Mormacil wrote:I must admit my FPS dropped roughly 5-10FPS with Waalx running... Of course I defragged, my C drive as well.
bug(s):
Wide Boots and Wide Boots Black have no value.
edit:
Just an idea while playing. I use Darker Dungeons which makes dungeons really really dark
![Razz :P](./images/smilies/tongue11.gif)
So my idea: Flarearrows, arrows that emit light where they hit ^^
cool!
lets see a bit later it the quiet feet can change something about fps. it's possible.
the wide boots have no 'monetary' value? I'll check that.
nice arrow idea. but that not in WAC!
![Razz :P](./images/smilies/tongue11.gif)
I keep that in my list, though I cannot make that work by meself. It'll need some scripting for sure.
vorkosigan wrote:
I did find that the demons with the armor in the Demonic Tower were attacking each other, and the smaller demons. Also, none of my arrows hit the 'boss' demon until I aimed very low. I think it's reading as a normal-sized npc instead of the taller size.
Otherwise, wonderful stuff so far! I'll try to put in some more playing time tonight. Smile
ok..what demons exactly? there are only 2 types of demons. The 'demon' and 'black demon', they are in leveled lists of Oblivion at I don't know level 10 or something. both are a minotaur with a demonic head. (it's actually the Bull Scamp head that I transformed to minotaur proportion). So there are no boss demons.
otherwise, I think I have placed a couple of Xivilai lords at the top of the oblivion gates, before the sigil stones, as that's where I envision them. I think I have the 'WAC Distance' script on them, so that may be it. Perhaps if
anything go close to them they start combat..(hey! I'm not scripter!).
but please define demon. or what name the creature had?
the arrow problem is weird though, it's a creature, it should scale the collision box.
I will go in the oblivion gate tower and try to see by myself. I'll assume you speak of the only gate you can access with the WAC 8th Gate.esp running (for now only Hircine plane and the random gate 01 can open).
baker99 wrote:The creatures like zebras, gamesbok etc. all move very fast, although this makes sense for reality's sake it doesn't let you admire them, I can barely see them on my lcd they move so fast.
The hedgehog, shouldn't it have spines?
The chief goblin tents seem a bit small for a creature that big, he wouldn't be able to sit down and relax.
UL problems, the only one I found was the watchtowers you add, they float in the air, but I'm sure the UL team can make a patch.
If you are making a Smurf village what about Asterix too, he and Obelix would look cool Wink.
zebras and such that flee from you, they have a normal speed. The thing is I gave them more agility to try to prevent the death in slopes bug. It work half way, they take less damage falling and can fall more,but they also jump and perhaps be faster too because of that. it's not a change that big however just to make a difference.
There's a lot of deer kind to watch all over. I don't worry you shall see many. sneak behind them. sometimes the AI get stuck a little bit and they let you come closer. Animal behavior could do with some scripting, but in nature, zebra wouldn't let you come close either.
spikes would be more for a porcupine, no?
I'm going to review the chief and their AI. and meanwhile I'll just make the tent interior a bit bigger, not too much, but a bit bigger won't look too off with the chief size.
Asterix and Obelix would be pushing it a bit. I think the smurf can pass, as they are essentially brownies. (blue ones, but..).
I made a cool drawing of Asterix and Obelix in a realistic view, a few years back tough..
Only Asterix thing is the Asterix Gladius of RealSwords Imperial. will be out laterz!
Krimsyn Kane wrote:that flaming xivali katana, any way to make it emit light like a torch?
I'm sure there's a way. probably need a script to have that work though. also that the blade still emit flame when in the scabbard also. I would need 50 scripters! arg!
