WAC Beta v0.1 - Downloads, comments, suggestions

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Darina
Steady Sworduser
Posts: 23
Joined: August 18th, 2008
Location: Black Forest, Germany

First of all, of what little I've seen so far, you're modding yourself into the eternal Oblivion mod heaven! ALL the beasts and items I've seen so far are just incredible (Ebony Horned Helm!, Woven Imp!!, Terror Bird!!!). The bandits with the new armor give Oblivion a whole new style. A bit darker and meaner. I love the Conan feel.
The only thing I dislike about the armor a bit, is some of the naming, eg. Iron Helm Closed Horns imo sounds better as Iron Closed Horned Helm(et).

So here we go with my first full report. Not everything is bug-related. Sometimes I just have to throw in a cheer or two about all the goodness!

- most of the free giveaway helms at the sewer exit only weigh 1 (feather). Too less if you ask me. Heavy armor should be heavier to balance it with light armor.
- the Bandit Scarves are very nice, but they are worth 150 each. A bit much for a 0.4 weight item you can find right from the start.
- Golden Plate Thieves Greaves Right are Heavy Armor. Imo everything thief related should be Light Armor...
- Djinn's Vessel: Feather 50 is a bit much imo. Though it depends on where and how you get it... Bad thing is, the ring only summons normal Imps for me!?! What did I wrong?
- My local map was gone for some time (three game starts). World map was normal and local map reappeared when going to an indoor loacation.
- I load all Unique Landscapes and no problems so far with WAC! Very nice!

- Nordor Goblin Town:
- empty (read your comment on this, waalx)
- some of the crates, barrels and braziers were half-buried into the ground.
- tent door not working

- Abeceen Goblin Camp:
- everything is working fine, except the tent entrance
- great job on the (Brown) Goblin eyes!

- Gnolls Meeting Camp
- no Gnolls :-( (still working on them, right?)
- only Warlords and Shamans were hostile at first (maybe mass AI overload, like you said already)
- bedroll floating above/in the big fire
- the camp was attacked by a bunch of TIE Bandits when I arrived per fast travel and the Gobos got totally
devastated. Those TIE bastards are pure killing machines (with two-handed weapons or by summoning grown-up
Clannfears at level 1)!
- tend entrance not working

- Blackfoot Goblin Camp:
- first Chieftain Tent that was accessible
- Blackfoot or Blackboot? The camp is called Blackfoot and the tent entrance is Blackboot...
- Watch tower ladder not working
- some VERY big Nightshade plants

- Sweetwater Camp:
- gigantic Lavender plants
- minimal stutter
- rest worked fine

- West Bay Goblin Camp:
- very nice impalements :D
- some weird Gobo Archer AI behavior (they running in circles while trying to get away from me)
- sleeping on the bedrolls in the Chieftains tent is illegal (all camps). Why?
- first crash on quicksave (only once)

- Crayfish Goblin Camp:
- all was fine

- Wind Range Camp:
- tent not accessible
- floating bedroll besides the camp fire
- CTD while going to fast travel to Blackrock Camp (once)

- Blackrock Goblin Camp:
- nice skeleton with that hole in the head!
- watch tower ladder not working

That's it for now! Next are the Mages Guilds and some more cross country traveling.

Greetz! Darina

PS: Here are my system specs and my current load order:

Intel Q9450 (no OC)
4 gig RAM (DDR2 1066)
ATI 3870 X2 (no OC)

