Skyrim Special Edition

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Mihail

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MihailMods

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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. Features 9 new Dwarven Automatons, 2 new weapons, 1 new shield and 1 new misc. item.

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  • This mod compiles several of my standalone mods, so before downloading it, check in Features which mods are compiled here, so you can uninstall the standalone versions first, to avoid duplication. Just check the link in front of each creature, weapon or armor mentioned in Features, and check if you have that mod installed, and if you have, just delete its .esp, as it is already contained in this themed-pack;
  • If you use, like and value my work, please consider giving an endorsement. I've worked hard for years to offer you the best of me for free, and the only thing I ask in return is this gesture, which increases my relevance and engagement on Nexus, and motivates me to continue;
  • I do not inspect or have any influence over translations of my mods (including those linked directly on my pages), nor do I have any power over patches or add-ons made to my content. So, before using any unofficial add-ons for my mods, make sure they conform to the latest version of my official release, and never use these if they don't. The same applies to Xbox ports;
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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, the Dwarven Automatons are an incognita for those lucky, or insane, enough to get close to these deadly, yet extremely complex machines.

This pack contains mostly Dwarven Automatons, but also includes some themed dwarven loot and armoury. In the current version, it features 9 new automatons, 2 new weapons, 1 new shield and 1 new misc item.



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




Technical Info: 

How do themed 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 themed 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 themed 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 themed pack, while a themed pack of dwarven automatons for example 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 merged in the themed pack? -No, check in features what mods are merged in the themed 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 you are asked during the installation of the themed 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, then stay tuned for updates on the themed packs and the releases of new packs, but as the creation of a themed 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, and allways checking when they will be included in a themed pack.
Will you make a modular option for themed 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 together. For example, artificial intelligence and positioning, mainly of creatures, are linked to the use of my other creatures alongside them, they are made to be used all together and thats when they will function at full potential. Ultimately, if you want to pick and choose, individual standalone mods are available.
Are all your creations lore-friendly? -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 seamlessly, without spoiling anyone's gameplay. I know that there are very purist users who don't like this approachment, but my mods follow of course my own philosophy, and obviously being my creations they will always follow that line of thinking.
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.





(This mod compiles several of my standalone mods, so before downloading it, check which mods are compiled here, so you can uninstall the standalone versions first, to avoid duplication. For this, just check the link in front of each creature, weapon or armor mentioned in the list bellow, and check if you have that mod installed, and if you have, just delete its .esp, as it is already contained in this themed-pack. Due to the fact that this themed- pack only compiles creature mods, I will only post links to the standalone pages on the Creatures category, since the weapons, shields and loot contained here come from these same creature mods as well, and not from separated non-creature mods of mine.)


Creatures-

Dwarven Automatons:



Controlled Dwarven Power Suit (LE/SE-AE)- (added in v1)
''One of the most impressive creations of the Dwemer are the Power Armors.
When the Dwemer disappeared, they left behind all their arsenal, including their
armored suits, over time, the Dwemer prodigious technological AI managed to
hack and gain control over some of these extremely complex creations,
re-engineering them into functional Automatons.''
(extras: Dwarven Spider Controller)


Dwarven Colossus (
LE/SE-AE)- (added in v1)
"Dwarven Colossus are one of the magnum opus amongst the Dwemer Animunculi.
Massive, and with incredible endurance and fire power, these machines possess
specialized weapons on their arms, a large dual-blade gauntlet on the right and
a hammer piston that creates fire pulses on the left. They are also able to breath
extremely destructive fire."



Dwarven Defender (LE/SE-AE)- (added in v1)
"Created to be the pawns on the front line of the Dwemer army,
Dwarven Defenders are articulated automatons designed to
emulate the combat skills of their creators in wars and conflicts.
Wielding light dwarven shields, and sledgehammers, and firing
blasts of electricity through their central chest core, these
machine armies are a force to be feared."



Dwarven Driller (LE/SE-AE)- (added in v1)
"Designed for underwater drilling and maintenance work and
resembling an enhanced dwemer diving suit, they're made of a
thick metal carapace, specially reinforced against water pressure,
with a head encased in a large hemispherical glass helmet
studded with lit yellow portholes and a huge, fully-functional
conical drill attached to the left-arm."



Dwarven Magetta (LE/SE-AE)- (added in v1)
''The big Dwarven Magettas are firebreathing powerfull automatons that patrol
the now abandoned Dwarven ruins. Lighter and less armored than a Centurion,
what a Magetta loses in defence and offensive raw strength, it gains in agility,
mobility and fire power. Also being composed internally by lava, they produce
a tremendous heat around them.''



