WAC Beta v0.1 - Downloads, comments, suggestions

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Darina
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Hi everybody!
Here is another post with my observations from strolling around the countryside for some hours:

- the Barbarian Belt doesn't work well with female chars. They get some very weird breasts...

- The Rabbits are a bit fast imo, almost like on XTC.

- are Void Necromancers from WAC or TIE? Their Xivilai Kilt clips on the hips with the vanilla female body.

- Brown/Black Leather Gauntlets clip with the vanilla (Rough) Leather Cuirass on a female char (minor issue)

- a Beaver killed my level 1 char with two hits. Most degrading death ever! :? For now I only met Beavers around Lake Rumare. This doesn't seem to be really fitting because this is a rather treeless area of farmland. Maybe they would be more suiting in the Valus or one of the other mountain ranges? They look really cool, though!

- sadly I find more dead than alive Armless! It seems everybody and everything likes to kill them for fun...

- Wide (Black) Boots have an AR of 6 (with Light Armor 40) and can be found at level 1. A bit unbalancing imo.

- somehow the Scarves are not visible when using (some?) cuirasses!?! Have to check this out a bit more...

- Brown Armless Venom (Damage Fatiguw 50 for 1 sec) and Green Lizard Venom (Damage Fatigue 50 for 3 sec) are a bit useless/weak imo. If I understand it right the enemies fatigue is back to normal after 1/3 sec!?

- Chipmunks and Mice have Rat Meat as an ingredient. I don't want to add to your pile of work, but it would be super-immersive if they had suiting ingredients. Maybe just use the Rat Meat and rename it...

- the Bandit Hood Mask (from WAC?) has no AR. I would love it, if it had AR 1 or 2 in the beginning.

- great texture job on the Imperial Man-Eater Lions! I love the scars and wounds. It really suits for what you said about them being a more degenerated version of the noble lions.

- Terror Birds flee like Deer when attacked. There name and look are pretty fearsome, so I would say they should attack back with a vengeance. Their ingredient is Clannfear Claws. If you have the time, I'd like to see the Claws renamed to something more suiting and maybe some feathers added. You could use the quill mesh from vanilla. Also I saw the same running in circles while fleeing AI loop like with some of the Goblins. Nothing game-breaking. It's just like trying to shoot something off a carousel.

- just a suggestion that came to my mind: Lore-wise the Imperial Reserve (north of Skingrad) is crawling with Goblins. Maybe you have and idea for that circumstance...

- White Lions are non-hostile, right? At least they are in my game...

- did you alter some of the vanilla Wolves? Cause I met some Wolves with one blue and one yellow eye. Very cool! Though, it could be that they are from the latest MMM beta...

- a hanged Orc on the Green Road (to Bravil) had a very bright head or a very dark body (depends on what it should be). What I want to say is, that it didn't match.

- One last thing: While playing WAC, I recognized that now most of the vanilla and 3rd party stuff in my game looks rather plain in comparison. Awesome job, waalx!

This evening, I'm going to visit some of the cities and their surroundings. My next report will most likely come tomorrow evening.

Greetz! Darina

PS: Btw, to take screenshots, I just have to enable the function in the ini and hit Print Screen ingame, right? Cause it doesn't work! Any ideas anybody? I'd like to share some WAC impressions. :-)
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Krigulv
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Well, i can answer two of those for ya, Darina. for the scarves, that's because they're a neck-slot item. most vanilla cuirasses don't show neck items because a necklace would be hidden under the cuirass anyway.
and the different-eyed wolves are from WAC, not MMM (since i don't have mmm :P)

edit: actually, three of em. editing the ini file does allow you to take screenies, but only if you're not using anti-aliasing. dunno why :-o
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Darina
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Krigulv wrote:Well, i can answer two of those for ya, Darina. for the scarves, that's because they're a neck-slot item. most vanilla cuirasses don't show neck items because a necklace would be hidden under the cuirass anyway.
and the different-eyed wolves are from WAC, not MMM (since i don't have mmm :P)

edit: actually, three of em. editing the ini file does allow you to take screenies, but only if you're not using anti-aliasing. dunno why :-o
Ah, ok, so maybe the Wrye Bash Bashed Patch function "Armor shows Amulets" would work!?! Will try that when I rebuild my Patch the next time.