Code: Select all

Active Mod Files:
00  Oblivion.esm
01  Jog_X_Mod.esm
02  EnhancedWeather.esm  [Version 1.0.5]
03  Francesco's Leveled Creatures-Items Mod.esm
04  Cobl Main.esm  [Version 1.39]
05  Francesco's Optional New Items Add-On.esm
06  Armamentarium.esm
07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34Beta3]
08  Mart's Monster Mod.esm  [Version 3.6beta2]
09  TamrielTravellers.esm  [Version 1.36]
0A  FCOM_Convergence.esm  [Version 0.9.9a7]
0B  Progress.esm  [Version 2.0]
0C  Waalx Animals & Creatures.esm
0D  HorseCombatMaster.esm
0E  Unofficial Oblivion Patch.esp
0F  Oblivion Citadel Door Fix.esp
10  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]
11  Unofficial Shivering Isles Patch MOBS.esp
**  bgBalancingOptionalNPCDiversity, TNR Merge.esp  [Version 9.12EV-D]
12  AliveWaters.esp
13  AliveWaters - Koi Addon.esp
14  Francesco's Optional Chance of Stronger Bosses.esp
15  Francesco's Optional Chance of Stronger Enemies.esp
16  Francesco's Optional Chance of More Enemies.esp
17  Francesco's Optional Leveled Guards.esp
18  FCOM_Francescos.esp  [Version 0.9.9]
19  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]
1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]
1B  Fran Armor Add-on.esp
1C  Fran_Lv30Item_Maltz.esp
1D  Oblivion.esp
1E  DLCShiveringIsles.esp
1F  Book Jackets DLC.esp
20  DLCHorseArmor.esp
21  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.2]
22  DLCVileLair.esp
23  DLCVileLair - Unofficial Patch.esp  [Version 1.0.2]
24  DLCMehrunesRazor.esp
25  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.2]
26  DLCSpellTomes.esp
27  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]
28  GrimbotsSpellTomes.esp
29  Book Jackets Oblivion.esp
2A  EnhancedWeather.esp  [Version 1.0.5]
2B  EnhancedWeather - SI.esp  [Version 1.0.5]
2C  Rainbows.esp
2D  Harvest [Flora].esp  [Version 3.0.0]
2E  Harvest [Flora] - Patch.esp
2F  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]
30  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]
31  Landmarks, w Wells.esp  [Version 1.10]
32  SaddleBag.esp
33  PowerAttack Voicemod.esp
34  AmbientTownSounds.esp
35  Symphony of Violence.esp
36  phinix-waterfix.esp
37  ExnemRuneskulls.esp
38  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]
39  Cobl Glue.esp  [Version 1.39]
3A  Cobl Si.esp  [Version 1.32]
3B  OOO 1.32-Cobl.esp  [Version 1.38]
3C  Salmo the Baker, Cobl.esp  [Version 3.06]
3D  FCOM_Cobl.esp  [Version 0.9.9]
3E  Choices and Consequences.esp
3F  Bob's Armory Oblivion.esp
40  FCOM_BobsArmory.esp  [Version 0.9.9]
41  Loth's Blunt Weapons for Npcs.esp
42  FCOM_LothsBluntWeapons.esp  [Version 0.9.8]
43  Oblivion WarCry EV.esp
44  FCOM_WarCry.esp  [Version 0.9.9]
45  Mart's Monster Mod - Gems & Gem Dust.esp
46  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34Beta3]
47  Choices and Consequences - OOO.esp  [Version 0.1]
48  FCOM_Convergence.esp  [Version 0.9.9]
49  Choices and Consequences - MMM.esp  [Version 0.1]
4A  FCOM_RealSwords.esp  [Version 0.9.9]
4B  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9]
4C  FCOM_SaferRoads.esp  [Version 0.9.9]
4D  OOO-LightOfDawnFlamesWhenDrawnOBSE.esp
4E  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.6Beta2]
4F  Choices and Consequences - MMM - Looting NPCs & Creatures.esp  [Version 0.1]
50  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.6Beta2]
51  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.6Beta2]
52  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.6Beta2]
53  Mart's Monster Mod - City Defences.esp  [Version 3.6Beta2]
54  TamrielTravellerAdvScript.esp  [Version 1.36]
55  TamrielTravellers4000.esp  [Version 1.36]
56  TamrielTravellersItemsNPC.esp
57  TamrielTravellersItemsCobl.esp  [Version 1.36]
58  ShiveringIsleTravellers.esp
59  FCOM_TamrielTravelers.esp  [Version 0.9.9]
5A  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]
5B  FCOM_MoreRandomItems.esp  [Version 0.9.9]
5C  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]
5D  Choices and Consequences - FCOM - Diverse Guards.esp  [Version 0.1]
5E  FCOM_BobsGuardUnity.esp  [Version 0.9.9]
5F  FCOM_HungersUnitySI.esp  [Version 0.9.9]
60  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]
61  FCOM_Archery.esp  [Version 0.9.9]
62  T.I.E4MODS.esp  [Version 0.41]
63  T.I.E4MODSOOO+FCOM.esp  [Version 0.41]
64  Choices and Consequences - FCOM.esp  [Version 0.1]
65  Living Economy - SI.esp
66  Living Economy - Items.esp
67  Cutthroat Merchants.esp
68  Knights.esp
69  Knights - Unofficial Patch.esp  [Version 1.0.6]
6A  FCOM_Knights.esp  [Version 0.9.9]
6B  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]
6C  AliveWaters - Slaughterfish Addon.esp
6D  za_bankmod.esp
6E  Thievery.esp
6F  VaultsofCyrodiil.esp
70  Lynges_Thieves_Highway.esp
71  bgBalancingEVCore.esp  [Version 9.12EV-D]
72  bgBalancingOptionalLessHealth.esp  [Version 9.1UV-U]
73  bgMagicEV.esp  [Version 1.55EV]
74  bgMagicEVStartspells.esp  [Version 1.55EV]
75  bgMagicEVPaperChase.esp  [Version 1.55EV]
76  bgMagicBonus.esp  [Version 1.55EV]
77  bgMagicItemSigil.esp  [Version 1.55EV]
78  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.55EV]
79  bgMagicEVAddEnVar.esp  [Version 1.55EV]
7A  bgBalancingEVLAMEAddition.esp  [Version 9.12EV-D]
7B  bgMagicLightningbolt.esp
7C  PersuasionOverhaul.esp  [Version 1.3]
7D  PersuasionOverhaul_OOO.esp  [Version 1.2]
7E  PersuasionOverhaul_MMM.esp  [Version 1.2]
7F  Grandmaster of Alchemy.esp
80  Shining Flame Atronachs.esp
81  StealthOverhaul.esp
82  Q - More and Moldy Ingredients v1.1.esp
83  Willful Resistance.esp  [Version 2.0]
84  xulCloudtopMountains.esp
85  xulChorrolHinterland.esp
86  xulAncientRedwoods.esp
87  xulTheHeath.esp
88  xulImperialIsle.esp
89  xulLushWoodlands.esp
8A  xulColovianHighlands_EV.esp
8B  xuldarkforest.esp
8C  xulRiverEthe.esp
8D  XulEntiusGorge.esp
8E  xulStendarrValley.esp
8F  xulBrenaRiverRavine02.esp
90  xulBeachesOfCyrodiilLostCoast.esp
91  xulFallenleafEverglade.esp
92  xulAncientYews.esp
93  xulArriusCreek.esp
94  xulPatch_AY_AC.esp
95  xulRollingHills_EV.esp
96  ArmamentariumLL4OOO.esp
97  ArmamentariumLLVendors.esp
98  ArmamentariumArtifacts.esp
99  LoadingScreens.esp
9A  [GFX]_Initial_Glow-all.esp
9B  Quest Award Leveller.esp  [Version 2.0.1]
9C  _Real_Lights.esp
9D  Duke Patrick’s Smash of the Titans.esp
9E  Bashed Patch, 0.esp
9F  WAC.esp
A0  WAC - WWW.esp
A1  WAC - 8th Gate.esp
A2  WAC - OverSpawn.esp
A3  Deadly Reflex Bow Sway.esp
A4  DeadlyReflex - Combat Moves.esp
*~* Valar Morghulis *~*
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StarX
Vigilant Swordhand
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Posts: 152
Joined: June 10th, 2007
Location: Amsterdam, NL

