WAC Beta v0.1 - Downloads, comments, suggestions

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Waalx
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Sethsryt wrote:
Any chance for screenshots on the amazones?

RS Dunmer and the Morag Tong, you mean there will be quests or a guild for the Morag Tong?
No screenshots until I feel like it..
Now I feel like giving you suspense.

I will only say that what I've shown on this forum about gladiators so far is very lame compared to where I am now.

Getting feedback about WAC is more important to me than hearing talks about what you don't have yet.

RS Dunmer should include some interaction with the Morag Tong.

A mysterious stranger has a writ on you. But who?

That's the base of it. nuff said.

:)
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Sethsryt
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Interesting..
Yeah alright, I'll go back to testing. :P
Dazu
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Ok, I've reached level 2. I managed to clear Vilverin and I have some decent gear to head onto further expeditions tomorrow if time allows :)
I love what you have done with the robes (props, pouches, daggers and all), but I would have one suggestion about the green robe: there's a hand scythe in the front. I think it would look better on the right side, slightly on the back, that way, the player wouldn't feel like he's stabbing himself each time he crouches if you see what I mean.
As far as bugs are concerned, I might have found an AI package issue: when you go to the prison district, two guards are continuously walking against the wall instead of being at their posts on each side of the door. For example the other two guards, stationed at the market district doors are OK.

You're quite intriguing with your morag tong stuff, I'll keep my eye out when this feature is ready.

That's all for now. :)
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Haruko
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heh, sorry Waalx, I'm just eager to try stuff out. I'll wait though, it's worth it I'm sure.
It's a pally thing, you wouldn't understand.
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Sethsryt
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Just found a very minor thing. The collision of the poignard II is slightly too long. But that's very minor. I need to go out of my Bruma house into the wilds again.

I also encountered these two Legion Imperials walking against their posts on the Imperial Prison. Thought it was my mod setting but now more people encounter it. So yes, Dazu, I had it too. ^^; My Nord had quite a laugh though, she just escaped out of prison and found those idiot Imperials hitting against the wall. She's going to drink some mead on that one.

Further nothing really interesting as in bugs, found two worn poignards who looked a lot the same, but one had darker leather, more to blackish. While the other one was more brown. The blade was the same though.

Meh, tomorrow I'll do my report on walking from Bruma to Cheydinhall the short way. Through them mountains. :P
By the way, I haven't encountered all that much of Black bears.. Though lately I read that Black bears are weaker then brown ones. So, I am in the Bruma region, they might not spawn there?
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Mormacil
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I wanna say good job and thank you to both Waalx and our testers :)
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

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Forgotten
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Sethsryt wrote:...
I also encountered these two Legion Imperials walking against their posts on the Imperial Prison. Thought it was my mod setting but now more people encounter it. So yes, Dazu, I had it too. ^^; My Nord had quite a laugh though, she just escaped out of prison and found those idiot Imperials hitting against the wall. She's going to drink some mead on that one.
...
I haven't noticed that myself but I haven't had much time to explore. It's probably just a messed up pathgrid in that cell. Try toggling the display of pathgrids in the console (TPG) and see if there's a path that leads straight into the wall. Should be easy to fix for Waalx if it's in WAC but sometimes conflicts with other mods that change the same cells can lead to really frustrating and confusing pathing problems, crashes etc. Mods that change the same cells *CAN* conflict especially when it comes to pathgrids and other cell settings that simply override each other. Try running without any mods other than WAC and see if the problem persists.


As for other minor observations...

The marauder/undead knight helmets all seem to clip somewhat at the back of the helmet with wider head shapes. I'm not sure if the .egms are working as they should (or at all) for those helmet meshes.

Some of the nord weapons seem to have a little bit too much havok weight (25.0 when it should be 6.0 - 10.0 depending on size) making them sound a bit odd (like slamming a heavy steel bucket into the floor) when they drop to the ground.