I love the different eyed wolves! Great idea, waalx! My grandma had a different eyed cat and in my school class was a girl with a blue and a brown eye. I think it's called poly-chromatism or something like that.

WHAT!!! Screenies don't work with AA enabled! WTF! My faith in the good of the world is shattered! But how are all the cool screens in the galleries made? They all look so smooth and beautiful and I don't believe each and every one is photoshopped... I'll ask in in the Beth forums. Maybe I can disable AA in Oblivon and enable it via Catalyst Control Center. I think some people do it that way...
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Krigulv
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You could try fraps screenshots. I haven't tried it myself, but that may work better than Oblivion screenies. I don't notice much (if any) detail loss between bmps and jpegs.

edit: well if you don't actually have fraps, that's probably a dumb idea, cause it costs $20 if you don't want that dumb url at the top :P keep forgetting about that cause i've had it for a while
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dewshine
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well... I started a new character just for WAC, running Frans base only for leveling. Armless... now finding them alive but not many mudcrabs (no mudcrabs). Folks finding them dead might want to take that into account. The imp outside one cave was chasing a poor gray Armless everywhere, blasting spells left and right.
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Didn't manage to kill it, though. It made my getting my magic bag very easy, lol

The bandits across the way were once again scattered... this time chasing lambs. OK... yeah. I managed to kill one but lost sight of the other, totally. However I did see an entire group of green Armless playing Follow the Leader, which was cool. There must have been 6-8 of them and I tried to get a screen but ended up catching only the last one and a lamb.
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Don't worry, that bloody hand was from me killing the bandit chasing the Lamb and a boar that showed up just after.
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Mormacil
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@Darina: the vennom from Armless aren't for use but need to be taken to a poisoner for full effect ;)
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

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DarkWind
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I noticed another few things today, but Darina got 'em all already. I did however notise that Athragar in Chorrol Mages Guild wears nothing except a hood unless he's fighting someone...
That's right, that's the truth! Drive 'er straight sideways lad!
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Mormacil
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I saw a Hedgewizard wearing his grey robe with a black hood... looked weird.
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

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Krigulv
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DarkWind wrote:I noticed another few things today, but Darina got 'em all already. I did however notise that Athragar in Chorrol Mages Guild wears nothing except a hood unless he's fighting someone...
that's a preview from WAC: X-Rated
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Darina
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Mormacil wrote:@Darina: the vennom from Armless aren't for use but need to be taken to a poisoner for full effect ;)
Ah yeah... forgot about that... I read it somewhere. Are the Poisoners already integrated and where can I find one?

Greetz! Darina
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haruko wrote:I'll have to figure out what to do with the sound, it's got to be some sort of error that's popping up, I'll put some time into that as well.
I honestly have no idea on that one. The new sounds I add in wac are on creatures, nowhere else. That sound like an ambient sound problem to me, maybe? I haven't touched those.
Divine Avenger wrote:...and I can't even imagine how many hours are clocked in
Me neither! I'm like Hellboy on that one, I'll sleep better not knowing.
Then later coming over a hill a Gemsbock went down for no apparent reason almost like an Archer had nailed him from a distance OK I couldn't figure out what had killed him
the Gemsbok died by the hands of the game engine. If your character fall from a great height (and more when jumping), he'll die. Same for animal that fall down, they take damage, and as some don't have lots of hit points, they die. Nothing much I can do here.
Would need a very heavy scripting that analyze the terrain slopes and prevent their speed, and halt them before 'dead drops'. Not sure if that's even possible, but I'm sure it would make the game stutter a lot if each AI has to run a script like that when it's moving around.
I had to tgm :Sad: for the Fear King though I know :NONO:
Fear King are maybe a bit overpowered. I want at least to remove their forward jumping attack, they are a bit big for that. Anyone noticed the Fear King new attack anim I modified ? it bites down, more like it should although very fast.
Found me a horse well a few of them.
That place is going to be a small village of natives of Hircine realm. 8th Gate is to get bigger than this. That part is the 'Barren Isles' where only grass grow. It's a bit of a labyrinth of some sort where you're kind of stumped for direction (even when you made the damn thing yerself!) :)

