Minecraftiiing! Across the Universe…

Yes, I Minecraft. Well, off and on, when the feeling strikes. I think it’s been several months at least, before the Redstone update. I was completely, totally utterly dismayed to open it up to let some steam off after struggling with the Creation Kit, and you know, just kill off some zombies and tease creepers.

Hah! No rest for the wicked.

The update from 1.4.x to 1.5.2 completely broke my Minecraft. When I tried to load, it looked like some sort of Eldritch creature of data streams attacked my Minecraft install… when I loaded it up, the typical log in screen with the Minecraft news was corrupted and contained garbage symbols. I took a screen cap of it, but even that seems to have disappeared.

And I couldn’t get in at all. I had to tear the entire Minecraft application out and reinstall, starting over from scratch and having to adjust the typical java memory problem, before it would work again. It was completely obnoxious and I lost the plugins I had.q

I’m updating my server as I write this, though I hesitated at first because whatever corrupted the Minecraft may have been a problem with Java, and hope against hope that it works fine. Of course, I backed up everything to do with my server, but whatever happened to Minecraft was rather freaky.

Was it… Herobrine?

When the CK Came out

Still working on the World Space issues, though I’ve made progress, and yes, still working on the second part of the Dwemer translation. It may take a while to write it but keep eyes open! Meanwhile, I appreciate comments and discussion if you care to talk about it, or, you know, totally slap down something completely silly and ridiculous I somehow missed. I tend to do things like that.

A lot of my recent work brought back memories of when Skyrim first came out. I remember being very excited about creating one of the first story mods and anticipating it as the launch of Skyrim got closer, and the disappointment when the CK wasn’t immediately released. The anticipation mounted to a frustrating point when the CK was delayed, originally supposed to come out the same day as Skyrim. It was at least two months before we saw any mention about when it would finally grace Steam downloads, and a lot of people had turned to using GECK for Fallout with moderate success.GECK and the other modder’s resourcefulness sort of quashed my dream of being one of the first to realize all the possibilities the CK offered. Oh well! A good lesson to not worry so much about being first, because being first is not always the point.

I also remember, vaguely, loading the Creation Kit up when it came out sometime in January 2012 (or was it Feb?) and starting the long process of learning how to use the files in Skyrim, but not many tutorials save for the woefully inadequate CK Wiki. I sort of got lost trying to piece together a large house and eventually gave up and abandoned the project as I had other obligations to tend to at the time.

So many awesome mods have come out since then, though, it’s hard to keep track of everything. I look at the vast number of mods for Skyrim, and it’s only been a little over a year and a half since it came out. I don’t think Oblivion had so many in the same period of time. The sheer creativity of humans astounds me.

Still, there’s still things I want to do or have in my game that nobody else has made yet. My initial disappointment at really wanting to make a difference in the community is somewhat allayed now, because maybe it wasn’t the right time, or maybe I didn’t have the right kind of experience yet. I’ll admit, it’s so much easier learning the things a modder needs to know with the larger array of tutorials available, even if a number of them are outdated. It’s important to figure out what works for you. Thinking back, the state my health was in wasn’t really conducive to learning, either, as I may have mentioned before. The difference of clarity in my head between then and now is pretty drastic.

It’s June, and New Years is a long way behind and ahead, but I feel… sort of optimistic of the future for the first time in such a long time I can’t even remember. Creating a mod, heck, just creating something at all is rewarding. It’s a good lesson, for sure.

Dwemeris Translation: An Attempt at Brain Liquification

Chun thuamer arkngd chend duathand, th ahvardn btham.
Amz thuamer ahrkanch kemelmzulchond aka Mora, th thuangz ahrk, th duum melz thuabtharng, th kanthaln duabcharn mzin thuastur, btharumz thua mer zel. Abakch duumarkng tuathumz amakai, th abakch avatheled kagr tuamkingth mzan. Du chal fahl ngark, che du fahl bthun ur. Du chal fahl ngalft, che du bthun ur. Du abak chal thu abazun nchur duabthar, nchul duanchard. Th ur thuanchuth irknd, ur irkngth eftardn, thunch fahlz. Bthun abak dua mzual th nchuan duarkng, chun fahlbthar thuanchardch anum ralz, th eftar thuachendraldch kagren thua vanchningth.

