WAC Beta v0.1 - Downloads, comments, suggestions

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Mormacil
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Haha, trollrank XD

As for running a no CD crack. Waalx IIRC only the startup menu of Oblivion has DRM. It you run the .exe directly you don't need a crack ;) Hope that helps with OBSE :)

The Terragryph looks great and I really love love the sword. WAC is going to be more aweome in th future for sure :D
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Dazu
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I suppose each forum has its primadonas. It's weird he acted like that though. He's been on the BGS forums for quite some time and I've never seen him going ballistic like that.

I'm not sure it's about the freedom of speech of this board too. I think it has more to do with him trying to "FCOMize" WAC and the cold (and somewhat deserved) answer he got. Instead of biting the bullet he just lost it.

But I think the weight point he raised is a valid one. The game has never calculated things in pounds or anything else. It's just a number that the player has at his disposal. Some things are heavier than others but are not set in stones (poor pun intended, English is not my mother tongue :D). Having very heavy stuff is OK, as long as not everything is made heavy for the sake of it. I can see why a sabertooth fang is heavy, since the beast itself is huge, but the regular ingredients need not be very heavy. It's also a fantasy world.

I guess what you (Waalx) are trying to do is preventing the player from running around with 60 potions, but you will end up frustrating most of the players. I can see a large chunk of WAC users resorting to "bag of holding" mods to compensate the fact that they cannot carry a lot of potions, and that will kill some of your concepts. If potions are made heavy, then they should be more effective/interesting to counter that fact. I'm sure you have something planned for that, as I've seen some of your poisons in the chest outside the sewers ;)

If the game was based on one-on-one combat then carrying only 2/3 potions at a time would work, but most of the time, the player is surrounded, so for balance's sake the player should be able to carry an unrealistic amount of potions to get a fighting chance.

You also must consider the good old adage "weight VS value" so dear to looters. Why would I bother carrying a 100 unit carcass when I can carry 10 enchanted rings and be 10 times as rich?

Granted a true (hardcore) roleplayer will have his reasons to go to the butcher, but I fear that it will get old too quickly for the masses, as greed will take the better of most players :D Considering how much you (and the others here) have put into the mod, it would be a shame to see it ostracised (too strong a word?).

I think what I'm trying to say is that not all concepts, as good as they sound on paper, are interesting/fun gameplay wise.

I also know that you have not yet started with balancing per se but weight should be an important component. This is what made T.I.E. a minor mod when it could have been much more. Being hardcore for the sake of it.

I hope I can give some input when the time comes (balancing creatures and the like).
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Maigrets
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I just want to apologize to Waalx and everyone for inflaming the situation. I should think more before I post. It won't happen again.
selene310187
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mashani wrote:This is strange, but if I enable wac.esp then for some reason I have no local map. World map works ok. But local map is just blackness.

I am using the ini tweak to color the local map, and I am using the Map Markers Overhaul mod if that matters... I can use any of the other WAC components and it's fine, its only happening if I enable wac.esp. Disabling Map Marker Overhaul doesn't change this behavior, so I don't think it's it.

Can anyone hit me with a clue bat?
I have this issue, too, and informed Waalx about it via PM. It's because of the edit in worldspace/cell 3,3 which makes local map markers missing:
The cell 3,3. If a mod alters ANYTHING at all in the cell 3,3 in any worldspace, the player's local map will stop showing the player marker and other markers on the local map. However, this local map error can also happen randomly when going through certain cells without any mods at all, but in this case it's only temporary. No fix is known for the latter bug.

This bug will also happen with cell 4,4 if uGridsToLoad is set higher than 5 in Oblivion.ini. However, since increasing uGridsToLoad causes other bugs as well, cell 4,4 should be considered safe to edit.
from: http://cs.elderscrolls.com/constwiki/in ... _Local_Map

After I deleted this cell entry via TES4Edit, the local map markers were visible again.