other regions will be added to the realm later, I want a desertic region, and a jungle too. For now in 8th Gate, you can enter the realm by the south or north. South being a bit like a swamp, And in north are the Barren Isles. So desert will be east, and jungle west maybe. When all four will be done, you will appear in 8th gate in 4 different possible locations that don't look the same. And make your way to Hircine in the middle (or at the end of the swamp).
But in his attempt to join back up with his horse mates he took a bad shortcut.
Couple little guys got stuck when I left the gate. I liked the poison from the dark ones nice to add to a blade to slow some creatures down.
yep some creatures don't support lava!

Dive bomber!
http://img374.imageshack.us/img374/2364 ... 563hf7.jpg

very nice pose of the gargoyle! (the textures need work!)
BTW thinking about making a Rhino mount and a Sabre tooth mount hehehe What about a w or a Hyenadon
Rhino I'm not sure as the texture isn't made for close-up. Sabertooth I told you I would even make a saddle! (what are ye waiting for?) :P Warg could be good, Hyeanodon are a bit small for that actually, would need a bigger specie.
Is it ok to post scrrenshots on bethsoft or is this all undercover for now?
yes of course posting screenshots is alright! (well as long as it's not a screenshot about a problem! ;) that goes here.)
forgotten wrote:ad a quick look at the meshes and noticed some minor issues with a couple of the creature meshes...
everything in that post goes in the WAC To-Do, list.

thanks
mormacil wrote: Oblivion already limites your spell effectiveness when wearing armor, even at masterlevel iirc.
well I was talking of something that matter. I actually never felt anything about that in the game in vanilla. Something that you got to pay the price for, not 10% less. 50% less start to be something that count. anyway that's just suppositions. I far from there now. :)
trollf wrote:tent and palisade like each other much in one of the camps ;]


clipping:
that goes right into the WAC To-Do list
running4cover wrote:1) One of the armors outside the prison sewers that didn't add sleeves (the one with highest AR) added tattoes. I like the idea of tattoes in the game, but I didn't like how this looked.

2) There are two new races at character creation (a new breton and some kind of witch), are those going to be in the public release? If so you would have to incorperate them well enough to seem seamless with the other 10 races.

3) I really dislike the hanging corpses and stuff around (I may have mentioned before). Will you make it possible (through a plugin or otherwise) to remove these?
1) Tattoos. I'm not sure myself. need to think about that.
2) the race are made playable because of a bug I have with race creation that make any race loose it's speech if made as an NPC race. Didn't found th answer on that so far. (IT,s been this way since RealSwords Goblin and the Half-Vanir giant in it. Couldn't get him to talk, unless I made him playable.
3) maybe later I can check that. Not a priority though, I think you'll understand. Only one complain about this from all the people here, just prove me that they does fit in, rather than not.
haruko wrote:also I noticed that some creatures are attacking me on sight, and others I can walk right up to (lvl 5 character) like some of the ogres just ignore me, as well as some of the wildlife, while others dive right into attacking.
that can be due to AI overload in some places/cell. Or by the creature AI. All creatures need check-up on that to be sure I didn't made some Ogres non-aggressive or something.
Conker343qc wrote: Near Blankenmarch, there are Equs Horses, right ? Personnaly, i'm finding it weird that you can just walk to these horses that seems very rare and wild and ride them like nothing never happened ... maybe you could apply the same AI as the horses that roam near the Lake Rumare and flee when you come to them in vanilla, near Sardavar Leed . Also, imo, they should be in the wilderness and not near the road... Wink . Also, i spotted the gibbet you put at the eastern exit of leyawiin, and there's a missing texture for the eyes, you know the one with the blue dress ? Maybe it's the shivering isles thing again, i didn't install it yet. I killed my first W today, and when i spotted it and it ran towards me, my pants were wet... damn it scared me. Great result on that one ! I also discovered the Gemsboks... They are very beautiful but i think that they should also be further away in the wilderness and not on the road, it's kinda weird. On the roads , there should be only lowlifes as squirrels and rats , and animals like Wolfs and Fox, nothing big or legendary... It breaks the immersion a little, imo. A last thing, the gibbet of Blankenmarch, the guy seems to much alive, but he doesn't move, maybe you could put a decayed corpse (ex : zombie) instead of an npc corpse...or adjust the way he stands, maybe more like if he fell to his knees of something...
Equs AI isn't working now. But they shouldn't be a savage specie but a very gentle one. Most probably I will keep the fact they can be mounted by anyone, but I will make them the slowest of all horses to counter their huh... low price.