ye sa sou meldi calne tarn va molagnensali ye trumbi nou bala.
ilpen av sou meldi nagaiale as guntumnia spantelepelaelia arani morae
ye sou liebali racurane ye nu rautane sye ye nu hautalle nou buroi
gune sou gravuloi sa metane sye garlis frey as gondra doemera tarcel
lane sou agea silya nu hecta sou arcten rias nu nemalanta ge nu hecta sou epe
gandra rias ne nemelauta ge nu frey sepe sye arcta varlor denai
cullei noue staneiaye ry sou alasil auta ry loria shenta abagaiavoy
malautavoy fey nou darre ye alata rou malae asma maraga sou anyamis
av serven ye getheng sou wend riarilia vey emeratu sou oia besia

And your people driven CALNE pass into our Halls of Fire, and TRUMBI our power.
ILPEN of yours driven NAGAIALE by GUNTUMNIA SPANTELEPELAELIA kings of the wood, and your LIE-stones RACURANE, and you RAUTANE SYE, and you shall become our slaves, GUNE your people’s GRAVULOI. METANE SYE GARLIS FREY, by GONDRA DOEMERA TARCEL LANE your wisdom SILYA. You HECTA your ARCTEN, RIAS you NEMALANTA GE. You HECTA your EPE Gifts, RIAS you NEMELAUTA GE. You FREY SEPE SYE acknowledge lower-cast DENAI CULLEI our STANEIA. And as your ALASIL AUTA, as darkness comes forbidding. High-AUTAVOY FEY our DARRE, and ALATA ROU high, by what MARAGA your life of SERVEN, and GETHENG your WEND RIARILIA VEY guiding your eternal BESIA.

UESP Wiki (See: Falmer, Dwemer, and Ayleid Languages if you need references)

I’m posting this a bit early since I have a dental appointment at the asscrack of dawn today, and likely won’t feel up to reviewing it for a final time prior to posting.

I’ve been waiting for more intelligent and experienced people than me to give us a better basis for Dwemeris, or anything from Bethesda that might give us a better clue. The best we got is the “Rosetta Stone” from Markarth that translated Dwemer into Falmer.. Unfortunately, I suspect it’s going to be the best we can get, unless Elder Scrolls Online includes new lore about the Dwemer. The passages above is English transliteration of that stone.

The above was lifted quite directly from the UESP article for the Falmer language and was written by the talented people there. However, I’m copying it only as a reference because this post is dealing with an analysis of this passage, and my attempt at actually translating the Dwemeric language directly into English. If you’re thinking this has to do with the Kenzeft Project, you’re probably right. Anyway, my use of the translation is educational.

I like to think I have some experience with translation and languages, I mean, it was what I wanted to do and Foreign Language was the major I was attempting to gain a degree in through college. I took Japanese and French, picked up the common Latin roots of English and French, and learned a little bit of Russian and German from the other students who attended the language labs there. Still, those were well documented and thoroughly translatable languages and I had plenty of resources to fall back on. Dwemeris is a made up language created by people who love to keep things a mystery, and of which we have only limited information. Definitely, it’s going to be a challenge, and I’m probably going to be wrong on more than one account. Regardless, here goes!

> By the way, if you’re a lore nerd… no, I’m not going to use “Ayleidoon” to refer to the Ayleid language because I think it sounds rather stupid, and Ayleid is enough of a chore to just type out.

WARNING: THIS POST IS FULL OF REASONED OUT THEORY. THIS SHOULD NOT GO ON A WIKI.

To start with, I’m going to break the translation up into sentences in order to focus better on the different words and the complexities of the sentence. I’m just hoping to find out that Dwemeris is not based on Japanese, since in Japanese you can have the subject declared several paragraphs back and not see a reference word for ages after. Guessing that Dwemer is based on the unknown Aldmeris, it still should not be totally dissimilar from the other meric languages.