There is also a very small tear in the vertices on both insides of the upper legs on the bull scamp body meshes. Not really noticeable until it's dead and lying on the ground tho so I may be nitpicking a bit. :P



That's about the only mesh related stuff I've seen that hasn't been mentioned yet in the thread and I haven't had time to dig too deeply into the .esps themselves yet. (Blasted work.) :( Still, all in all, all I can say is that WAC is top quality work and even the unfinished WAC stuff is better than most finished Oblivion mods out there. Good job man! :D

Cheers, UQF
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Lord Spyro
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I have an idea for the double arena release although it would be a hassle to manage two releases it would most definitely start some hype about wac and be sorta a teaser if you will for those not testing it however it your choice haveing to manage a stand alone release would kinda be a pain in the ass considering your making/testing your monster here...those are just my two cents

p.s. I met a couple giants in the near the black marsh like area and they where purple not that im against purple however they where a little too purple ...maybe you could make them a little darker to fit in more as they definitely belong in the marshes :)
Sethsryt
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Waalx, a little question; The Underfrykte Matron, have you done anything with her yet?
My Nord Vigdis has just read the journal of the unfortunate Nords and was quite touched.
After defeating hordes and hordes of White Wolves.

By the way, I love the beards on the Imp Brutes and Imp Elders :P
Nivea
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I been way to buisy lately so I hadnt installed this yet, did so yesterday and must say I dont think I can ever play without WAC. I adore the new armors and robes those things are awesome, and all the new creatures are so fun and some are just down right cute. Greenies are evil little .... but they look so cool very well made.
I have had the guards walking into the wall in the same place as the others, it is rather funny to watch.
Will have more input soon, also will you have problems with people makeing conversions of your armors to fit their body mod they use (when its all released that is to the public)?

one more thing it seems like whenever I use this mod I see nothing on one of my maps, normally it shows where you are zoomed in but now it shows nothing.
Drelagh Khan
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Thanks for all your wonderful work, Waalx! :D I finally decided to start testing WAC... but I have one problem. When I tried to rebuild my bashed patch in Wrye Bash, I got this message:

Code: Select all

Traceback (most recent call last):
  File "C:\Programfiler\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4015, in Execute
    raise
  File "C:\Programfiler\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3977, in Execute
    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))
  File "C:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 12358, in buildPatch
    patcher.buildPatch(log,SubProgress(subProgress,index))
  File "C:\Programfiler\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15910, in buildPatch
    raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006952) in race VampireRace
Any idea what's wrong? :?
washington
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Nivea wrote:...
one more thing it seems like whenever I use this mod I see nothing on one of my maps, normally it shows where you are zoomed in but now it shows nothing.
You mean local map?
It's the bug when mod edits cell 3,3 (or -3,-3 I don't know for sure) local map doesn't work. I'll check which mod edits it and report it to Waalx. Or whoever wants to check it before me because I can't do it before tomorrow.
Drelagh Khan wrote:...
Check few pages back, it's been discussed before. You'll have to edit TCOS (or TCOS shops) plugin and delete category 'Race'.
Or at least that Vampire race.
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Lord Spyro
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im ganna try to reinstall xp on my system so I might be away (setting things up...) for awhile ...that is of course assuming I can convince the others in the household that its a good idea to format the HD of the only usable pc.....
Drelagh Khan
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Thanks, washington! It worked now :)
Sethsryt
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Meh, few things around Cheydinhal..

The hanged Orc: He has some light issues. Odd since his light went out. :P
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And a few issues with the camp with the bandits near cheydinhall, a waterfall and a few stones might be misplaced but that can also be some modifications..

That's all for now. :)
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Haruko
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meant to post this earlier, but I noticed with the beards, you basicly added more races, and I can't seem to change hairstyles... not sure if that's directly related or not.
It's a pally thing, you wouldn't understand.
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Mormacil
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IIRC the races only have that one hairstyle :P
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Waalx
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Sethsryt wrote:Just found a very minor thing. The collision of the poignard II is slightly too long.
I will check that.
I also encountered these two Legion Imperials walking against their posts on the Imperial Prison. Thought it was my mod setting but now more people encounter it. So yes, Dazu, I had it too. ^^; My Nord had quite a laugh though, she just escaped out of prison and found those idiot Imperials hitting against the wall. She's going to drink some mead on that one.


