No, check in features what mods are merged in this mini-pack, and you can delete all files related to them, or just the esps if you want, since meshes, sounds, textures, etc. will naturally be replaced, and if asked during the installation of this mini-pack if you want to replace files, click "Yes for all".

Will individual mods continue to be released? -Of course, and after a while of the launch of an individual mod, it will also be included in the respective pack, if it is already released, then stay tuned for updates on the mini-packs, but as the creation of a mini-pack only occurs when I consider that the pack attends well to what it proposes, it can take a while until I consider that a new update is justified, when I already have a good number of new individual creations released, which can take many months, so, keep downloading mods that I release, even if I already have the old ones compiled in this mini-pack.

Why should I use your creations, especially the creatures? -Because I worked hard hours and hours a day for years to give you the best job possible, and I am continually improving my old jobs too, to give you allways the best i can. Unlike a lot of available content, I try to cover all the spectrum of each mod I propose to launch, mainly in creatures, where I revolutionized the way to produce this type of mod years ago. I am not limited to making models and textures and throwing them into the game without any care and without concern for your immersion. All my creatures, for example, have their own abilities, be they magic, melee, also the way they move, their speed, acceleration, AI, etc., is the most unique possible within Skyrim's limitations, which are many. I also learned how to modify skeletons and add complementary external skeletons, thus allowing to do things until then considered impossible, such as Imps, Centaurs, Beholders, and much more. I add sounds and unique loot to all new creatures, and several interesting new areas in many of my mods. New music and battle mechanics are present in many of these mods as well, making my mods, especially those of creatures, stand out drastically in relation to what had been produced in this area until then. And I say this without any pretense, I speak as someone who knows the product and just being realistic, and happy with what I managed to produce to make this community richer in experiences and immersion.


Are all your creations lore-friendly? -Ah, the good old question, the result of so many confusions. First, let's define Canon, Lore-friendly and Immersive: Canon- is part of the official TES lore, presented in official games, books, trailers, etc., and in the case of TES, we can say that it is a partially open-canon franchise, as presented by C0DA, later confirmed at ESO, for the disgust of some fans, and the happiness of the majority; Lore-friendly- something that is friendly and compatible with lore, not necessarily Canon, but something that could be, since it follows the pre-established canonical rules. The partially open-canon feature that allows fans to expand the lore of TES, fits like a glove in the concept of Lore-friendly; Immersive- something that, in the field of mods, whether Canon or Lore-friendly, is inserted into the game in a logical, fluid and interesting way for players. So, are mihail mods Lore-friendly? Absolutely always, for my great respect and love for the franchise and its lore, but they are not always Canon, and they are always as immersive as possible. When not canonical, I create a lore-friendly background to insert them immersively, and due to the partially open-canon feature of TES, they fit like a glove, without spoiling anyone's gameplay. I know that there are very purist people who don't like this, but my mods follow my own philosophy, and obviously being my creations, they will always follow that line.

But you sometimes bring content inspired by other franchises, isn't that a problem? - No, because other franchises are other universes not related to TES and you have full intellectual and creative capacity to disassociate a concept from another franchise from that same original franchise, and see it adapted to the TES universe in an immersive and lore-friendly way without it affecting your immersion and enjoyment, because, as I said before, you are an intelligent player and not a limited individual. It is important to think outside the box.

How does the ingame implementation of the new elements you add work? - I rarely edit leveled lists, because it interferes a lot in the compatibility with mods of other authors. You will rarely need a batched patch, only in rare case of mods such as rustic weapons (and any mini-packs that include it), but I will always warn you beforehand. Armors are generally placed as possible to forge with the logical requirements of perks for this, and in cases of more common armor it is possible to find them on the map randomly too, while in some rare sets I usually spread a set in pieces around the world, very difficult to find, but it also becomes a very rewarding treasure hunt. And so on, but as most mods of mine are creatures, this is where I should explain in detail how I implement them: I am an old-time prg player, and absolutely disgusted with the current rpg mentality where everything is leveled with you, and you can conquer anywhere and destroy any enemy regardless of your level and skill, because everything is done to bring instant satisfaction, because the company is very afraid of losing the player if he gets frustrated or needs to work hard and think. This is the way Skyrim works, and even trying to get around it is frustrating because mechanics, especially combat, do not help. But, a lot of what I do in mods, and everything different I was able to do, was because I am stubborn, and I also bring that stubbornness to the implementation. So, expect difficulties like an old RPG, but justice too, and balance. Not everything will be leveled, but everything will be logical, for example:You will find many Goblins or Imps all over the map, they vary in power, but they are all weak enemies and you should be able to handle them easily at low level. As you evolve, they evolve a little too, but never to absurd levels, because it would make no sense at all; You will find less Ogres, they will also evolve with you, but obviously start at a more advanced level than Goblins, and are much stronger. Contrary to the stupidity of the vanilla game, they do not start to appear only when you are already strong, but are there from the beginning, as it would be in a real world, but they just stay inside ruins, caves, or in isolated places, hardly showing in the middle of roads or open fields, being avoidable until you can face them. Even so, some may eventually decide to ambush on the roads, representing a real danger for low-level players, thus increasing risk and realism, and in such a case, it is up to you to just run away, until you get stronger.This need to admit when you need to escape, or create a strategy, instead of always going up to battle like crazy, is difficult to accept for many players used to current rpgs, but when they understand how it is and works, everything is more fun and immersive, they tend to start to value this concept. Minotaurs for example are found more easily than Ogres, and are just as or more powerful than these, however, they are slow, and you only enter into combat with one if you really want to;Continuing, animals are there as part of the scenery, most are weak, predators are aggressive and large megafauna, although generally peaceful, can kill you with a few stomps, all normal as it should be; Necromantic aberrations and daedric monsters are inside caves and ruins, or guarding their entrance, rarely being seen outside. Many are too much for weak players, but entering these places is optional, and the taste of getting stronger and finally defeating them is very rewarding afterwards.Eventually you can be unlucky enough to find a cultist walking randomly in the outside world, he can summon something powerful, this is realistic, unpredictable, and you can fight, run away, or even attack the cultist instead of the summoned thing, making the battle easier, and making the beast disappear in the air. And this is an important point, everything I create has weaknesses, resistances, each boss battle has strategies that you can use, always explore it, and everything will be fair, and sometimes just assume that you must run and escape, as you would in the real world. When you win, the loot will also pay off. Start to move away from the current childishness of the role-playing world where you can destroy everything in front of you, you are not playing God of War; It is also worth remembering that creatures with status of boss and sub-boss are usually in very specific places, guarding them, or protecting those in them, often even in new areas added by me, being even more optional and avoidable than all my other creations, and most of them can also be dodged and not faced, being you able to intelligently go through them and complete quests and objectives without drawing a sword;
Plus, you can totally disagree, dislike it, think that you can't do that in Skyrim, etc., and it's okay, you think what you want, I think what I want, but in this case, the mods are mine, so obviously they follow my philosophy.

