WAC Beta v0.1 - Downloads, comments, suggestions

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Mormacil
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Blackscreen but with UI is nVidia driver bug. Google nvidia black screen bug. Not something caused by this mod.
"Veni Vidi Castratavi Illegitimos"

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Siegfried
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Mormacil wrote:Blackscreen but with UI is nVidia driver bug. Google nvidia black screen bug. Not something caused by this mod.
Alright, I just assumed it was because I've never run into before this.

Also I found another bug, playing with all other mods disabled. Went into Fjotreid's at Bruma, the interior and all statics except for containers were missing. Fjotreid and I fell into the abyss; had to tcl to get out.
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Waalx
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Anja The Whisperer wrote:I just started playing tonight for several hours. This is like playing a completely new game. I had to start a new character because all of my others use OOO and MMM and I wanted to play this mod without them to see everything as it should be.

Someone mentioned the beavers at Vilverin having no eyes. It's the same for me. They have empty holes instead.

Is it intended to ride the shire horses? I mounted the one at Weye and my characters legs are half inside the horse's sides. They look great by the way.
ok that's weird the beaver eyes bug.. in the master if I load the models, the eyes are there..
Shire horses are not for riding. They are indeed too large. I will make them non-ridable to clear this out.
Siegfried wrote:
-I visited the Khajiit smith in Borderwatch, then left the building and map traveled elsewhere. I turned around and Pama and his other pet cat were following me. While it is a seriously cool effect while in the shop, it doesnt quite work well going all across Cyrodiil with those two buggers.

-Bandanas clip badly when worn by an argonian. I know they clip. They might end-up non-playable later and stay attached to the bandits heads.
alright... weird that the cats still follow you outside. I thought I made them like I did the 'Thorn' in RS Nord (and Thorn in RS Nord doesn't follow you outside..). will check this.

-bandanas are somehow temporary in this state.

the mods you listed should not conflict with WAC. Although you really should just edit your Oblivion.ini to disable the borders instead of using a mod.

You say your screen goes black...does it stay black? Sometimes I load a game with WAC on and my screen goes black for a few seconds, then it's because the game is still loading visual data in my case. (and I use ATI boards). In here it last only a few seconds though. Each time it happen I worry if it's loading or a real black screen, each time it's only just loading the stuff and taking it's time to do it.

Thanks for the feedback!




NOW.

So far 105 people downloaded WAC Alpha v0.5.

105 persons that are only from this forum? and that DO have access to this here topic?? And that only lurk on here and never post? Am I missing something or somebody gave the link away? Because there's not even 105 members in this group. And I'm quite sure that it's not EVERYBODY in this group that downloaded that version in the last two days.

And considering I sent the link the 24 and that now 2 days later I can see that only 55 members logged-in to the forum since, and of which many are not in this group.

That mean somebody is just ignoring what I ask. :(

If I say keep it to yourself, I'm not doing this for fun. It's to minimize conflicts in the end.

Who is this... freeloader dog?

I'm gonna find you.
And when I do, you will squeal.


I'm really pissed about this.
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Waalx
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Here's another fix that should solve Fjotreid and Roxey Inn. Some stuff was left behind while merging RS Nord back to WAC.

WACv005b

replace the previous files with the one in this archive.

I didn't find the beaver eyes bug here..
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stupidhobo12345
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the dead knights attack the other undead in the dungeons but i figured out how you can fix this. you can create new creatures for each fort and put them in the same faction as the dead knights of that fort. sorry if this doesnt make any sense i realize that im not being very detailed.
stupidhobo12345
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ok i just went to vilverin to see the beavers but there werent any so i went into the construction set and you did ferget to apply the beaver eyes, should be an easy fix though.
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Waalx
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stupidhobo12345 wrote:ok i just went to vilverin to see the beavers but there werent any so i went into the construction set and you did ferget to apply the beaver eyes, should be an easy fix though.
This is from the master, same as what I uploaded. Eyes are (were) already there.

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I don't understand that one. At all.
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stupidhobo12345
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hmm... thats really weird ill fix that on my version but you should keep working on it...
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Conker343qc
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I already had this one with my Fine Steel Extended mod. (search the annals of PES to find it. Not bad, but could've been better.) The thing was that the mesh took the ressource somewhere else in my folder. I had did a new copy of the textures i wanted to use but the meshes always went to get the orinigal texture.

Don't know if it might help, but you may have a ressource that's the same, but named differently. The mesh (or NifSkope, never knew which) scanned my folder for the file, but took the old texture from the original mod, even if i changed it and saved it. I had to recommend the original mod for the players to make my thing work well.

Maybe a shot in the dark, but it might be worth to check. Then again, it might be just a matter of slashes and backslashes in the paths. I had problems with this when packing BSAs for my vanilla install + QTP3.

Hope it helps ! :think:

EDIT : For the download number, did ya check your beth forum thread ?? Maybe someone has posted something on it ? PM me the link at worst, i'll go do the police work for you, i owe you this at least hey ? :)

EDIT2: Ok, i've found the topic and there's been no leak whatsoever. Maybe there's been a bug with the download count, or maybe it's just the people visiting the page, not the download ?
- Agea haelia ne jorane emero laloria...
stupidhobo12345
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i got curious and wanted to see a bearded lady so i went to one of the bearded nord races and made it female and my game crashed :lol: i think it couldnt handle the epicness of an awesome beard on a woman.
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Mormacil
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Waalx never handed out the link itself just told people WAC 0.5 is out and you can PM Waalx to get into the beta. So far haven't played yet as I'm in crunchtime for my own game.
"Veni Vidi Castratavi Illegitimos"

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Who is this... freeloader dog?
I'm gonna find you.
And when I do, you will squeal.
I'm really pissed about this.
I've never noticed we were so much, 105 give me a break...how come your link works when forwarded? Can't you make people having to log on before?