Short instruction:

- load the WAC.esp in TES4Edit
- click on worldspace, expand to 0000003C <Tamriel> / Block 0, 0 / Sub-Block 0, 0
- click on the entry 00006044 and hit the "Del" key and confirm
- save the esp under the same name
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Haruko
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Waalx wrote:Ah Anja, don't let the troll eat you! I de-activated the offensive user account

I could delete the post up-there if you people think it's a better idea ?? It rather break the flow I must say. I'm not running this board to be hailed as a genius or whatever, I couldn't care less about that. But I'm not running this board to be insulted or to have the people who help me be insulted either. It's one thing to be angry for whatever reasons, it's another to behave.

Anja sent me the e-mail that guy sent to her today, and I must say that it is extremely offensive, and it is also as badly formulated as the rest.

I'm a bit flabbergasted by that guy...

:(
no, don't delete it, I want it as a monument to how we will not deal with offensive people on this forum, the guy just wouldn't listen, and I think he was only here to cause problems...
Anja The Whisperer wrote:I just want to apologize to Waalx and everyone for inflaming the situation. I should think more before I post. It won't happen again.
It wasn't your fault Anja, don't worry about it, and for the record I am interested in your work as well.

EDIT: /hug Anja
It's a pally thing, you wouldn't understand.
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Waalx
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NoName101 wrote:Turns out our mod maker is also has a great sense of humor!
man.. I wish I could comment sometimes in my native language 'French Canadian', one that is quite something in vulgarity and blasphemy. Thankful however that I cant for obvious reason. Even if I consider this board to have free speech, I'm still restraining my own opinions to a degree.

Anyway I was about to jump into dissing the troll.

It took me a while to answer the troll, I was trying to have the kid calm down a bit if possible. Didn't work. It was a don't feed the troll situation. Special marks to Mr StarX who chimed-in with a comment that had nothing to do with the rest of that debate. Ignore an annoying thing and it will often leave by itself.

Still...WAC must have its weight contrary to what he wrote, as he kept coming back after he said it was crap. I think he has a 'tooth' against WAC (or me).
Dazu wrote: But I think the weight point he raised is a valid one. The game has never calculated things in pounds or anything else. It's just a number that the player has at his disposal. Some things are heavier than others but are not set in stones (poor pun intended, English is not my mother tongue Very Happy). Having very heavy stuff is OK, as long as not everything is made heavy for the sake of it. I can see why a sabertooth fang is heavy, since the beast itself is huge, but the regular ingredients need not be very heavy.
It all depend on the subject at hand. I'm not sure anybody understant the weight to be honest. Haruko mentioned it was about old English Stones system, but that can't actually be true either. A quick WIKI read on that tell you it can't be in stones.

1 stone equal 14 pounds. No human (even at their 100%) could carry 300 stones in weight like you can in the game at 100 strength it would mean you can carry 4200 pounds!! That's how vanilla is built. Can't be in stones. Or it's not the old English stones system, but another.

I'm not sure exactly how that will play in WAC. I'm still thinking about it. WAC will provide the player with donkey to carry more and stuff like that. Getting good with a feather spell will help more. or a backpack.

I have plans to add a couple of player houses in WAC (other than Anja's work). One of them will be based on what I will make for the Poisoners of WAC. Some kind of small tower that will be made especially for alchemy in mind...

I guess what you (Waalx) are trying to do is preventing the player from running around with 60 potions, but you will end up frustrating most of the players.
yes and that's actually my goal. The more frustrating and hard the more fun it is. If you have no frustration and everything is easy and made so it's like you're a child being led by an adult that always oversee that nothing too hard can happen...what's the fun?
I will return to a point I was talking of when I started doing WAC. One of the example for this mod I took from is the games Gothic, where you are indeed in an open world space, but you are puny, and your progress must be calculated. I obviously can't do the same and that's not the goal either, but I like to draw from this a bit with WAC.