Will you make a modular option for mini-packs, allowing me to choose what I want, and disable what I don't want?
-No, it totally goes against my philosophy regarding my mods and their immersion. Things are thought and implemented with a view of using everything. For example, artificial intelligence and positioning, mainly of creatures, are linked to the use of my other creatures, they are made to be used all together. Ultimately, if you want to pick and choose, individual mods are available.




Creatures: Dwarven Colossus, Dwarven Magetta, Dwarven Sentinel, Dwarven Thresher, Dwarven Spinner,
Dwarven Driller, Dwarven Defender, Controlled Dwarven Power Suit

Weapons: 
Dwarven Deconstruct Hammer, Dwarven Sledgehammer, Dwarven Steam Cannon

Armor: Dwarven Light Shield, 

Magicka:

New Ingredients/ misc loot:

Books:

World objects:

New areas:

Player homes:

Quests:

Others:






Mods merged on this mini-pack: 


Dwarven Colossus/ Dwarven Magetta/ Dwarven Sentinels/ Dwarven Threshers/ Dwarven Spinners/
Dwarvem Driller/ Controlled Dwarven Power Suits/ Dwarven Defenders/




There are currently no known incompatibilities with this mod.

KNOWN ISSUES: Due to an oversight during implementation, the Dwarven Magetta
always drops 1 Dwarven armor and 1 or 2 Dwarven weapons. The intention was for him
to drop a specific custom item. This fix will be done in a future update, undated yet.









Author:


Mihail- Dwarven Colossus model, animations, effects, sounds and game implementation;
Dwarven Magetta model, animations, effects, sound and game implementation;
Dwarven Driller model, animations, effects, sounds, left-arm drill animations and effects
and half of the drill model, game implementation;
Dwarven Defender model, texture, animations, spells, weapon, shield, sound and game implementation;
Controlled Dwarven Power suit model, textures, sound, animations, weapon, game implementation;
Dwarven Thresher model, hue re-texture of SRW0 dwarven metal textures, sounds, animations, game implementation;
Dwarven Sentinel model, animations, sounds, effects and game implementation;
Dwarven Spinner model, hue re-texture of SRW0 dwarven metal textures, sounds, animations, game implementation



Some assets used on this mod belong too:


SRW0- for the ancient dwemer metal textures the Dwarven Colossus, Dwarven Magetta,
Dwarven Driller and Dwarven Sentinel use, i also used them on Dwarven Thresher and
Dwarven Spinner, but in these last two i modified their hue to match both concepts;
Alex9ndre- for the weapon that the Dwarven Colossus drops;
M150- i used and modified some metal tubes from him to make some of the metal tubes of some of the
automatons, and used a metal drill from him as base to make part of the drill the Dwarven Driller uses
cALAMIN- for the hd cubemaps used in some of the dwemer metal




Another special thanks:


Dragonball owners and creators for the creature Magetta that
i used as inspiration to make Dwarven Magetta;

Also thanks for Irrational Games for the inspiration for my Dwarven Driller, since
I inspired myself 
on their Bioshock's Big Daddy to create my automaton.





************************************************




--- READ THE MESSAGE THAT I LEFT
HIGHLIGHTED IN THIS MOD'S COMMENTS ---




_______________________________________________________

If you like my work, don't forget to endorse this mod. 
It's free, fast and very important for the continuation of this nonprofit work.
___________________________________________________________

Attention:


I do not supervise or test translations made by other users for my mods, not even those linked 
on my mod pages. So, before using them, make sure they are in the same version as the current 
version of my mods, if not, do not install them or they will mess with my current official version.
The same applies to ports for XBOX, I do not do the ports or test them myself, 
so you should also make sure they are up to date with my official PC releases.

___________________________________________________________




Join us on my Discord server. A large community made up of 
nice modders and mod users, where you'll feel at home:

CLICK HERE





Subscribe to my new Youtube channel to be 
always up to date on my work: 

CLICK HERE




For Frequently Asked Questions (FAQ): 
CLICK HERE