That's why I love your testing reports, Darina! Very detailed and constructive like always. I am a lousy playtester myself, as I fire up the CS after a couple of sessions to peak into the ESP.

Good to see you here on the RS forums as well! :-)
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Krimsyn Kane
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Joined: October 3rd, 2007
Location: Austin, TX

The hanged men and women placed throughout Cyrodiil are very disturbing, more so, in my opinion, then any of the other tortured victims. The atmosphere it adds really fits with where this overhaul is taking Oblivion. Creepy as they are, they could defiantly be taken to the next level if they were slowly swaying in the wind, back in forth, perhaps with some kind of looping creaking noise, but even as they are, they certainly get the job done.

I've also no loaded up all the UL's with no noticeable problems. So far, so good, aside from the few minor things which have already been reported, I haven't noticed any other issues.
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Haruko
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Krimsyn Kane wrote:The hanged men and women placed throughout Cyrodiil are very disturbing, more so, in my opinion, then any of the other tortured victims. The atmosphere it adds really fits with where this overhaul is taking Oblivion. Creepy as they are, they could defiantly be taken to the next level if they were slowly swaying in the wind, back in forth, perhaps with some kind of looping creaking noise, but even as they are, they certainly get the job done.

I've also no loaded up all the UL's with no noticeable problems. So far, so good, aside from the few minor things which have already been reported, I haven't noticed any other issues.
Yeah, forgot to mention I wasn't having an issue with my UL mods either, which is a good thing.
It's a pally thing, you wouldn't understand.
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Krigulv
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Krimsyn Kane wrote:Creepy as they are, they could defiantly be taken to the next level if they were slowly swaying in the wind, back in forth, perhaps with some kind of looping creaking noise, but even as they are, they certainly get the job done.
I totally agree here. What's a hanged man without that slow, sad sway?
Deep down, we're all bad people. Some of us are just better at it.
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Waalx
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DarkWind wrote:Ok, I only could play this for a minute last night but in the Oblivion realm the Hell Hounds have Hyena pelts. That's the only thing I noticed so far because my new setup is playing up on me and I'm trying to fix it.
ok at first I though you meant that they look like hyenas! (cause I made their black fur based on my hyena texture and else...)

thanks I'll create a loot for them.
I love the Conan feel.
hehe..wait there are bandit barbarians that will soon enter the game. they sleep in the master file now.

