Conker343qc wrote:Yayz !!!
Quests + Waalx = awesomeness . For once in my Tamrielic life, i will feel that i'm being pursued ... (i've never been a criminal in tamriel, anyway, the DB is boring. go there , kill him, money = fail)

. That's the kind of thing that's missing , even in big quests mods...something always there , and something consistent yet changing . I downloaded Fighter's guild contracts (btw it's awesome for immersionists) and it adds something constant, but it feels repetitive after a time... Good to hear you launched yourself in questing !
er yeah. I actually wrote the outline of the 3 quests. They are not implemented yet. The assets aren't finished either. I had the generic Dead Knight and Dead Squire set-up now though.
Knight and Squires both use custom list to get dressed on the fly with their armors (parts), helms, heads, and weapons.
So having a group of knight and squires is never looking exactly the same.
Next is creating the number of lords I decided upon, and their unique swords.
After the quest making will begin.
Krimsyn Kane is already onto creating some new undead voices sounds..
nemetoad wrote:- the downfall of these is it slightly irks me that these items have few custom icons on the menu. a minor issue, I understand, but I hope you make some for them.
well the bandit armors and stuff, many are in the Alpha from the time I just did them, so that's qhy, and also the bandits you have now aren't final, trhat's why I made almost no icon yet, I was waiting to have the final armors made not to do the icons two times...
- Those armless things run FAST. holy crap, those things are hard to keep up with. It's nice to see things like that, and all the other wildlife running about too. Loving that feeling I'm getting from the wildlife in this mod. It brings back a bit of the feeling that Morrowind gave me with its creatures: wild and unique, but oh so... fitting. Again, cannot wait to explore more.
Roadrunners are faster I think. Even with the 7 leagues Boots on I have a hard time running after them and keeping up all the way if they go straight for long. (a blue Roadrunner now run in my version here

).
- the scenery of hanged men is sweet, but sometimes feels a bit out of place. Like, the hanged man on Anvil Docks. While it does send a message, wouldn't it be best to put that a bit farther down the coast than right next to a tavern? You'd want to warn the people before they get in dock. Sides, think of the tourists
Tourist in a dark age? It does feel out of place for us, but in the old days - and not so old at that as gibbeting was still going 200 years ago in our 'civilized' world, in the old days the public executions where made for the people to see them, and be afraid and aware of this threat. There was corpses and filth in ancient time everywhere. They was used to that, we are not.
- In Hircine's Realm, the 'beach' areas that meet up with lava seem like a direct cut off if you use Real Lava or other mods that reskin the nasty red stuff of burnnating death. Perhaps it might be a good idea to detail these areas a bit with a few rocks or scorched earth or something?
I need to smooth a couple of landscape spot indeed. this will be arranged.
- I ran into a Fire Fear right next to Anvil's docks, and mr. guard there decided to chase after it. While I understand it's normal for speedy fear there to outrun and outwit the guard there... well, watching a guard run back and forth, forgetting now and again that he's chasing something, sort of ruins the atmosphere of a guarded city wall >_> maybe it might be a good idea to adjust spawning areas for those things to be a bit farther away?
I will check the spawn near anvil.
Since you're no longer making this free source, will you be making an exception for modders to adjust the meshes to the other body mods, or does it still stand for that?
this will mean a lot of work for the person who will do that. If that is made I would include the option.
Also, I am curious on how the Hircine realm gates are going to work in the final release. Are you going to worm it so those gates can exist at the same time as gates to the Deadlands? It'd be interesting to see two gates opening up in the same plains or something and having the forces of Mehrunes and Hircine fight over the petty mortals inbetween. Of course, I lack knowledge in CES and whatnot so I have no idea how possible that'd be.
other regions will be added to the realm later, I want a desertic region, and a jungle too. For now in 8th Gate, you can enter the realm by the south or north. South being a bit like a swamp, And in north are the Barren Isles. So desert will be east, and jungle west maybe. When all four will be done, you will appear in 8th gate in 4 different possible locations that don't look the same. And make your way to Hircine in the middle (or at the end of the swamp).
hatsutoli wrote:English is not my native language so please don't be too strict to my grammer.
I accept no excuses about that, I'm not even English myself! Don't worry, you're better than others.
Sorry for lack of replies for such a long time...(I can't remembered how long )
no problems either.
I found few Incompatibles when testing with Unique Landscapes, but all of them can be fixed by simply change the load order so I didn't care so much.
this will probably be checked once the mod is released.
But something I really care is about the difficulty of combat some "cool" new creatures.....Is there anyone else who had the same feeling as me?
Me? Many beasts aren't balanced at all.

I named that release PRE Alpha, because it's not all it should be.
Difficulty is going to be fixed.
Conker343qc wrote:Suggestions : First i hate to bash someone or something 50 times or so in the chest to kill him...
same here. that's what balance will be about.
Mormacil wrote:How about the usage in big mods like Silgrad Tower or TES4: Skyrim?
Those don't touch Cyrodiil right? And they would not take all of WAC in those either.
I don't want my mod stuff to go into another mod that do the same thing. like MMM. If it's for new worlds, I said the resources can be used.
Although the rule still stand that we speak of a fraction of the WAC content only, not taking all the content and redistribute it under a different name. That's no. Only me will do this, until I'm done, bored or dead.
Yet I made a clean master for this. the master can be used to built other things by anyone, and to limit the need of having to repackage the content over and over. If I remain the master of the content then all people get the same releases on this content. If someone use something, name it differently, re-upload it somewhere else, and I change it later to something else ( a better version obviously), not all other instances would get the changes, and this would need every other mod authors to re-upload it in their releases.
I worked to prevent this. Waalx animals & Creatures.esm is a library file. On it's own it does nothing. Adding an esp to it would be easier in most situations, than to recreate the references a second time.. Beside if the other modder want to change a beast stats or anything, he make a new reference in his esp based on the master content, and nothing will ever conflict even with WAC esp.
nemetoad wrote:Waalx, with all these now varying ogres, imps, trolls, etc is there going to be a variation in their drops eventually as well? I've noticed you've done this with several of the demonic red-eyed wildlife in Hircine's Realm, but not so much with the expanded vanilla things. I take more variations are to come with them? D:
many loot stuff is missing in that last release. hopefully the next should fix all of this..
