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- Conker343qc
- Enthusiast Swordbarer
- Posts: 142
- Joined: December 17th, 2007
- Location: Near Montreal, Quebec
Hey Guys, i was wondering if any of you could tell me what line in the .ini that controls the number of corpses in 1 cell ????
- Agea haelia ne jorane emero laloria...
- Conker343qc
- Enthusiast Swordbarer
- Posts: 142
- Joined: December 17th, 2007
- Location: Near Montreal, Quebec
I know i'm off topic but it's the thread that most people are on. My biggest chance on answer, in fact 

- Agea haelia ne jorane emero laloria...
- Waalx
- Forum Master
- Posts: 1302
- Joined: June 10th, 2007
- Gender: Male
- Born in: 1973
- Location: Canada
- Contact:
No idea what you're asking (or why), and why you ask that here honestly? definitely off-topic
As far as I can tell there's no ini setting for that. The number of 'corpses' ? You mean dead enemies or what? That isn't handled by the ini, but by what the game (and mods you have) place in the world. I don't think there's something that remove the fallen automatically, I think you can find a mod that has a spell that can make you do this manually though.

As far as I can tell there's no ini setting for that. The number of 'corpses' ? You mean dead enemies or what? That isn't handled by the ini, but by what the game (and mods you have) place in the world. I don't think there's something that remove the fallen automatically, I think you can find a mod that has a spell that can make you do this manually though.

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- Steady Sworduser
- Posts: 22
- Joined: April 25th, 2008
I know the last thing you need is yet another person falling all over himself to compliment you on your incredible work, but all I've known of your modding was the RealSwords mods - I had no idea this WAC thing existed. I just spent the past 45 minutes looking through the second half of this thread, and I just have to break down and post here, expressing my amazement.
Yeah, I know...how original is that? Sorry, as much as I hate to play the part of fawning turd, I must. Very impressive work. Add my name to the list of people who will gladly download this mod the day it is available.
Yeah, I know...how original is that? Sorry, as much as I hate to play the part of fawning turd, I must. Very impressive work. Add my name to the list of people who will gladly download this mod the day it is available.
Gravity: It's not just a good idea...it's the law!
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- Steady Sworduser
- Posts: 12
- Joined: August 30th, 2007
Waalx's weapons are the best ever created for Oblivion, bar none. I also can't wait for the creatrure mod.DaveWags wrote:Yeah, I know...how original is that? Sorry, as much as I hate to play the part of fawning turd, I must. Very impressive work. Add my name to the list of people who will gladly download this mod the day it is available.
- Haruko
- Vigilant Swordhand
- Posts: 219
- Joined: September 28th, 2007
- Location: Windurst
- Contact:
don't forget the other weapon mods, and the Arena mod as wellcolumn5 wrote:Waalx's weapons are the best ever created for Oblivion, bar none. I also can't wait for the creatrure mod.DaveWags wrote:Yeah, I know...how original is that? Sorry, as much as I hate to play the part of fawning turd, I must. Very impressive work. Add my name to the list of people who will gladly download this mod the day it is available.

It's a pally thing, you wouldn't understand.
http://gamercard.xbox.com/Haruko%20Hoshiko.card
http://gamercard.xbox.com/Haruko%20Hoshiko.card
- MicroHunter
- Avid Swordlearner
- Posts: 35
- Joined: February 16th, 2008
- Location: Denmark
I'm looking very much forward to the creature mod and also the finished weapon mods, if they ever will be finished... You are not working on weapons at all anymore, are you Waalx?
- DarkWind
- Chronicler
- Posts: 75
- Joined: February 16th, 2008
- Location: Ireland
- Contact:
He made the momma sword about three or four weeks ago...
That's right, that's the truth! Drive 'er straight sideways lad!
- MicroHunter
- Avid Swordlearner
- Posts: 35
- Joined: February 16th, 2008
- Location: Denmark
But I'm talking about the swords that belong to each race. I'm checking almost every day 
I'm very impatient. I'm looking forward to dark elf!