While testing, I created some 22 new bandits to align them in a cell and view them side by side. They would need renaming and a bit of work, but I could add them to the bandit list and double the possibilities of what kind of bandits there are. As we said previously here on the forum, races differences between bandits and marauders is weird and doesn't make much sense in vanilla. So those 22 bandits I made, they will fill the races that doesn't exists as bandits yet. I will add them to the bandit list.
The only thing I dislike about the armor a bit, is some of the naming, eg. Iron Helm Closed Horns imo sounds better as Iron Closed Horned Helm(et).
I fixed that :)
the Bandit Scarves are very nice, but they are worth 150 each. A bit much for a 0.4 weight item you can find right from the start.
to fix
Golden Plate Thieves Greaves Right are Heavy Armor. Imo everything thief related should be Light Armor...
well they are not thief greaves, they are modified thief greaves by the bandits. Maybe I should just drop the 'Thief' in their name to avoid confusion.
Djinn's Vessel: Feather 50 is a bit much imo. Though it depends on where and how you get it... Bad thing is, the ring only summons normal Imps for me!?! What did I wrong?
The Djiin's Vessel will not be easy to find in the final version. Now it's there close and easy for test purpose.
The djiins works with the empty summon slot in the game, there's only one empty summon slot so I took it for my djiins. Later maybe a script can be made to free that slot, and still have the djiins working. Remain to be seen. I don't know why they don't show up for you though. weird as your load order is loading WAC stuff last, so the mod should take control of it over anything else that does.

Anybody else have that bug?

I'll answer some of the question you had that will not be answered by the To Do list
- Blackfoot or Blackboot? The camp is called Blackfoot and the tent entrance is Blackboot...
Black Foot actually. And the fort nearby is Black Boot. I misread the name. I had already painted the tribe flag, when I noticed it wasn't Black Foot but Fort Black Boot nearby. Ah whatever! Goblins don't ear boots, and it doesn't need to be the same anyway I thought. So Black Foot it stayed :)
- Sweetwater Camp:
- gigantic Lavender plants
- minimal stutter
lavender plant are bigger just to fill out the emptiness of the camp a bit more. technically they should be there for show only. Does their size cause a problem other than being bigger than usual? (the Butcher feed them with blood maybe...? ) I can always scale them back down, but to me it was looking too small.

that or I added more to the camp, and it does stutter a bit huh? It was a lot worse at first when I had the camps with a lot more into it (like I'd like them to be ideally). I removed a lot of what was in, now if I remove more stuff it will start to look like the goblins camps that are left more bare on account of being 'battleground' before all.

- some weird Gobo Archer AI behavior (they running in circles while trying to get away from me)
ok... weird indeed.

for the rest...

I'm working on a list of what I need to work on..it should be clear with that were we are going, and what's fixed, what need fixing and where, and what have been reported already but isn't fixed yet. will post the list later.
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Waalx
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Krimsyn Kane wrote:The hanged men and women placed throughout Cyrodiil are very disturbing, more so, in my opinion, then any of the other tortured victims. The atmosphere it adds really fits with where this overhaul is taking Oblivion. Creepy as they are, they could defiantly be taken to the next level if they were slowly swaying in the wind, back in forth, perhaps with some kind of looping creaking noise, but even as they are, they certainly get the job done.

I've also no loaded up all the UL's with no noticeable problems. So far, so good, aside from the few minor things which have already been reported, I haven't noticed any other issues.
making animated gibets would indeed be a lot better.

This is something I wanted when creating them, but I'm not sure how to proceed. So maybe later, or if somebody know how to do that and want to do it, I'm VERY open! :)
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Waalx
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The 'To Do' list of WAC.


New Items to uploads:

- icon HelmIronHorns2.dds
- texture rustedmetal02 alternative.



Things to fix:

- Make the bsa into 3 parts. check the 7 zip size of compression.

Waalx Animals & Cretures.esm:

- video issue at Goblin's camps?
- Giant AI & Factions.
- check creatures collision box.
- Terror Bird Speed
- Lost Soul
- LCE gargoyles animation
- Gargoyle texture and normal map
- Seagull
- crocodile anim alternative
- Equs horse Ai and behavior.
- floating Gemsbock??
- Xiastim is missing
- rat meat on lowfife should be: gerbil tails? Chipmunk feet? Hedgehog spines etc...
- Shark AI
- Snowbeast speed
- scamp skins from scamps and clanfear claw from clanfears in vanilla creatures. loot missing?
- White Troll faction
- Brown Troll lvl list
- Create missing creatures loot.
- Goblin Chief AI to follow outside
- redo BorderWatch Helm
- Bandits cuirass & bracers Icons
- xivilai magma weapon light, and add fire to other magma blades. Lightning to Storm Blades, create rest of storm blades and give to Blue xiv Knights.
- Change HedgeHog name, and check faction and AI
- Do a true HedgeHog
- Finish Gnoll model
- Djiin's should or shouldn't use weapons lying around? Magister Djiin spawn with the Djiin Tulwar.
- Finish the bandit armors, create leater greaves, finish skirts, create more belts
- Shamawan Staff hand position
- Bandit scarves price
- check djiins summon
- finish the new smurfs

WAC.esp:
- add goblin loot and more data to camps
- Golin tents? size, and bug on enter? door not made yet.
- add doors to camp watchtowers
- Check Villerin Spawns
- Add Wild Ogres, and Elder Ogres to the world.
- Build the finished Nordor.
- Brown Troll lvl list
- Check Oblivion Towers spawns.
- Finish WindRange, and Gnoll Meeting Camp.
- fix floating crates and stuff in camp.
- implementation of the Xivilai armies in OB, new spawns only.
- The camp is called Blackfoot and the tent entrance is Blackboot...