It's a bug I have too (everybody have it apparently.... Look like I will have to create xmarker headers for each ones.
Further nothing really interesting as in bugs, found two worn poignards who looked a lot the same, but one had darker leather, more to blackish. While the other one was more brown. The blade was the same though.
Unless you have two (or more) RealSwords Nord running (ie: RS Nord + TCOS.esp, or RS FCOM + TCOS.esp, or all three.. No idea what can cause this...
Forgotten wrote:The marauder/undead knight helmets all seem to clip somewhat at the back of the helmet with wider head shapes. I'm not sure if the .egms are working as they should (or at all) for those helmet meshes.
I will have to check this...
Some of the nord weapons seem to have a little bit too much havok weight (25.0 when it should be 6.0 - 10.0 depending on size) making them sound a bit odd (like slamming a heavy steel bucket into the floor) when they drop to the ground.
..and that.
There is also a very small tear in the vertices on both insides of the upper legs on the bull scamp body meshes. Not really noticeable until it's dead and lying on the ground tho so I may be nitpicking a bit.
I'll check to make sure it's really a tear, and not some artifact from the normal map.
Lord Sypro wrote:I met a couple giants in the near the black marsh like area and they where purple not that im against purple however they where a little too purple ...maybe you could make them a little darker to fit in more as they definitely belong in the marshes
They are pink more than purple actually. I made them like this intentionally, as this shade remind me of a fish skin texture, and that's what I wanted. A swamp creature is something else I may do later, but the Argon are mostly aquatic creature in my mind, hence that shade.
Sethsryt wrote:Waalx, a little question; The Underfrykte Matron, have you done anything with her yet?
No idea who that is. I'm still at the general level you know. I'm not going to create new stuff for each NPC. I'm doing a few unique items along the way..that's about it for now.
Nivea wrote: did so yesterday and must say I dont think I can ever play without WAC
that's music to mine ears...
also will you have problems with people makeing conversions of your armors to fit their body mod they use (when its all released that is to the public)?
That depend on how it's done... To be honest I have yet to see how long it would take me to adjust WAC to say..Roberts bodies. A while, but many armors and clothes don't have skin except the hands models, so those are very easy (and fast) to convert. Add to that that Roberts already converted everything. So I would have to startd from that.

I'm not a fan of Exem and fantasy figures that look like silicone implants though. Those I will not touch myself for sure.

I'm not done with clothes and armors creation. The Arena crowds surprisingly enough when I made those low res models and textures I made several new clothing styles and shirts derived from vanilla. I plan to make them all into playable clothes.

Bandits armors still need a lot of love, and the vanilla variations as well. Daggerprops.dds and what it drive was not made when I did the vanilla armors belts, so that will change.
one more thing it seems like whenever I use this mod I see nothing on one of my maps, normally it shows where you are zoomed in but now it shows nothing.
I will check that but I'm pretty sure that I can still see it here...
You mean local map?
It's the bug when mod edits cell 3,3 (or -3,-3 I don't know for sure) local map doesn't work. I'll check which mod edits it and report it to Waalx. Or whoever wants to check it before me because I can't do it before tomorrow.
I don't know if I edited that cell..have to check.
The hanged Orc: He has some light issues. Odd since his light went out
Ok that's a skin shader mishaps. Will fix.
And a few issues with the camp with the bandits near cheydinhall, a waterfall and a few stones might be misplaced but that can also be some modifications..
I still need to work on that camp.
Haruko wrote:meant to post this earlier, but I noticed with the beards, you basicly added more races, and I can't seem to change hairstyles... not sure if that's directly related or not.
Sorry but I answered that one before I released the v0.05 mod :P

From the Read Me...
- I made a good amount of new races to accommodate the beard styles. If you want to play a character using one of those bearded races (even a bearded gal!) you will need a mod that fix custom races like Custom Race Fix - http://www.tesnexus.com/downloads/file.php?id=1815. I think the Unnoficial Patch take care of this as well. Unfortunately, when I created the races I made the mistake to delete all hairs and eyes for those race. Work fine for NPC as it unlock everything there is for everybody, for players however it unlock nothing. So you will have weird eyes, or stuff until I fix the master and add hairstyles back to the races.
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Mormacil
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The Underfrykte Matron: Troll with chameleon effect. It's a unique monster. Well supposed to be :P
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

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Waalx
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A teaser of the Arena Combatants...so far. Don't check this if you want to keep the element of surprise intact. Those in red rainment are Arena Challengers (Amazons are of that group as well even if they wear no rainment).

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