I don't want to prevent the player from running with 60 potions, but then I would like that if he/she's carrying too much it will reduce the inventory more, not help the player to carry more.
I can see a large chunk of WAC users resorting to "bag of holding" mods to compensate the fact that they cannot carry a lot of potions, and that will kill some of your concepts.
so be it, but don't forget that what I'm doing is the original version of WAC. One can easily change WAC values by making an esp to overwrite the master file values. In fact I will welcome that with open arms when all is more in place with WAC.
If potions are made heavy, then they should be more effective/interesting to counter that fact. I'm sure you have something planned for that, as I've seen some of your poisons in the chest outside the sewers
Wink

yes, the potions should (and will) be more powerful. The poisons you talk of are to be more powerful than ordinary folks potions however. They will only be available to buy from certified poisoners in WAC. (probably one poisoner shop per city for a start.)
If the game was based on one-on-one combat then carrying only 2/3 potions at a time would work, but most of the time, the player is surrounded, so for balance's sake the player should be able to carry an unrealistic amount of potions to get a fighting chance.
As I said I'm not going to limit it THAT much :) I'm of the firm opinion though that this game need to have more limitations. In more area than one I must say.
You also must consider the good old adage "weight VS value" so dear to looters. Why would I bother carrying a 100 unit carcass when I can carry 10 enchanted rings and be 10 times as rich?
I consider the carcass system to be half done, almost all elements are in place.. but it need to be scripted, and then we can give more reasons to hunt. Maybe you are helping the Empire when you hunt and bring back your carcass. It could bring you fame, and help some of your attribute. It could give you a new faction, launch a quest, Or you could chose the money. They will be worth lot money only if you bring them back to a butcher who will take them at full price. Otherwise they will be worth almost nothing.

Or then. What if they could be used as bait? you encounter a beast that attack, and you drop him food. The beast stop and stand by the meat and you're free to go.

Beside this you got this wrong. Nobody should carry 100 carcass in WAC. Most people in the world would have problem carrying more than one 'small' deer. :)

As for the smaller portions of meat, even in vanilla, the meat portions are all steak-sized. Their icons and world models depict what can be seen as 'meal' portion. It's in fact food. Not for alchemy, but for consumption. The meat is classified as ingredient, yet it is meal portions. If you find an apple it's a whole apple, or a whole orange. No apple seeds, or orange skin. It's cutting hairs in four at this point.
The real problem lie in the Ingredients category, and a missing Food category. If both were separate, it would make sense. Now you have the choice of having an orange weight 0.01 because you want ingredients, yet you still picked-up the whole fruit. I'm certainly not going to split each Oblivion ingredients to sub-atomic particles. :shock:

Granted a true (hardcore) roleplayer will have his reasons to go to the butcher, but I fear that it will get old too quickly for the masses, as greed will take the better of most players


everything get old... I wrote a bit up there what could help this in the future.
Very Happy Considering how much you (and the others here) have put into the mod, it would be a shame to see it ostracized (too strong a word?).
ostracized is not really a good word I guess. As I said I'm open to have mods built on WAC that change it to something else, it's in the Read-Me. I do it like I want and if it doesn't work patches can be builts that changes parts of WAC to agree more with another playstyle. The restrain I have to see it done at this point is the fact I'm in Alpha with it. Certain things can already be done, but for some others like integrating WAC to FCOM it's not.
I think what I'm trying to say is that not all concepts, as good as they sound on paper, are interesting/fun gameplay wise.
I know that's why there be options. :)
I also know that you have not yet started with balancing per se but weight should be an important component. This is what made T.I.E. a minor mod when it could have been much more. Being hardcore for the sake of it.
I'm not sure you can compare a mod like WAC with TIE, as there's no new content in TIE. I'm not saying this in a derogatory way, in fact to be honest TIE is probably the only mod that can be called a true Vanilla overhaul because of it's wise use of vanilla resources. WAC is almost all about changing the resources, and... adding more.
I hope I can give some input when the time comes (balancing creatures and the like).
thanks
Mormacil wrote:Haha, trollrank XD