WAC - WWW.esp
- add robes to magic school living quarters.
- fix merchant AI to wear their battlemage robes ALWAYS.

WAC - 8th Gate.esp
- add other random gates to lvl list


Fixed:

- gargoyles foot sound.
-names of bandits helms are now either Iron Helm or Bronze helm only. the icon show you the actual difference of the object, should be enough.
- Wide Boots Value
- Gibbets rustymetal02 texture alternative


Ideas:

- Flamming arrows

Quests: (for someone who can do it.)

* Meat carcass barter quest system (WAC.esp)
* Poison quest system (WAC.esp)
* Hircine Great Hunt quest system (WAC - 8th Gate.esp)

many things in the Things to fix list are easy and should be done very fast. I'm waiting for dev_akm to send me the WAC master file with RealSwords in it before I change the file here. Next update will include RealSwords to the master, and add an esp that give the weapons to npc like in FCOM - RealSwords.
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Krimsyn Kane
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Bumped into invisible Xiastim again, except this time he was outside of Skingrad for some reason. He dropped a pretty cool sword though, I'll give him that! :D
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Krigulv
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Here is a hedgehog reference picture: hedgehog

okay, seriously though.. i'm excited about the gnolls. i didn't know you'd been planning on adding those. any addition of doggie men gets a thumbs up from me.
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Darina
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Joined: August 18th, 2008
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StarX wrote:That's why I love your testing reports, Darina! Very detailed and constructive like always. I am a lousy playtester myself, as I fire up the CS after a couple of sessions to peak into the ESP.

Good to see you here on the RS forums as well! :-)
Thanks for the nice welcome words! I already like this forum very much! If only I had more time...

Waalx, I love the way you are going with WAC! I always wanted something more dark, grimy and brutal for Oblivion. Not always that high fantasy fairy tale stuff. The changes/fixes on your list sound all very good. I totally agree with the new naming for helms/armor you are going to implement. It should be enough to distinguish the armor pieces of one family by their icons (if the stats are the same).

I hope to do some serious testing at the weekend, 'cause I'm super busy on work days.

Greetz! Darina
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Waalx
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Darina wrote: It should be enough to distinguish the armor pieces of one family by their icons (if the stats are the same).
the stats are not the same but it shouldn't do that much differences, although between bronze and iron there is one.

(open) iron helm (vanilla) AR 4, weight 6. health 150, value 25.

(closed) Iron Helm AR 5, weight 7, health 180, value 30

(openHorns) Iron Helm AR 5, weight 7, health 180, value 30

(closedHorns) Iron Helm AR, Weight 8, health 200, value 35

(closedhorns2) Iron Helm AR, Weight 8, health 200, value 35

Bronzes helms and armor are similar to Iron in armor rating, same cost, but are double the weight and durability of similar iron models.
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Darina
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Waalx wrote:
Darina wrote: It should be enough to distinguish the armor pieces of one family by their icons (if the stats are the same).
the stats are not the same but it shouldn't do that much differences, although between bronze and iron there is one.

*snip*
Sounds good to me! And in any case it's better to have different looking helms with the same name than having items with ridiculous long and awkward names.

Greetz! Darina

PS: I just remember that some of the new bandit armors drop as plain Iron Cuirasses (when dropped from inventory). Is that a bug or are you still working on that?
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Mormacil
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Okay I think it's time for my experiences. Can't say I've played lots. I'm still busy, yesterday I spend all my free time with one of my best friends who's going away for 4 months so yea no OB then :P Anyway...

I play a heavily modded game. The biggest changes should Deadly Reflexes, Shads Improved Archery Settings and Arcane Archery. The latter lets me summon arrows with magical damage based on Mysticism, Destruction and Marksman. They tend to be powerful but consume magica with each shot :P Shads Improved Archery overhauls archery, arrows fly faster and further and all weapons do more damage....

Basically combat for me currently looks like this: Who ever fires the first shot wins. 2 shots are lethal, one shot from an archer takes away 60% of my HP at level 2. I even had a bandit killing me in a single blow... I must say I got low health and a character that balances between magic and stealth. A Shawaman's lightningspell takes away 95% of my HP...