Dwemer: Chun thuamer arkngd chend duathand, th ahvardn btham.

Falmer: ye sa sou meldi calne tarn va molagnensali, ye trumbi nou bala.

Translation: And your people driven CALNE pass into our Halls of Fire, and TRUMBI our power.

Well, to start with… “YE SA” is actually “AND SO” in English, but for some reason or another someone missed translating “SA”, so the actual translation would be:

“And so your people driven CALNE pass into our Halls of Fire, and TRUMBI our power.”

A minor nitpick, but I like having precision to work with.

“TH” seems to translate roughly into “YE,” except in the case of “Chun” which could be a possible compound word involving “TH,” with the “TH” going through a consonant shift to “CH.” It could also be a special chase appearing at the beginning of the word. Possibly a combination of “YE SA.” We see “CHUN” later on in the passage.

Supposition: “chun: = “ye sa” = “and so”

“THUA” seems to appear every place in the translation where “you” or “your” appears. See below for more info, as I haven’t been writing this translation in one swoop, but going over it in several revisions.

Supposition: “thua” = you

Supposition: “thuamer” = “your people”

Despite the very well done translation of the Falmer language using similar Ayleid words, I do not think “meldi” in this case means “driven,” but rather “exiled,” as like the similar Ayleid word “mathmeldi.” “CALNE” may be a modifier of “MELDI.” Guessing that “CALNE” is the Falmer word for the Ayleid “MATH” as in “MATHMELDI.”  “Mathmeldi” in English lit. means “home drive.” And thus:

“And so your exiled people pass into our Hallls-.”

An alternate translation I propose is that it may mean “violently,” but I’d stake my money on the “exiled” version.

“And so your people driven violently pass into our Halls-“

Supposition: “calne” = “home”

Supposition: “meldi calne” = “exiled”

Wait wait wait wait.

“ye sa sou meldi calne”

“And your people driven CALNE”

This is mistranslated, I’m sure of it.

Where is “people” in the Falmeric translation? Sure, we see “thuamer” in the Dwemeric… but “mer” is suspiciously absent from the Falmer.

However… in the Ayleid/Valenwood variant, “che” means “people” as an alternate word.

What if “calne” is the Falmer equivalent to “che?”

That would make it:

“And so your exiled people”

And that would make a lot more sense, especially if the Falmer variant of “meldi” didn’t just mean “driven” but also “exiled” in context. It’s a different language, it doesn’t necessarily need a modifier like Ayleid does in “mathmeldi.”

Supposition: “calne” = “people”

Tackling the “molagnensali” part of the Dwemer text… Based on the previous observations, I wouldn’t be surprised if “dua” meant “our” and “thand” meaning “hall.” We see “dua” several times in the passage appearing whenever “nou” appears.

“Thand” appears in the name of at least two Dwemer cities, “Irkngthand,” “Arkngthand,” and may possibly be part of “Alftand.” The Ayleid tendency in Cyrodiil was to name their cities “Hall of X” or “X Hall” may be similar. The general concsensus derived from lore is that Dwemeric was descended from Aldmeric through the Ayleids, though I have my own theory about the origins of the Dwemer… Anyway, at least we know this: the elven peoples tend to be quite literal in naming their cities, including the Dunmer.

As a result, I can only assume “arkngd” means equivalent to “meldi” And there’s a very good chance of it, it could make a bit of sense.

But wait, if it goes that way, “duathand” is totally missing an important part where the Falmer wrote “molagnensali.” Where’s the “Fire” in the Dwemeric passage? Sure, you can suppose that “duathand” means “fire hall” but that doesn’t make sense as we see “dua” appearing where “our” and “nou” in the other translations are. I’m a bit reluctant to say that “thand” means “firehall.”