Conker343qc wrote:
One for the nails on gibbet (all of them) and one for the thing that is used to cook rats in the goblins camps
For the camps, they look very nice ! Although the goblins archers should have a longer sight... I was about 10 feet for the tower and they didn't saw me yet ... :s Goblins looks visually awesome and their weapons are pretty nice also.. And i was wondering if the goblins had random health ?? Cuz i took a Longshot in 3 or 4 hits ... and an other (at the same conditions) in like 15 hits ... In Gnoll's Meet camp , i can't enter the chieftain tent ... is it done ?? or it's a door that has no reference ? Hmmm.... i don't get a bad framerate in the camps... i got a drop when the fire is loading but after that it's just like every place that has a bunch of npc for me ! Smile (Yayz for Streamline !) By the way, keep your luck stat up guys ... When you've been hurt in luck, the Red bull stunted scamps are a bunch of ***** with knockbacks ! Wink
![LOL lol](./images/smilies/sign0033.gif)
... With a normal stat , it's ok though . Nothing really overpowered yet, even if my men is at level 1 only. I remember you said that WAC would be unleveled , I was thinkin' that it was simply suicidal for my level 1 a gob' camp. but no it's ok if you know your stuff ... And you know how to use the shield bash of Deadly reflex ... hehe ! I don't know if it's for testing purposes or something like that, but it's very viable . It's fun but i don't think that my level one should have been able to wipe up 6 or 7 goblins like those at the same time .
I checked the nail texture path of the hanged skeleton you send a pic of. here the texture path in the nif ar the right way, and the texture it should fetch is textures\clutter\metalrust2.dds. a texture everybody should have with Oblivion). so here I'm baffled. don't know. if you see a gibet ( the cages) are they pink too? they use a vanilla metal texture too. and with the hanged skeleton, the wood and ropes are also vanilla, and they work (and rope's in the same folder as metalrust2.dds.
How many goblin camps did you visit? as I said earlier, some can be really hard some a lot less as the leveled goblin list can spawn anything. Phitt seems to have found a very hard batch on first try, a medium on second, and you just got a feeble gang. Be wary though, when they respawn they can be..better
Vacuity wrote:I am running with all the ULs at present and all I've noticed thus far is some water-height issues. Assuming the cell function in Bash gets fixed to work without throwing up errors that's not a big issue in the long run (and can often be fixed just with load order).
ok.. water level I didn't touch that. where exactly do you remember?
No, it's one of those things I've yet to learn how to do, and it's one of the skills I am kind of expecting to be poor at, but making this stuff seems like a much simpler task than making a whole new creature or other large objects. As I said: I can try, but no guarantees!
well it's not actually making it, it's just moving stuff around in fact. Get Blender and the nifscript for it (assuming you don't already), and Nifscope.
lets do the 'WAC_Bongo_horns.nif' that hail from \meshes\creatures\deer in the BSA archive.
(you don't have that file unless you have extracted the preAlpha WAC.bsa in your data folder (and I don't recommend it, you should extract the files to work on someplace else.). I'm just saying.)
- Open blender. Find your file and import it with the Nifscript.
- look at it. It can either be at the animal head level (most probably) or can already be at 0.0.0, in either case you have to edit the mesh so it look like its resting on the ground and not upright like that.
- the ground is the grid you see in grey in blender. r-click the mesh to select it, press TAB to enter edit mode. All vertices will be selected in yellow. press 'a' to deselect all. Press 'a' again to select all. Press 'a' to deselect all. OK we learn some shortcuts that are basic, but that you can't function without. TAB to edit. 'a' to select all or none.
- while in edit mode. select all. (press 'b' to draw a rectangle that encompass the whole object). that will select what's under. if you press 'b' two times, you enter draw select mode, where you can paint the area you want to select with adjustable radius on your mouse-wheel.
- with everything selected, press 'w' to see many options. choose remove double and accept the confirmation. Now you mesh is no more strippified, everything is linked back together.
- still in edit mode, (always in edit mode, you never (or very rarely) modify a mesh outside of edit mode). Grab the antlers and bring them down, rotate, deselect all, select one 'polygon island' by hovering your mouse over one antler and press 'l'. That will select linked. Grab half of it and arrange the first antler on the ground so it look natural. deselect and select the other one, and pose it close, or across the previous one. Always mind the invisible ground plane, the object should be over it, not through or below.
- Exit edit mode with your object now on the ground. Now, you need to remove the reference to the skeleton. (I will post a screenshot here.) (this can be done anytime, even in edit mode in fact.)
- Now you have a mesh that is not linked to nothing but itself. Which doesn't mean much for Oblivion engine yet.
- With your object selected, export it with the nifexport script.
Object in Oblivion need a collision box. that can take many shapes, boxes, capsules, and custom collision meshes.
that's where it's becoming harder.
you have two choices.
but before I write a tutorial on collision. and that's not going to be much because I understand it but, not entirely. Try to do the first part!
(I'm weary of writing tonight!).