I'm very impatient. I'm looking forward to dark elf!
- Waalx
- Forum Master
- Posts: 1302
- Joined: June 10th, 2007
- Gender: Male
- Born in: 1973
- Location: Canada
- Contact:
when I resume working on RealSwords, you'll see the weapons on this here forum firsthand, as I did for previous modules. So don't give-up on me with the weapons, but at the same time, don't check everyday for them. You'll know when I will resume on RealSwords, don't worry 
Now I am on WAC, and on WW&WW.
WAC is now in the hands of dev_akm, and so it's one step closer to a release. We are looking at what need to be done, and it should be great!
but...
WW&WW ? what the .... is this?
first part of a clothing/armor overhaul that basically aim to add a 'detail dimension' to armors and clothings.
I chose the magic folks first for a simple reason - they all wear the same robe model, so making a belt library for them was a bit easier as I can move things around as I like and just have to worry about little things like color, whereas with the armors and clothes I will have to treat many ones as single cases.
Adding belts stuff/pouches and items to all the wearables is the goal with this.
this one for wizard types:
Waalx Witch & Wizard Wares
WW&WW address the problem of the mages having very few vanilla screen time.
well I noticed that you enter a mage guild in a city, and you go around the school and, well. almost no NPC look like a mage. One or two will wear robes, but the rest look like women out of a country club with rich clothes .

So this mod will add two new set of robes for each magic disciplines, on top of adding items to vanilla robes too.
In each school, you will see ordinary mages wearing the base robes of their discipline, or the teachers that will wear the master's robes.
thoses are 6 of them.

and some shots of the mage hand-gears






Now I am on WAC, and on WW&WW.
WAC is now in the hands of dev_akm, and so it's one step closer to a release. We are looking at what need to be done, and it should be great!
but...
WW&WW ? what the .... is this?

first part of a clothing/armor overhaul that basically aim to add a 'detail dimension' to armors and clothings.
I chose the magic folks first for a simple reason - they all wear the same robe model, so making a belt library for them was a bit easier as I can move things around as I like and just have to worry about little things like color, whereas with the armors and clothes I will have to treat many ones as single cases.
Adding belts stuff/pouches and items to all the wearables is the goal with this.
this one for wizard types:
Waalx Witch & Wizard Wares
WW&WW address the problem of the mages having very few vanilla screen time.


So this mod will add two new set of robes for each magic disciplines, on top of adding items to vanilla robes too.
In each school, you will see ordinary mages wearing the base robes of their discipline, or the teachers that will wear the master's robes.
thoses are 6 of them.

and some shots of the mage hand-gears






- Mormacil
- Exquisite Fencer
- Posts: 949
- Joined: June 12th, 2007
- Location: Netherlands
- Contact:
*drools*
Holy holy crap man. Ok I expected a slightly bigger update after a while with no news but this.... This is totally awesome.
I love the new gloves. Now some constructive critisism, I'm sure you would like that as well.
The shoulder-sack/pouch-thing: Don't add it to every single robe, it grows 'old' then. Just to like 80% of them?
Destruction Robe: Maybe a thicker/bigger collar? So it protects the neck a bit more. I also recommend some sort of traininggear.
A robe with shorter sleaves, studded leather around the chest and a thick leather collar to protect the neck, maybe all
engraved with some magical runes and maybe some amulets to protect the students that wear it during practice.
Maybe even a helmet to protect the face?
Looking forward to your other schools
As for necromancy, ar you planning on making them plain evil or more like they
really are in TES and make them just a faction that's outcasted by the Mage Guild and of which then large numbers have
fled to the more evil Mammimarco? Because down in the core there's nothign wrong with necromancy, reviving a fallen
friend e.g.
Holy holy crap man. Ok I expected a slightly bigger update after a while with no news but this.... This is totally awesome.
I love the new gloves. Now some constructive critisism, I'm sure you would like that as well.
The shoulder-sack/pouch-thing: Don't add it to every single robe, it grows 'old' then. Just to like 80% of them?
Destruction Robe: Maybe a thicker/bigger collar? So it protects the neck a bit more. I also recommend some sort of traininggear.
A robe with shorter sleaves, studded leather around the chest and a thick leather collar to protect the neck, maybe all
engraved with some magical runes and maybe some amulets to protect the students that wear it during practice.
Maybe even a helmet to protect the face?
Looking forward to your other schools

really are in TES and make them just a faction that's outcasted by the Mage Guild and of which then large numbers have
fled to the more evil Mammimarco? Because down in the core there's nothign wrong with necromancy, reviving a fallen
friend e.g.
"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
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- Disciplined Swordwielder
- Posts: 78
- Joined: August 7th, 2007
I'm utterly blown away...
Just some more constructive criticism...
Destruction: maybe a bit more protective, and combat oriented. Different sleeves, because after all, we dont want all mages to look the same. A few different bags, more "explosive" oriented.
Conjuration: maybe some voodoo style bags. A bigger dagger on the back. Some light leather covering vital places?
Restoration: Shaman Oriented. More tribal, but still civilized look.
Just some ideas. Thats just how I've always pictured mages, and Oblivion murdered that for me. I'm just glad someone finally got around to making a good mages pack, instead of retextures.
As for the gloves. Great work!
Maybe add a script to make it where if your magic skill(Des, Conj, Rest, etc.) is low (apprentice, or journeyman) that you should wear the gloves, or randomly you'll be damaged from your own spells.
It'd be kinda nice to have something to actually deflect spells too.