Dwarven Sentinel (LE/SE-AE)- (added in v1)
"Dwarven Sentinels are killing machine designed for one thing: to search and destroy
anyone who invade the dungeons of their Dwemer masters. Strangely evil for a machine,
they appear as a multi-tentacled creature, with multiple glowing red sensors, that moves
effortlessly through the air, probably using an advanced internal form of electromagnetism."



Dwarven Spinner (LE/SE-AE)- (added in v1)
''A simple but lethal war machine, these fast top-shaped small Dwemer Automatons, covered
with multiple motion sensors, extremely sharp metal spines installed around their metal
bodies and in constant spinning movement, are the ideal machine to chase and reach
invaders inside the Dwemer ruins, or to cause great casualties on the battlefield.''



Dwarven Thresher (LE/SE-AE)- (added in v1)
''Dwemers used to adapt some of their war automatons to perform trivial functions.
Some of them were Dwarven Ballistas who had their bolt launching platform
removed, and in its place were installed sets of spinning blades typically used
as traps in dwemer ruins. These modified automatons were used for harvesting
and became known as Dwarven Threshers.''



Weapons- 

Dwarven Sledgehammer (added in v1), Portable Dwarven Power Cannon (added in v1);


Armor-

Dwarven Defender Light Shield (added in v1);
 

Ingredients/ Misc. loot-

Overheated Reinforced Dynamo Core 
(added in v1)




This mod compiles several of my standalone mods, so before downloading it, check in Features which mods are compiled here, so you can uninstall the standalone versions first, to avoid duplication. Just check the link in front of each creature, weapon or armor mentioned in Features, and check if you have that mod installed, and if you have, just delete its .esp, as it is already contained in this themed-pack.

So far no incompatibilities have been found between this mod and other mods.
(OBS- If by chance when installing several of Mihail's mods at the same time you are asked about files overwriting those of other Mihail mods or other authors mods, don't worry because they are just the same files shared between mods. I recommend that on these occasions always give preference to the files contained in my mods, and among mine always give preference to the mod you are installing last.)



The Mihail Monsters and Animals series aims to create and make available to the community the most complete set of creatures for TES 5: Skyrim, implemented in an immersive and unique way, with respect to the pillars of lore. Instead of pathetically just throwing models and textures in the game reusing 100% vanilla mechanics, the creatures made by Mihail have uniqueness and extreme zeal in their idealization and implementation, which will provide you with an experience that you have never had before in this area.





Author: 

Mihail-

Controlled Dwarven Power Suit model, textures, sound, animations;
Dwarven Colossus model, animations, effects, sounds, 4k
retexture of the dwarven cube on the chest of the Colossus;
Dwarven Defender model, texture, animations, spells and sounds;
Dwarven Driller model, animations, effects, sounds;
Dwarven Magetta model, animations, effects, sounds, loot;
Dwarven Sentinel model, animations, sounds, effects;
Dwarven Spinner model, sounds, animations;
Dwarven Thresher model, sounds, animations;
All weapons, shields and loot models, textures, sounds, effects;
Game implementation of all the content on this themed- pack;




Some assets used on this mod belong to:

SRW0- for the ancient dwemer metal textures used by the Dwarven Colossus, Dwarven Driller, Dwarven Magetta, Dwarven Sentinels, Dwarven Spinner (however their tonality has been modified to match my dwarven spinner concept) and Dwarven Thresher (however their tonality has been modified to match my dwarven thresher concept);
m150- for the models of the metallic tubes used in the region of the head and back of the Controlled Dwarven Power Suit, in addition to the model of the "control device" in the form of a metallic box also in the back of the same model; I also used and modified some metal tubes from him to make some of the metal tubes of the Dwarven Driller, and used his right hand model for the automaton hand and a static drill from him as base to make the animated drill of this automaton; Dwarven Sentinels also make use of some metal tubes from the same author;
cALAMIN- for the hd cubemap used on the metal of the Controlled Dwarven Power Suit and Dwarven Driller;
Icecreamassassin- for the code of "dagon_script_addfxorspell" script;




Additional acknowledgments:

Irrational Games- the Dwarven Drillers available in this mod are inspired on the Big Daddies from the Bioshock franchise, and have part of their background also inspired by the official background of the ones in the aforementioned franchise. No assets belonging to Irrational Games were used in the production of this mod;
Akira Toriyama and Toei Animation (& Co.) - the Dwarven Magettas available in this mod are inspired on the Magetta from the Dragon Ball franchise, and have part of their background also inspired by the official background of the ones in the aforementioned franchise. No assets belonging to Toei or Akira were used in the production of this mod.
Lana Wachowski and Lilly Wachowski (& Co.) - the Dwarven Sentinels available in this mod are inspired on the Sentinels from the Matrix franchise, and have part of their background also inspired by the official background of the ones in the aforementioned franchise. No assets belonging to Lana Wachowski and Lilly Wachowski (& Co.) were used in the production of this mod.