Making a supposition here, I think Molagnen doesn’t necessarily mean “fire,” as just “molag” does, but considering that Dwemer used steam extensively, it may mean “Fire water halls” or “steam halls.” “NEN” in Aylied has no definition listed, but does exist as a word. But what if it meant “Water?” Which would make a hell of a lot of sense. I mean, Halls of Fire is apt, but Halls of Steam would be hitting a Dwemer city on the nose. Anyway, if “arkngd” is a compound word referring to “exiled” and the unknown “CALNE” means “people,” I would think “chend” may be “steam” or “fire.” The word may actually be “chendduathand” or “chend” by itself may be a modifier.

To support the idea that “chend” refers to heat, fire, steam, something similar to that, I’m taking into consideration the Dwemer city “Mzanchend” in Morrowind located in the MolagAmur region. “Bthanchend“, another city in Morrowind, appears behind the Ghost Fence at the foot of Dagoth Ur near Maar Gan, a definitely volcanic area. I do not think that “chend” in this case is referring to “tarn va” or “pass into.” “Pass into” may be part of “arkngd,” or it might not even be in the Dwemer translation at all.

Supposition 1: “chend” = “molag” = “fire”

Supposition 2: “chend” = “nen” = “water/steam” AND/OR “nen” = “water”

Supposition 3: “chend” = “fire water/hot steam/steam”

Of course, the chance that “arkngd” means “exiled” by itself,  may mean “chend” means “pass into” and “dua thand” means “our fire/steam hall.” Still, the fact remains that the Falmer translation has a significantly different grammar and the translations tend to be much longer than the original Dwemer. It may also indicate an tendency of the Falmer to write more flowery prose than the Dwemer. The Dwemer may mean something far more sensible and forthright than the Falmer, paralleling the look of their version of the Aldmeri script:

“And so your exiled people came into our halls, and marveled at our power.”

“Ahvardn” or “btham” may be “our power.” The other obviously translates into “trumbi,” however as of yet we have no translation for the Falmer word “trumbi.” The most sensical translation for “trumbi” is “feel,” so that would become “and feel our power.” Or, “Sense,” “discover,” “marveled” as alternatives. Or, going on a limb here, it may be as simple as “tremble.” As in “tremble at our power.” Assuming that Dwemer grammar is still at least somewhat similar to Falmer at the time this passage was written, I’m willing to bet that it’s btham that means “our power” and “ahvardn” that means “trumbi.”

As we do not see “dua” or any of the other versions of it in this sentence, yet since we see “nou” I can only assume that one of these words refers directly to something the Dwemer often think of to have a dedicated word to it. “Our power” could also be an extremely loose translation into Falmer of a concept the Dwemer have about themselves that is difficult to comprehend.

Another thought occurs to me that “dua” appearing early may also have been enough. In some languages, if you refer to a pronoun sometimes in the next part of the sentence you don’t have to say it again. English is extremely redundant with its pronouns, even compared to languages in the same family. It’s possible that Dwemeric grammar may be that way, as I’ve found that “intelligent” languages tend to leave unnecessary words out- English is an exception because it lends to precision (if you use it right.)  So that “nou” appearing in the Falmeric translation may just be their adapting the grammar.

Supposition: “btham” = “bala” = “power”

Supposition: “ahvardn” = “trumbi”

As this post seems to be getting rather wordy, and I like to break larger things up into smaller bits, I will continue this translation in the next part.

Conclusions:

Ayleid Falmer Dwemer
exiled mathmeldi meldi arkngd
and so ye sa ye sa chun
you sou sou thua
people che/mer calne mer
steam molagnen? molagnen chend
OR pass into tarn va tarn va chend
power bala bala btham
? ? trumbi ahvardn

Stay Tuned for Part 2: And I Thought Japanese Was Difficult.

How to Create a Crafting Recipe

Crafting recipes are an important part of an armor mod, or useful tools for other types. Here’s a quick how-to on how to create one. Note that tempering items will be covered in another tutorial.

The basic steps, before we go into detail.

  1. Create recipe
  2. Decide what it produces
  3. Decide materials it requires
  4. Choose to make the recipe disappear when you don’t have the materials.
  5. Save.