So far WAC looks great, so many nice moments with those AI, great scenery with gibbets... It looks great. The crashing in exteriors are annoying but haven't tried Quiet Feet.esp yet.... So far only visited Black Rock camp, bandits in the cave was... unexpected... :P I do love your leather gauntlets, bracers and boots, I mean love love ^_^

My loadorder if interested.... No I didn't sort it... to lazy :P FCOMsorter doesn't help... it doesn't know half my mods....

Code: Select all

Oblivion.esm
CM Partners.esm
Cobl Main.esm
TamrielTravellers.esm
Wondrous Items.esm
HorseCombatMaster.esm
Waalx Animals & Creatures.esm
HrmnsOblivionScriptOptimizationv1.0.esp
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
IWR-Shutters.esp
IWR-Lights.esp
IWR-Windows.esp
oc_darker_nights.esp
Natural_Weather_with_darker_Nights_by_Max_Tael.esp
Natural_Habitat_by_Max_Tael.esp
Natural_Water_by_Max_Tael.esp
Better Bell Sounds.esp
Atmospheric Oblivion.esp
Diverse Voices.esp
ChaseCameraMod.esp
Corpse Equip Automatic.esp
Damsels In Distress.esp
SummonChest_v2.1.esp
Living Economy - SI.esp
Living Economy - Items.esp
Gems.esp
Landmarks, w Wells.esp
Order_Obelisk_Mark.esp
Lem - Hotkey Cyclers.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
Action_Figures_Series1.esp
Action_Figures_Series2.esp
Adonnays Classical Weaponry.esp
Ayleid Artifacts.esp
Regional-Bounty-Decreasing-v1.2.esp
Ancient Silver Armor.esp
PCSoundInnocent.esp
crusadercg.esp
CrystalStaff.esp
FrostAtronachArmor.esp
GemSword.esp
DPBAQueen'sMinion.esp
GoldenShadowArmor.esp
javrmb.esp
javbmb.esp
JQ-Amulets.esp
pale_rider's Armory of The Divine Guardian.esp
pale_rider's Armory of the Berserker.esp
ExnemEC_Rogue01.esp
AyleidMeteorIronWeaponsVANILLA.esp
Sauron_Armor_Chest.esp
Shdw_Armor pack01.esp
Shdw_Armor pack02.esp
Shdw_Armor Set_Sotonhorian.esp
Shdw_Armour Set_Ziragon.esp
The Butcher.esp
Travelers' Cloaks.esp
VA_UniqueKatana1.esp
Christian's Claymore.esp
Red Dragon Armor.esp
XSPipeMod.esp
Nico's Quinga Bows.esp
RealSwords - Redguard LO-NPC.esp
RealSwords - Argonian LO-NPC.esp
RealSwords - Bosmer LO-NPC.esp
RealSwords - Breton LO-NPC.esp
RealSwords - Goblin.esp
tkRapiers.esp
MaleBodyReplacerV4.esp
StockClothingArmor-forExnems.esp
Exnem_Chaindress1.esp
Cryos Ordinator Lite.esp
ExnemZorlackArmory.esp
XiaNewAmuletsV1.esp
Exnem Leather Iron Warrior.esp
HRMHorseArmor.esp
ExnemRuneskulls.esp
Cobl Glue.esp
Cobl Tweaks.esp
Bob's Armory Oblivion.esp
TamrielTravellers.esp
TamrielTravellersItemsNPC.esp
bartholm.esp
300_White Stallion 4.esp
3_Numbers_v.1.0.esp
CDM-Wanted Criminals.esp
Forgotten Tomb.esp
Gaelendryl.esp
Gaenor in Dementia.esp
Mad Mike's Crypts of Cyrodiil.esp
NPCs Alive - Faregyll Inn.esp
Marketplace_Eng.esp
nordinkarst_1.0.1_en.esp
RavenviewVillageVer2.0.esp
Ruins of Tarnesia.esp
Spirit's Edge.esp
Suliin V1.2.esp
sunk ships.esp
The Siren's Deception.esp
TheElderCouncil.esp
TheForgottenShields.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
Villages1.1.esp
Village of Lily 2.0.esp
za_bankmod.esp
The Lost Spires.esp
TiginsWeaponry.esp
Ungarion1TheWelkyndSword.esp
xulColovianHighlands_EV.esp
A Splendid Little Vineyard.esp
FightersGuildContracts.esp
BXX_Mines.esp
JQ-Fighters_Guild_United.esp
Natural_Vegetation_by_Max_Tael.esp
