Dwemer Contingency PART 1 – Elder Kings Submod

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Author: Roll1D2Games

Last revision: 18 Mar, 2019 at 18:33 UTC (1)

File size: 279.55 KB

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Description:

Dwemer Contingency:
Elder Kings Submod

REQUIRES THE ELDER KINGS MOD

People asked for it, so here it is. Part 1 of my Dwemer contingency mod.
Originally created for my Youtube series, a lot of people asked for a release of this mod so they could play along and make their own Dwemer empire, so here it is, earlier than I wanted to release but interest is so high I didn’t want to disappoint.

This is part one and contains mostly improvements and alterations to the base games pre-existing Dwemer culture/religion. This is mostly just fleshing it out so that it’s on par with the other cultures present in the mod, as the Dwemer were not intended to be a playable race.

This does not include the Tonal Architects from my Youtube series as it is still largely unfinished and needs a lot of work. It will most likely be 1-2 weeks before that will be released as a separate mod. If you’re interested in why I’ve done it this way, check out the bottom of the description.

If you have any good suggestions or features that are thematic to the mod then let me know!

Features:-

– Note: Beards and faces were removed at the request of the Elder Kings artist who asked me not to reupload the content. Don’t be surpirsed if your Dwemer in game look different to the Dwemer in my series. If you’re handy with photoshop and have a fair knowledge of portrait modding, it shouldn’t be more than a five minute job.

– Dwemer starting locations: The 2E War for Rimmen bookmark features starting locations for the Dwemer based on lore-friendly Dwemer cities. Play any of the last six surviving Dwemer houses strewn across Morrowind and Skyrim.

– Rebuilt Culture/Religion: Again, you weren’t supposed to play as the Dwemer in the Elder Kings mod as they’re already extinct, so the culture and religion had next to no features. I’ve remade them entirely and added some lore-friendly additions such as bonuses to tech point generation rather than a true religion (the Dwemer was Atheist/Anti-theist in lore).

– Retinues: To add a little more flavour to this otherwise pretty small mod, I’ve added some Technomancer, Centurion, and Sphere retinues that are exclusive to the Dwemer culture.

– Buildings: I haven’t actually added any buildings that aren’t related to an event as the base game already has a good amount of Dwemer buildings, and I didn’t want to unbalance the culture. There’s are some additional buildings however that don’t do anything yet.

Please note: This mod is an absolute mess that was never intended for a public release, it was only ever meant and built as a back end to my Youtube series. There might be a lot of unfinished stuff, broken decisions, horrendous code etc. I only released it because of the overwhelming demand on the series and don’t really have time to fully polish it up into a true good and nice mod.

Why are you releasing this in two parts?

My primary focus is always going to be my Youtube channel, it’s what pays the bills, and this mod was built for a Youtube playthrough.

By splitting the mod into two separate parts, Culture/Religion/Graphics and an entirely separate Society, it means that I can make continuous modifications to the Society, which is entirely self contained, without risking the save game and introducing something that could end up ruining the series, which has been an issue I’ve had in the past.

In theory, you would notice no difference having them in two separate parts rather than as a combined mod, but the benefit to this is that those who don’t really have much of an interest in another new society can start their campaigns now without me having to fix the society for a public release first.

Enjoy building your Dwemer Kingdoms!

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