 

Creating your recipe

 

  • Create your recipe: duplicate an existing one or create one from scratch.Before you can do anything, you first must create a new recipe. You can find recipes in the Object Window > Constructable Object.
    Image1

    You can find all crafting recipes and tempering recipes under this section. Tempering is a little bit different, so we want the recipes. I find it easiest looking for a recipe that’s fairly close to what my finished recipe will be. For instance, if I wanted to have an item that required five iron ingot and be workable from forges, I’d probably choose one of the iron armor or weapon items.

Image2

  • Give your new recipe a unique identifier, something like RecipeNameOfModItem.
    Personally, I usually go by the default naming scheme, especially if I’m doing a big crafting project, but ifs up to you if you want your recipes to display all together or with similar times.Image5
  • Choose your required items.
    Image6

    The required item list is where all the items you need to craft the recipe is located. You can add a new requirement by right-clicking in the Required Item List and selecting New. Highlight the new addition. To change the default item, use the drop down menu to the right and find the item you want. Change the number required just below.
  • Change the created object.
  • Image8
    You can also change the number of items created just below. It’s fairly straightforward.
  • If you want this recipe to be creatable from another option, like the alchemy table, change the workbench keyword.
    Image9

 

Making a recipe appear only when you have the right materials

Next, consider adding conditions to the recipe that hide it in the crafting menu until you have the items required for making it. This reduces clutter in the crafting menu, especially since so many crafting mods don’t do this, resulting in very cluttered crafting categories. If this is an option you wish to implement, consider adding an in-game book listing all of the recipes that are available in your mod for easier discovery and use. 
Image10

  • Look below where it says “Match conditions” and right-click, add new.
  • Change the condition function to GetItemCount
  • Click the button where it says INVALID. That’s the function info. Click it and select one of the required items in the recipe.
    Image13
  • The Comparison menu has a list of “greater than” “less than” “equal to” et ctr items. What you’ll want is the “Equal to or greater than” function.
  • Change the value to the number of items you want in your inventory before the recipe will show up.
    Image14

You can customize this so you can have your recipe show up when you have only one of the required items or only show up until you have all of the required materials and are ready to create it. Add more conditions for each item.

And that’s it! Stay tuned for Tempered items.

My Random Notes on Skyrim Mesh Editing

Well, I haven’t had much luck fixing that worldspace of mine with it’s LOD, and I have been doing my homework on it. I still don’t know what did it, but I did manage to get that weird floating cell ala Salvadore Dali to disappear, but I had to restore the ESP file from my back up. ALWAYS a good practice to save your changes in small steps in separate files. The LOD didn’t really work though something shows up, and there’s that whole lack of water thing. Anyway, I will write up a post all about that later, for now, here’s a few consolidated notes to remember from my meshing endeavors earlier last month, courtesy of everything I did wrong.

When you’re exporting an armor with parts like the Steel Plate Cuirass that use bones that is not present in the base body mesh, you should add the proper bones and bone weights before exporting. A skirt part that is supposed to move independently of the legs will show up as attached to either one leg or the other or both and will have awkward stretching.

If you’re editing an existing armor, it’s perfectly all right to use the bone weights from the original vanilla mesh if you haven’t changed things significantly. Likewise, it’s all right to use the skeleton from the original mesh as long as you import a clean one. I’ve tested both.

If you edit an existing mesh, don’t forget to check the texture and adjust the UV mapping if it’s needed.

If you’re running the Nifscripts and wind up with the wrong skin partitions or multiple BP_TORSOs, check to make sure that you do not have any overlapping assignments in the faces. If you have two BP_TORSOs and both BP_RIGHTARM and BP_LEFTLEG and the latter both have the correct assignments, and the BP_TORSO is split between the two, it’s fine. Just rename both BP_TORSOs to the correct Skyrim body value. Alternatively, try fixing the Nifscript to allow 22 bones instead of 18.

For non-armor meshes: If you get an error on importing into Blender, open up your NifSkope again and delete the value Blender reports as incompatible. You may have to re-add that value when you export.

While trying to import an arrow mesh into Blender, I discovered it wouldn’t import another property not mentioned in many tutorials: BSEffectShaderProperty.