Bag of Alchemy.esp
Birthsigns Expanded.esp
Bloody_Mess.esp
LetThePeopleDrink.esp
Cliff_BetterLetters.esp
kikaibookbelts-tail.esp
Leviathan Soulgems.esp
Mimics!.esp
Wondrous Items.obse.esp
Wolvmans_Hidden_Unique_Merchant_Items.esp
Better Faction and Quest Rewards.esp
Quest Award Leveller.esp
Quest Award Leveller - Battlehorn Castle.esp
Quest Award Leveller - Mehrunes Razor.esp
LichGear.esp
MD Saddlebags v3.0.esp
Willful Resistance.esp
MidasSpells.esp
qazFingerSnap.esp
Poison Combiner.esp
EnchantmentRestore.esp
EnchantmentRestore_Wells.esp
Fiery Fists v1.2.esp
personality_idles4.esp
CM Partners.esp
BulkyOrcs.esp
Ethereal - Eyes.esp
BulkyNord.esp
Guild Chests V.1.esp
Things Found Fence.esp
adelina.esp
CLS-Sailboats.esp
RD_LN_SI_Crowns.esp
Fanacasecul.esp
1SB Soulshade Sword.esp
RamSkullHelmet.esp
The_Unfortunates.esp
Omegas Crazy Amulets.esp
Enchanting Enhanced.esp
Ayleid Coin Add-on.esp
VA_SnagaAxe.esp
Buried_Treasure.esp
HB Crude Glass Knife.esp
Daethic Armor.esp
nmDLTIC-1-6fix.esp
Dragonbone Cuirass.esp
DopplersArmory.esp
Gary Gygax's Grave.esp
VA_GlamdringSword.esp
GoldnSilverBarsv1.esp
Green Destiny.esp
HB Hammerfell Long Axe.esp
Heaven or Hell.esp
Hel Borne's Chitin Armor Weapons.esp
Imperial Armor Replace.esp
JQ-Streams_Of_Silver.esp
JQ_Damsel_Hats.esp
BD&R - Laughing Maw.esp
NewbsArmoredRobes.esp
Passion Fruit.esp
Blunderbuss.esp
ceme.esp
rd2hmaces.esp
Divine Magicka.esp
CET-Utility-Belt.esp
Black Plate Armor.esp
bodyoncross.esp
Scarves!.esp
Shdw_weapon pack02.esp
Shdw_weapon pack01.esp
SI_BuyableChest_100.esp
Boots of Blinding Speed.esp
Fighters Guild Chest.esp
SI-Mages Guild Chest.esp
Arena Fights Everyday.esp
SpellDeflection.esp
seorin's Artifact Fix.esp
VampTexTweak.esp
AC's realistic priced clutter.esp
Fishermans House.esp
NPC Static Level.esp
Blood Illusion and Arcania armors for Exnem's body.esp
NPCsMoreGold.esp
EirikWythringSpellmaker.esp
DallStallion.esp
DarkIllusionArmor.esp
300_Akaviri_Stronghold.esp
A Imperial Outpost - Fort Nova Varos .esp
Blood Elves and Egyptian Armors for Exnems body.esp
Bjornheim.esp
EY_Vampirehunter.esp
ArcaneArchery.esp
Hircine Helmet.esp
redoran helmet.esp
Colovian Fur Helm.esp
hackdirtabyss.esp
DremoraFemales.esp
Daedric Quests Unleveled.esp
ForecastersWill.esp
Enchanting Skill.esp
Daedric Lord Armor.esp
Heron Mark Swords 1.0.esp
Frazetta.esp
Miss EyeCandy Compendium.esp
MotherSword.esp
RingwraithArmorDaedric.esp
Nanaelas Heartbreak.esp
ShadowMailArmor_v.1.0.esp
Fur Cape.esp
Vance.esp
EFGAddPose.esp
JOJOeffect.esp
StandingJOJO.esp
Scavenger Scamp.esp
SchwarzhandelEV.esp
Visually Enchanted Damage and Absorb with Particles.esp
Dark Dungeons -  SI.esp
Streamline 3.1.esp
Mounted_Spellcasting Deadly Reflex Compatible.esp
Deadly Reflex - Timed Block + Higher Damage.esp
ANB_DWS.esp
ANB_DWS_SpecialWeapons.esp
Exnemised FjotreidsArmor.esp
Capucine's Aquamer Race - exnem.esp
Shads Improved Archery Settings.esp
Spell Failure Chance.esp
DeadlyReflex - Combat Moves.esp
Bashed Patch, 0.esp
WAC - 8th Gate.esp
WAC - OverSpawn.esp
WAC - WWW.esp
WAC.esp
Duke Patricks Script Effect Silencer Silver Edition.esp
Mormacil,
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"why would I be bound by rules if I can see so far beyond them?"

