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Dwemer ruins of Arkstrumts 4.0


Kagor

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A great fashion about the Dwemer ruins.

There are no notes on the compass and entries in the magazine.

 


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A scientist from the Guild of Magicians, who was studying rare species of plants, in his wanderings accidentally discovers a cave that is not marked on any maps. After some hesitation, he decides to study it. What he discovers forces him to urgently curtail his research, and rush into the Imperial City with an important report. But, unfortunately, near the lake Popdah, he is ambushed.

 

This mod in the spirit of a series of mods Blitz's Dungeons and Realms or Dwemer Technologies (Dwemer technology). First of all, the mod is designed for amateurs of exploration and conquerors of new spaces. Most of the plot of fashion unfolds far to the east of Cyrodiil, on its very border with Morrowind. You have to explore a huge abandoned city-plant Dwemer, discovered by a scientist. It is not just a city, but an entire industrial complex, consisting of a network of underground cities linked together. In total, the complex has more than 50 levels with a variety of architecture and surroundings. You are expected not only by tons of Dwemer's utensils, but also by a lot of hidden Dwemer artifacts and guarding their mechanical creatures, which are abundant in the numerous labyrinthine catacombs familiar to many people in the third part of the game.

At the beginning of the research you will come across the records of a scientist, but this is all you can rely on. Also, the search for the ruins will require you to have a good knowledge of the geography of Cyrodiil, since the scientist in his entries does not give any markers, but indicates the name of the rivers or mountains.

 

You yourself can not learn all the secrets of the Dwemer and for help you will have to turn to one of the scientists at the University of Sacraments, the only specialist in this field. He will connect to you after the end of the first stage of research.

Although the program includes several quests, but you will not get any records or markers. Rely on your memory. You have to find everything and find out yourself.

 

Also in the fashion there are many puzzles and puzzles related to the plot of the fashion and directly to the culture of the Dwemer. Thus, the outcome of the quests depends not only on how competently you use your combat skills, but also on the elementary patience and ability to solve these puzzles. Only in this way you will be able to learn the whole history of the ruins, explore all the hidden territories, and find all the hidden artifacts.

 

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This is a great research mode for the TES 4 Oblivion game, if you consider that only the Dwemer culture (architecture, history, science, research, location ... and other content) is revealed in it, then it is possible that this is one of the largest mods for this Theme.

But it's not just a mod, it's also its global reconstruction: retextures, re-writers, extensions, bugfixes. Especially bug fixes. I can not say for sure, but in general, about 200 bugs have been fixed in the fashion, the most different complexity and nature - quests, models, textures, scripts, locations .. and more. Sometimes to fix very serious things, you had to add many new objects and even locations. As well as fixes, many unique things have been added that supplement and improve the mod. Maud was fully voiced.

Maud was repeatedly updated and many times passed closed beta testing. But, nevertheless, if you get something unusual or similar to a bug - write me anywhere - ls, mail, VC, Facebook, forum .. everything will fit.)

 

Author's "readme" and "fact" I attach, there everything is painted much more in detail. It is also very desirable to study the file "all the fixes from version 3.1 to 4.0", I've been writing it for more than a year, messages from beta testers and my own, and all the changes and additions that were made in this fashion. There is not only a list of changes, it can also help with the passage. In a file of "gratitude" I expressed gratitude to all people who at different times took part in the creation.

 


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  • 3 weeks later...

Any hope for an English translation, Kagor?

I do not know English well, so if I translate it, it will be a Google translation. I can not see the incorrectness or illiteracy in the auto-translation. Therefore, you yourself better to translate - you will see the flaws of the translation.

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  • 4 weeks later...

Okay, so I've been working on this for more than a month. It still isn't perfect, especially on the dialogue end, but I've meticulously converted it to English. I've not been able to actually test it, so I worry there might be some issues with the scripts translating between the EN and RU versions of Oblivion. If anyone has any bug reports or things they think could be translated better, either PM me or I guess report it here.

Arkshtrumz.esp

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  • 3 weeks later...

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