Just some more constructive criticism...
Destruction: maybe a bit more protective, and combat oriented. Different sleeves, because after all, we dont want all mages to look the same. A few different bags, more "explosive" oriented.
Conjuration: maybe some voodoo style bags. A bigger dagger on the back. Some light leather covering vital places?
Restoration: Shaman Oriented. More tribal, but still civilized look.
Just some ideas. Thats just how I've always pictured mages, and Oblivion murdered that for me. I'm just glad someone finally got around to making a good mages pack, instead of retextures.
As for the gloves. Great work!
Maybe add a script to make it where if your magic skill(Des, Conj, Rest, etc.) is low (apprentice, or journeyman) that you should wear the gloves, or randomly you'll be damaged from your own spells.
It'd be kinda nice to have something to actually deflect spells too.
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- Steady Sworduser
- Posts: 22
- Joined: April 25th, 2008
Excellent. Can't wait to see what you can do with the other armor sets. Specifically, I despise the glass helmet - it's so freaking goofy looking, I might as well be wearing a rubber nose and glasses and a Mickey Mouse hat.
I think the robes and gloves are terrific.
I think the robes and gloves are terrific.
Gravity: It's not just a good idea...it's the law!
- Conker343qc
- Enthusiast Swordbarer
- Posts: 142
- Joined: December 17th, 2007
- Location: Near Montreal, Quebec
As always , mind busting work , waalx ! *Grats*
The new robes and armors are awesome, way enough for me to conceive a plan for a mage character !
It's a very good thing you applied the same philosophy on this work than on Realswords modules, which you should be very proud of ! (Not that you're not proud, just to say it's cool
) . As a question now, Your conan swords, are they part of the Legendary blades ???
The new robes and armors are awesome, way enough for me to conceive a plan for a mage character !
It's a very good thing you applied the same philosophy on this work than on Realswords modules, which you should be very proud of ! (Not that you're not proud, just to say it's cool

- Agea haelia ne jorane emero laloria...
- Mormacil
- Exquisite Fencer
- Posts: 949
- Joined: June 12th, 2007
- Location: Netherlands
- Contact:
Undead aren't immediatly zombies/want to kill you.
"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
- Forum Master
- Posts: 1302
- Joined: June 10th, 2007
- Gender: Male
- Born in: 1973
- Location: Canada
- Contact:
look at the picture down there... the destruction robe use the battle-mage armor and I think it's enough like this. The robes are robes only. I don't want to work 3 months on this..Mormacil
The shoulder-sack/pouch-thing: Don't add it to every single robe, it grows 'old' then. Just to like 80% of them?
Destruction Robe: Maybe a thicker/bigger collar? So it protects the neck a bit more. I also recommend some sort of traininggear.
A robe with shorter sleaves, studded leather around the chest and a thick leather collar to protect the neck, maybe all
engraved with some magical runes and maybe some amulets to protect the students that wear it during practice.
Maybe even a helmet to protect the face?

the bags and stuff are not final here, refer to the first image I did on mage gears for stuff that is missing here.Tlo1048
Just some more constructive criticism...
Destruction: maybe a bit more protective, and combat oriented. Different sleeves, because after all, we dont want all mages to look the same. A few different bags, more "explosive" oriented.
Conjuration: maybe some voodoo style bags. A bigger dagger on the back. Some light leather covering vital places?
Restoration: Shaman Oriented. More tribal, but still civilized look.
I keep all your suggestions in note though

yes ultimately they will appear in Legendary BladesConker343qc
As a question now, Your conan swords, are they part of the Legendary blades ???
here's all the magic school + a small revamp or the Academy robes so they follow the new ones better.


I assigned the Bruma magic school to Alchemy since the city had no specialty and Alchemy was left alone as well. So technically Bruma is now tagged as an alchemy school, however they prefer to refer to themselves as 'druids', something I find fitting for the Nord.
And an in-game shot of a destruction master robe with battlemage chest. And the NPC facing us is a poisoner another new type I made.