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Waalx
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Crom!

that quite a list of mods.. you sure you need all that? man! I'm sure you don't even really care about some of the stuff in that list. hehe your game is already overloaded, no wonder running WAC hit your fps and make you crash in exterior. I suggest downloading/installing WAC - Quiet Feet ASAP!

I didn't check my FPS with it, but it sure was smoother, or felt so when around many beasts like Armless gang, crabs, and band of zebras and such. Something like a band of zebras.. it will hammer your hardware, no matter what I think. I have a good sound card, and WAC - Quiet Feet did make a difference for me.

ok so..

Archery, well it's your choice. die in one shot or two. Doesn't sound that bad, except that an archer sentry in WAC that has a clear view of you will shoot you from a good distance. Combat Style of the tower sentry have a longer range of attack. Still got to understand what make some not see you, and others spot you more quick.


the shamawan staff. I forgot that it was still running with the same spell that is on the goblin Totem staff. I need to create a lesser one for the shamawan. As I need to check the hands position on it..will do at the same time. Perhaps I will make a lesser version of the Goblin Totem Staff too, as it's a bit too powerful as well.
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trollf
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I don't know whether that's intended but during character creation (new game) two new races are available: Wood Witches and Bretons (with funny cap and one blind eye).
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Krigulv
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When you mentioned armor durability, that reminded me of something. The Legion battlerobes.. are those supposed to have THAT much durability? I never really notice it in combat, but whenever i repair it, it takes a while to fully repair because of how much health it has. nothing else i wear even comes close. most things take maybe 2-3 strikes from the repair hammer to fully repair, but each strike on the battlerobes only repairs about 1-2%.
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Mormacil
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Waalx wrote:Crom!

that quite a list of mods.. you sure you need all that? man! I'm sure you don't even really care about some of the stuff in that list. hehe your game is already overloaded, no wonder running WAC hit your fps and make you crash in exterior. I suggest downloading/installing WAC - Quiet Feet ASAP!

I didn't check my FPS with it, but it sure was smoother, or felt so when around many beasts like Armless gang, crabs, and band of zebras and such. Something like a band of zebras.. it will hammer your hardware, no matter what I think. I have a good sound card, and WAC - Quiet Feet did make a difference for me.

ok so..

Archery, well it's your choice. die in one shot or two. Doesn't sound that bad, except that an archer sentry in WAC that has a clear view of you will shoot you from a good distance. Combat Style of the tower sentry have a longer range of attack. Still got to understand what make some not see you, and others spot you more quick.


the shamawan staff. I forgot that it was still running with the same spell that is on the goblin Totem staff. I need to create a lesser one for the shamawan. As I need to check the hands position on it..will do at the same time. Perhaps I will make a lesser version of the Goblin Totem Staff too, as it's a bit too powerful as well.
Oh yes that goblin sentry owned me totally the first time, then I hid behind a rock :P About the large list... It's actually shorter then normal... disabled some levellist mods and AI tweaking mods etc. I never use a large overhaul (well WAC now:P) but instead use a few dozen small tweaks. :) I got a couple of mods that really add little content.... A small Imperial Navy port, 3 merchant stands, 2 crypts to explore, a smokable pipe, improved more immersive letters ingame. That small stuff clogs up the list but really has no performance issues :) Another bunch of them are just needed, patches for every DLC etc also fill up that list a lot. Then you got all the new armor packages that could all me merged if I wasn't so lazy :P So yeah I could loose a littlebit but I choose my mods with care :)
"Veni Vidi Castratavi Illegitimos"

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Waalx
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trollf wrote:I don't know whether that's intended but during character creation (new game) two new races are available: Wood Witches and Bretons (with funny cap and one blind eye).
not really intended, actually.

I'm not able to create a new race that have dialogue, but that is not playable. Every time I tried, it made the npc mute in game without greeting, only solution to keep the speech is by making them playable. No idea what cause this. I tried to search a lot for an answer to this, no clue.

Breton are Poisoners. Poisoners are not supposed to be playable but somewhat friendly NPC that can make poisons for you, or sell you some already made ones (more expensive) Wood Witches, could be playable, but that mean editing many quest to have it work as a normal PC. The intention was to tell the player not to use those races at all for their character, or at least change the race right befor exit the tunnel only, so the emperor will have had his words with you about birthsign and such (unless you useQuickChar or something like that to skip the into)

normally I made them Wood Witches) as an enemy that will roam/live in the forest, magic users that don't like to be disturbed :) Ah damn I didn't put them in any list yet too!!
Krigulv wrote:The Legion battlerobes.. are those supposed to have THAT much durability? I never really notice it in combat, but whenever i repair it, it takes a while to fully repair because of how much health it has. nothing else i wear even comes close. most things take maybe 2-3 strikes from the repair hammer to fully repair, but each strike on the battlerobes only repairs about 1-2%.
How did you get one of those exactly? Only imperial battemage have them! :P

You're right though, the battlerobes are all out of it in durability, they are all at 7500. Notice I haven't made the icons of the battlerobes either. Probably something I would have changed when I will create the icon.. but now I'm sure I won't forget!
Apparently, any battlerobes will make you a master of armorer in no times for now ! :)
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Krigulv
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How did i get one? Silly waalx. If a guard has something i want, i have no qualms about taking it by force :P
Deep down, we're all bad people. Some of us are just better at it.
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