By the way did I mention that the ivory bow looks awesome as well as the Subotaï sword...thanks for including it.
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Waalx
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yeah well I don't have control of the link itself, the file is not on the server here.

I posted the link on here with the assumption that people would be decent enough not to give it away... It's not like I said no to anybody about getting access here, so I really don't understand, what do you gain sending this away? WHat kind of kid would feel right or intelligent doing this kind of thing... it's way over my head to understand.




@stupidhobo12345

yeah why do the lady crash the game is a mystery. Both males and females use the same head mesh. Not sure if it does that with all females... didn't want to loose my time on that.

@ MasterAub

We are close to a hundred names on the pre-alpha list. 94 I think.

And Ivory bow is my favorite bow in all the ones I made.



The new set of Arena weapon is in the game and they look VERY nice for their single texture. This experience proved to be one of my best idea for RealSwords so far. It will continue...

The Bloodwork and arenas are being revamped. I made around 50 different spectators, and not the least, there are Khajiit, Argonian, Dunmers, Redguards, Orcs, Imperials (in togas!!), Breton, and Bosmers, with almost each races using custom little models.

I'm building it and testing and I already think that Gladiator is my most concise mod to date. Betting on a match is now entirely different just by how the match itself look. You never know exactly what kind of gladiator will come out to fight. And with more than two people (things) in the ring at all time it make for (more, much more) interesting fights to watch. I'm already agonizing as I would like to include some creatures of WAC already but for the stand-alone release I'm limiting myself to a couple beasts only.

I try to restrain myself from making screenshot as I want to keep the surprise element on this one. But this going ter be good! Me tell ye.

And beside this was a 'release' week-end...I should be getting reports on WAC and keep my next surprises!
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Vacuity
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Thanks for the fixes!

I'm a little busy making Will o'the wisps at the moment, but I am desperately looking forward to playing the new version.
Waalx wrote: If I say keep it to yourself, I'm not doing this for fun. It's to minimize conflicts in the end.

Who is this... freeloader dog?

I'm gonna find you.
And when I do, you will squeal.

I'm really pissed about this.
That really sucks, sorry to hear about this. Pretty pointless too, seeing as asking nicely will get you into these forums... Someone has very bad manners.

All the best!

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Thanks & congratulations for the release! I haven't yet downloaded it, but I will when I get some time.

Should I deactivate RealSwords mods when installing WAC 0.5?

I plan to try it with MMM when I try it.
Siegfried
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Waalx wrote: Imperials (in togas!!)
What is this madness of which you speak!?

No, that's a really great idea though, if you create some variations of the togas, I wouldn't be opposed to the idea of giving togas to a bunch of the imperials around the IC, make it actually feel like the Empire. Maybe create some other Roman-esque items as well?
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Mormacil
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I loved the Imperial look in Morrowind and a more Roman like Empire would be awesome :)

Small idea: tattooed sailors
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DarkWind
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First off, brilliant stuff! I've been waiting for this for a long time and I'm busy testing as we speak.

And about the downloads, someone probably did give out the link, but I remember when I was trying to download I had to refresh the pages for hours because 'the file had such demand' according to the webhost and I couldn't download it for ages. Maybe this happened to other people too, and the website counted every 'refresh' of the page as a download. If so around 12 of the download counts would be mine.
That's right, that's the truth! Drive 'er straight sideways lad!
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Conker343qc
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Hey everyone !~

I've just downloaded the latest version of our Master's work. But i have a question before installing : Is there someone who knows the console command to set the hours to respawn ? I can't find it in the UESP . It's rather essential for the spawns to work nicely.

Thx !
- Agea haelia ne jorane emero laloria...
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Waalx
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washington wrote: Should I deactivate RealSwords mods when installing WAC 0.5?

I plan to try it with MMM when I try it.
RealSwords is included in WAC and has more than any other releases including FCOM RealSwords. So yeah disable the old stuff. Trash it. Make place for the new.


If you wanna play this with MMM, consider that WAC and MMM are two monsters mods at the base. So it may look very silly/busy/not fitting in places. You also won't be able to understand what come from what.


Siegfried wrote:What is this madness of which you speak!?

No, that's a really great idea though, if you create some variations of the togas, I wouldn't be opposed to the idea of giving togas to a bunch of the imperials around the IC, make it actually feel like the Empire. Maybe create some other Roman-esque items as well?
Actually, when I get to it every Imperials will look like an imperial (in togas and roman gears).
I also want to make my own version of a roman lorica segmentata and stuff for the Imperial Legion, not replacing every Imperial armors in game, but I'm going to fit them in somehow. if you looked, the Blade armor is mostly roman in vanilla. Don't quite get where the Akaviri katanas fit with a variation of a roman cuirass....so the initial idea I have with this is probably to switch the blade armor with the Imperial Legion one. And modify the Blade armor to be more like a real classical lorica segmentata. And then give the Blades the vanilla Imperial armor.

but for now you can only see some Imps in Togas in the arena :P

Mormacil wrote: I loved the Imperial look in Morrowind and a more Roman like Empire would be awesome Smile

Small idea: tattooed sailors
Tattooed pirates and stuff like that is on the list since way back. Didn't you see tattoos on some bandits already? :P

I just can take things one at a time. Otherwise I would loose my mind.


After my experience with the Arena weapon and their single texture map, The next in line for this treatment is bandits. Bandits in WAC already wield RealSwords stuff, but I want it to go further and make something akin to what I did for RS Goblin, mixing hilts and blades to create a new assortment of weaponry that still fit with the rest of RealSwords as it come from it.

And then bandits and sailors/pirates are close in style, except the sailors won't use as many types of weapons than the bandits.
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