Hel Borne just released a very interesting resource that I thought would be worth mentioning, Hel Bornes Argonian and Orc Zombie Resources
New Torso
Zombified Argonian Tail
Orc Face
Argonian Face
Attack!
WAC Beta v0.1 - Downloads, comments, suggestions
- Krimsyn Kane
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Aye, I saw that too Kane. going to give it a try.
How's it going, Waalx? I've been pretty sick the past......month so I haven't checked in. I did download the RealSwords Nord and love the new ones. I've been mostly bedridden for a while so I haven't played as much Oblivion. Been catching up on PS2 games I had since I can play them from bed.
How's it going, Waalx? I've been pretty sick the past......month so I haven't checked in. I did download the RealSwords Nord and love the new ones. I've been mostly bedridden for a while so I haven't played as much Oblivion. Been catching up on PS2 games I had since I can play them from bed.
Who knows what evil lurks in the hearts of men?
The Shadow Knows!
Sympathy for the guilty is treason to the innocent.
The Shadow Knows!
Sympathy for the guilty is treason to the innocent.
- Waalx
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look nice!Krimsyn Kane wrote:Hel Borne just released a very interesting resource that I thought would be worth mentioning,
yet... WAC is all about my work an include nothing made by somebody else (modeling and texturing) than me and Bethesda. I could go on Nexus and dig into a lot of content, but....
I started like that and it was my aim for this project to do all this stuff myself. Only exception is .esp creation. I accept outside help from whoever want to help with placing and using what I do for WAC. StarX already made a couple of .esp for WAC. Probably more to come from other people too when I release the Alpha.
Speaking of... the Alpha is going to be released incessantly. With a crapload of new stuff in it, remastered textures of the whole thing, new beasties I haven't shown.... and more.

As a matter of fact, WAC has become too huge! Exporting my files without compression, WAC is now around 1gb of data!!! (the inclusion of RealSwords into it does much in this situation as RS is around 500 mb alone for the 7 races I did so far).
WAC have grown maybe 150-200 mb + RS 500mb, + what was in the pre-Alpha already... so 1gb of WACness, coming fer ye!
I'm in the process of thinking what I'm going to do now with all this. And most probably the answer is a public Alpha.
@ Shadowcran... hope this answer you on how it goes

p.s. And all praise the Almighty Supreme Power of the Universe, I'm going to see KISS live this summer with me bro! Yay!


- Conker343qc
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God damn, 1 gig !
AWESOME !
Anyway, keep it up , we're still here waiting for it !!
.
PS : slap my face hard, i didn't even tried RS Nord yet... I'll be damned.
AWESOME !
Anyway, keep it up , we're still here waiting for it !!

PS : slap my face hard, i didn't even tried RS Nord yet... I'll be damned.
- Agea haelia ne jorane emero laloria...
I was sick and was not available...but I managed to play arround with the Realsword North and needless to say this mod is one of your greater work. The forge itself has a great atmosphere to it and the weapons are among the coolest my character is wielding (and he is not a nordic).
Great stuff Waalx, just great stuff...
Great stuff Waalx, just great stuff...
- Mormacil
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Oh excellent on all announcements, Have fun Alex 

"Veni Vidi Castratavi Illegitimos"
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
"why would I be bound by rules if I can see so far beyond them?"
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- Lord Spyro
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rawr im back sorta... (have to get oblivion again) sorry ive been gone awhile I had to do some things...I would give a long explanation but alot of the reasons are somewhat personal so we wont go there ...anywho nice to see the progress with realswords and wac and hope you enjoy the kiss concert lucky bastard... 