As for running a no CD crack. Waalx IIRC only the startup menu of Oblivion has DRM. It you run the .exe directly you don't need a crack Wink Hope that helps with OBSE Smile
yes Anja said that too a while back. I will have to check on that.
Anja wrote:I just want to apologize to Waalx and everyone for inflaming the situation. I should think more before I post. It won't happen again.
that's sweet, (but unnecessary) :) You know I stand by your opinion more on that.

selene310187 wrote:I have this issue, too, and informed Waalx about it via PM. It's because of the edit in worldspace/cell 3,3 which makes local map markers missing:
yes thanks. It had already been discussed here. Next WAC version is fixed and will solve that bug. :)
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Siegfried
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You mentioned giving the player a donkey to carry their stuff. Would a wagon be at all possible for larger loads?
mashani
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selene310187 wrote: I have this issue, too, and informed Waalx about it via PM. It's because of the edit in worldspace/cell 3,3 which makes local map markers missing:
Thank you so much, I vaguely remember reading that once a long time ago. It fixed it. :-)
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mitkoa
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Some kind of small tower that will be made especially for alchemy in mind...
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Would something like this help. Maybe scaled down a bit.

If it helps here are some more photos: http://images.google.bg/images?hl=en&cl ... =0&ndsp=21

EDIT: OK forgot to give some background info. This is an example of a living tower used when the monastery was under siege. There are stand alone examples around my country as well. The entrance is on the second floor accessible via a wooden stair or some kind of ramp that could be burned or chopped down when necessary to keep out intruders. Most towers had some way of fighting back the raiding parties (tar, arrow holes). These are not strategic forts or anything, the main goal is to save the people until the siege or skirmish is over.

Hope that helps.
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NoName101
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Beautiful picture Mitkoa.

Also Waalx. If I were you wouldn't delete the posts. Hell, I would even make my own section to show people how you deal with things here. :D

Haven't found any new creatures, but the greenies are owning me. The world is difficult now.
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Waalx
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Siegfried wrote:You mentioned giving the player a donkey to carry their stuff. Would a wagon be at all possible for larger loads?
I'm still thinking of how I could do wagon, and chariots. Making the models is not the problem, it's having them work in a believable way in game that is complex here...

Not even sure if I'm going to be able to do that at all.

mitkoa wrote: Would something like this help. Maybe scaled down a bit.

That's a nice building! although it's not what I have in mind for the poisoners towers. They will be much smaller than this. This tower is more like a fort in a way. I'm keeping the references in case I need it for something else. thanks
NoName101 wrote: If I were you wouldn't delete the posts. Hell, I would even make my own section to show people how you deal with things here.
I prefer to act as if nothing happened. If I wasn't the admin of this forum I would not have said a word in fact.
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Siegfried
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Waalx wrote:
Siegfried wrote:You mentioned giving the player a donkey to carry their stuff. Would a wagon be at all possible for larger loads?
I'm still thinking of how I could do wagon, and chariots. Making the models is not the problem, it's having them work in a believable way in game that is complex here...

Not even sure if I'm going to be able to do that at all.
Maybe try contacting Mr siika? He was working on a wagon for NPCs with jobs way back, but scrapped it.

Here's a vid: http://www.youtube.com/watch?v=lFHO6MfB ... re=related

Obviously he probably ran into some trouble, but it seems like between two modelers with your talent you ought to be able to pull something off :D

Sorry I just have an obssession with wagons lately
selene310187
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A member of the German forums told me that this sword has a range of 0, so that it doesn't make any damage. Furthermore, he noticed that the armor of the Dead Lord of Fort Chalman is playable. Is it intended that Xiastim in front of the Skingrad castle is essential? Sorry, if this was already mentioned.
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StarX
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Huh? What happened? Did that Shikimaru guy just contracted the Mad Cow disease? His behaviour was totally uncalled for and I think you made a good call into deleting his account here, Waalx. Freedom of speech is wonderful, but just because you can say everything that doesn't mean you'll have to.

