Underwater Dwarven house with Dwemer companion. One (twin) bedroom, bathroom, kitchen/dining room, living room and display hall to a new area beneath Balmora. Entry is by way of a 'submarine' accessible via a cavern through a trap door underneath the bridge nearest the silt strider. The house is in the Dwemer style, and sleeps 3 including hammock. I enjoyed the mods 'Dwemer Sub House' and 'Balmora Underwater House', but after playing BioShock I had an idea for a mod that would somehow combine the two. I wanted to feel like I was underwater with a view to a watery city - like in BioShock - and I also wanted a robot companion that I could reprogram.
Underwater Dwarven house with Dwemer companion. One (twin) bedroom, bathroom, kitchen/dining room, living room and display hall to a new area beneath Balmora. Entry is by way of a 'submarine' accessible via a cavern through a trap door underneath the bridge nearest the silt strider. The house is in the Dwemer style, and sleeps 3 including hammock. I enjoyed the mods 'Dwemer Sub House' and 'Balmora Underwater House', but after playing Bioshock I had an idea for a mod that would somehow combine the two. I wanted to feel like I was underwater with a view to a watery city - like in Bioshock - and I also wanted a robot companion that I could reprogram.
There are is one Dwarven foe in each room of the house that will attack the player. In the second room - the living area - there is a small Dwemer sphere. If you find the puzzle box and activate it, the sphere will immediately become friendly. You can then click on it to issue the commands 'stay', 'follow' or 'wander'. The companion has Grumpy's 'warping' script, but is not designed for more than decoration. The other foes will continue to attack as normal.
Note: For both the sub interior an exterior, there are two doors. One leads to/from the sub,
the other leads direct to the next cell.
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