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Had a chance to play around some with the new RealSwords mod. I have only one thing to say (being Scandinavian and all) and that is: YAY, NORDS!!
The quality of the RS Nords textures is definitely another step up from your previous works. I must say I'm really enjoying Oblivion now with all the WAC pre-alpha additions, RealSwords etc on my new rig. It's like an entirely different game, heavily modded up like that on a 24" widescreen...
1 GB of WAC+RS goodness now?
Someone's been busy...
Looking forward to more!
And congrats on the KISS concert tickets!
Cheers, UQF

The quality of the RS Nords textures is definitely another step up from your previous works. I must say I'm really enjoying Oblivion now with all the WAC pre-alpha additions, RealSwords etc on my new rig. It's like an entirely different game, heavily modded up like that on a 24" widescreen...
1 GB of WAC+RS goodness now?


And congrats on the KISS concert tickets!
Cheers, UQF
- Waalx
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ok here's me last addition to this WAC thing... the marauders!

As I stated previously, I built them on the premise that they take their gears from Dead Knights, and polish them back to their former glory.
the line of guys you see here all use a different cuirass version, + the greaves, gauntlets, helms and boots. around 18 different cuirass possibility! the fives in robes are marauders battlemages, the last three are marauders lords armors (steel, bronze, black).
I only did the maleso far and I need to redo the work on the female versions, although you can see 2 of those already at the far left.
in front are six druids, and now I need to say I lied when I said WAC was without external resources. I made an exception and added beards from Madmole to a vast number of Bretons, Imperials, Nords, and Redguards. You can see the result on the druids and some on the marauders. I made more beard types than there was in Madmole mod though.
And last but not least, in bottom right you can see someone, er..don't remember who that is. Sorry.

As I stated previously, I built them on the premise that they take their gears from Dead Knights, and polish them back to their former glory.
the line of guys you see here all use a different cuirass version, + the greaves, gauntlets, helms and boots. around 18 different cuirass possibility! the fives in robes are marauders battlemages, the last three are marauders lords armors (steel, bronze, black).
I only did the maleso far and I need to redo the work on the female versions, although you can see 2 of those already at the far left.
in front are six druids, and now I need to say I lied when I said WAC was without external resources. I made an exception and added beards from Madmole to a vast number of Bretons, Imperials, Nords, and Redguards. You can see the result on the druids and some on the marauders. I made more beard types than there was in Madmole mod though.
And last but not least, in bottom right you can see someone, er..don't remember who that is. Sorry.

- Krimsyn Kane
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Is it...Waldo? It's Waldo right? I knew it.Waalx wrote:And last but not least, in bottom right you can see someone, er..don't remember who that is. Sorry.
- Conker343qc
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Yay ! New people to chop their heads !
Good job on those , god damn ! They really look like unstoppable battle tanks now . And congrats on the mages, good thing they really look like mages now ... not like vanilla .
Good job on those , god damn ! They really look like unstoppable battle tanks now . And congrats on the mages, good thing they really look like mages now ... not like vanilla .

- Agea haelia ne jorane emero laloria...
- Mormacil
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That is... awesome... *is in awe*
"Veni Vidi Castratavi Illegitimos"
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
"why would I be bound by rules if I can see so far beyond them?"
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- Waalx
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Nearly done with the marauders... I need to finish making belts for the guys and make the girls belts, then it's probably done. You can see a few more beards styles on the guys, and hard to see but I made a few pairs of earrings as well..

this is like an ideal configuration however, as I chose the armor parts myself, when the game will generate the lists it will look different. Also the NPC shown here aren't marauders but the WAC bandits extras...

So we have 2 types of melee armors(chainmail and bare arms), 2 archers armors (Leather-chain, leather), 2 bronze 'scout' armors, 2 battle mage leather, 3 battle mage bare arms, and lords.
And here's an update for the druids.. the druids will be npc that have names and they will do a few things in the world. My idea is to have some wander the roads and heal people. Some will be permanent resident in places like the Arboretum..Academy and such.