Not much to report from me about WAC, as I'm more busy modding than playing. 8-)
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Waalx
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Siegfried wrote: Maybe try contacting Mr siika? He was working on a wagon for NPCs with jobs way back, but scrapped it.
there must be a reason for this, right? :)
I can see here that he have a cart that follow and wheels that roll when going forward. What you can also see is that there's nothing linking the horse to the cart.

Siegfried wrote:but it seems like between two modelers with your talent you ought to be able to pull something off
the problem isn't making a geometry, but the way it move with the horse.
Siegfried wrote:Sorry I just have an obssession with wagons lately
I have that in the back of my mind since a while too. Still, for now I prefer to do things that I know will be working from the start.
selene310187 wrote:A member of the German forums told me that this sword has a range of 0, so that it doesn't make any damage. Furthermore, he noticed that the armor of the Dead Lord of Fort Chalman is playable.
this sword is the Djinn Tulwar, not a player weapon actually. Don't know where he got it other than modding it in himself. It's the weapon of a Magister Djiin, and doesn't exist in real. It's meant to be an ethereal weapon.
selene310187 wrote:Is it intended that Xiastim in front of the Skingrad castle is essential? Sorry, if this was already mentioned.
Xiastim is meant to be a guide in Hircine Hunt Oblivion Plane. I don't know why he appear in Tamriel. I need to check on that.
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greenwarden
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Worgs- sort of cuddly, in a feral way. :D I keep running into them in pack of ten. May I ask if that is typical? And no, it's not a complaint. It's fun to watch them disperse with a nice fireball.


Also, thanks for this: Image

I just love these guys. 8-)
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Mormacil
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Siegfried wrote:
Waalx wrote:
Siegfried wrote:You mentioned giving the player a donkey to carry their stuff. Would a wagon be at all possible for larger loads?
I'm still thinking of how I could do wagon, and chariots. Making the models is not the problem, it's having them work in a believable way in game that is complex here...

Not even sure if I'm going to be able to do that at all.
Maybe try contacting Mr siika? He was working on a wagon for NPCs with jobs way back, but scrapped it.

Here's a vid: http://www.youtube.com/watch?v=lFHO6MfB ... re=related

Obviously he probably ran into some trouble, but it seems like between two modelers with your talent you ought to be able to pull something off :D

Sorry I just have an obssession with wagons lately
How about something elephant like with big bags on it's back or a real wagon :P I dunno, just thinking. Could be good for a high level player taht goes on a safari.
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Quintus Sertorius
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I'm getting the following error when I create a bashed patch with Wrye Bash:
Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3931, in Execute
raise
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3893, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10981, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14531, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFormid(eyes),race.eid,))
bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006952) in race VampireRace
Any thought on how to fix this?

Great, great mod btw. I've seen some obscure pic of all the animals more then a year ago and never thought of it again. By chance I found this forum and behold! it's in alpha!

Regards, Quintus

edit: no worries, found out how to fix it by deleting Race with TOC with Tes4Edit.
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Haruko
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greenwarden wrote:Worgs- sort of cuddly, in a feral way. :D I keep running into them in pack of ten. May I ask if that is typical? And no, it's not a complaint. It's fun to watch them disperse with a nice fireball.


Also, thanks for this: Image

I just love these guys. 8-)
So much to enjoy in these mods, it's hard to know when to stop praising all the coolness. Call me a fanboy or whatever it was that guy said, but still I've been a fan of the realswords mods back since there was only like two or three races. :ninja:
It's a pally thing, you wouldn't understand.
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NoName101
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I was at Border Watch and I found the Real Swords shop there. The layout is awesome. The exterior is amazing. The shops are very well done.

Again, WAC = SUPER AWESOME AMAZING SPECACULAR MOD! I just love animals. So this mod is very fitting. GREAT SUPER AWESOME mod, Waalx!
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