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The marauders look l33t-- wrapped arms are very cool looking, and I've gotta say I love the mutton chops on that orc in the top left of the second picture. Are the new beards rigged to move with the NPC's mouths?
The druids on the far left are pretty tight, and despite the lack of a striped shirt, Waldo is looking pretty darn solid too.
The druids on the far left are pretty tight, and despite the lack of a striped shirt, Waldo is looking pretty darn solid too.
- Waalx
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yep the beard moves with the faces. That made me create a shipload of new races to accommodate the beard styles. So all the beards are playable as long as you use a mod that fixes new races. Breton, Imperial, Nord, Redguards have the greater choices. The Elves haves a few 'man-chu' beards either black or white.
On the far left are not druids, but Red Mages, a new order.. In The Chronicles of Steel there is an order of Red Witches, that you may encounter in WAC later on. I tie the Red Mages with them in a way.
Female armors are dunz..

..and Waldo? like the guy to the right? Nope.

On the far left are not druids, but Red Mages, a new order.. In The Chronicles of Steel there is an order of Red Witches, that you may encounter in WAC later on. I tie the Red Mages with them in a way.
Female armors are dunz..

..and Waldo? like the guy to the right? Nope.


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Is it one race per beard, or all the new beards to one unique race? Also, hypothetically speaking, would it be possible to attach the beards to hair meshes so you could change their color in char gen? (I've been thinking about trying to do it myself).
the female armors all look nice, the back-pack really kind of catches my fancy; on some of the armors in the top row though the pauldrons look like they just sort of float on the shoulders
that handsome chap in the green coat though kind of reminds me of a sloppy sketch I did a while back (I read about Tom Bombadil in LOTR and got inspired)
http://i24.photobucket.com/albums/c23/q ... 1238884533
the female armors all look nice, the back-pack really kind of catches my fancy; on some of the armors in the top row though the pauldrons look like they just sort of float on the shoulders
zomg! I found Waldo! Do I get a prize?Waalx wrote: ..and Waldo? like the guy to the right? Nope.
that handsome chap in the green coat though kind of reminds me of a sloppy sketch I did a while back (I read about Tom Bombadil in LOTR and got inspired)
http://i24.photobucket.com/albums/c23/q ... 1238884533
- Mormacil
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IIRC you can't add beards to hair as then they wouldn't be able to move with face animations as that requires rigging.
I must say they all look freaking awesome and I adore the muttonchops ^_^ Great work Waalx. I might need to get back to Oblivion...
I must say they all look freaking awesome and I adore the muttonchops ^_^ Great work Waalx. I might need to get back to Oblivion...
"Veni Vidi Castratavi Illegitimos"
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
- Waalx
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Each beard is a race. The beards replace the top teeth in the head model. Adding beards to the hairstyle is complicated. It require to redo the work on each hairstyles, and redo the uv of each beards to fit the hair texture, redo an object with both, re-comformulate each one. And as Mormacil said it likely won't follow the facial morps, as hairs and helmets don't carry facial morphs. You have to trick the CS thinking you are adding a part of the face, if not the morph will not work. That's my problem now with WAC as I have scarves on my bandits and they clip, comformulated of not. ',m thinking of doing a bandit race option that are masked to end the problem once and for all.Siegfried wrote:Is it one race per beard, or all the new beards to one unique race? Also, hypothetically speaking, would it be possible to attach the beards to hair meshes so you could change their color in char gen? (I've been thinking about trying to do it myself).
the female armors all look nice, the back-pack really kind of catches my fancy; on some of the armors in the top row though the pauldrons look like they just sort of float on the shoulders
zomg! I found Waldo! Do I get a prize?
that handsome chap in the green coat though kind of reminds me of a sloppy sketch I did a while back (I read about Tom Bombadil in LOTR and got inspired)
http://i24.photobucket.com/albums/c23/q ... 1238884533
And..."that handsome chap in the green coat" tell ye not ter mix hist beautiful physique with them yellow-panted scalawags like Bombadil.

nice sketch tough...

- Krimsyn Kane
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All the new stuff looks awesome, as usual. Great work Waalx.
You still planning on throwing that Boba Fett armor in there somewhere? What was it called, the Hunter Armor?
You still planning on throwing that Boba Fett armor in there somewhere? What was it called, the Hunter Armor?
This is freaking hilarious!Waalx wrote:...and Waldo? like the guy to the right? Nope.