As to where they spawn, that's not mine to decide, they are a Black mash prey species, so could spawn anywhere I placed black marsh prey, or Black marsh lists (that have all the BM creatures). It can happen that some stuff will spawn in odd place in WAC, although, much less than with something like MMM that doesn't spawn by region, but anywhere. So WAC is already taking care of geography, although it can still make some mistakes, or send you a beast that look a bit out of place at time. consider the animals doesn't know where they should, or shouldn't go in nature, they will keep around a area, but in that area could wander anywhere. that's how I thought the thing.

So there's no chances at all you can see a tiger in the jerral mountain, or a red lion near leyawin. But in their own territory, the beasts are masters :) (that sound great!)

about roads, I still need to fiddle with the Overspawn.esp about that. Maybe not remove them entirely, but make big creatures a lot more rare to see on a road.

the picture of gibbet is because you don't have shivering Isles as you know! Next release will provide users that don't have SI with an alternate texture that they can install to fix this. (new texture that look quite similar). I'll have to look at the old witch hanged in her blue robes for the eyes don't know what I used there.
I know how you hate body mods.
everybody with perfect bodies, and compatibility bugs to no ends. Not realistic, and not practical.
it's not about the armor.
it's about skin, so yeah it's about any armor I do that show skin. Anything I do, will not be directly compatible for everybody who install. And that's the real matter about all those mods. It's not a one-size-fit-all anymore.
Please don't be mad.
I'm mad at the concept of the body mods, not at you.

Whatever I write on this forum, if I seems harsh or anything I'm never mad at no one. If I try to prove a point or to explain how I see something, it's just what I think myself. I'm open to be contradicted and proved that my opinion is wrong anytime, and I will agree when it happen, and be glad about it.
But Roberts has some pretty fine body models, like he concentrates on feet, I like feet.
:shock:
I really hope the scarves could be a bit more wider though, just a pixel or two, so my character's nose would fit in. >.<
I'll see what I can do about that.

1) Apologies to Waalx: I am suffering some hardware issues atm and so have barely touched more than the surface of WAC. Development of my own mod is essentially on hold as well until I get this sorted out. I really wish I could be more use and I am very envious of the people who are actually getting to *do* things in WAC. Sad

2) I am curious about the, how shall we say? overall (should I say "Overhaul"?) direction of WAC. I am sure I am not the only one curious about the bigger picture here. I haven't been a member of these forums fror long, and I'm sure I'm not the only one, so probably I'm not the only one who doesn't really know where WAC is going.

What you have and may be aiming for as far as I can see:

i) New creatures - many, varied, new spawnpoints are found almost entirely in the worldspace and new cells only. Creatures added to the leveled lists are found anywhere the lists are used.

ii) New equipment - many, varied, integrated into leveled lists.

iii) New worldspaces - One, Hircine's Realm. Are there likely to be more of these? I am particularly interested in more random oblivion realms (in fact I've already started working in this area myself, but I found I at landscaping)

iv) New one-off (story) quests - None at present that I can see, but from comments made by yourself it would seem that you *do* intend to include some. Are you looking for ideas or are you more in need of help implementing the ideas you have?

v) New repeatable (task) quests - You stated you want to implement butchers and poisoners. Sounds great to me. Anything else along these lines? Are you looking for ideas or are you more in need of help making them?

vi) New NPC faction - Wood witches. What (if any) is the larger view for this faction? Just another faction of baddies? Are there going to be any quests/stories about this faction?

vii) New decoration/beautification - Gibbets and suchlike. Personally I love them.

viii) Leveling - Currently WAC seems to be using the "vanilla" levelling style where the world changes with the player's level rising.

I suppose I am really curious whether you are heading in more of an OOO "Quests and mechanic changes"-direction or an MMM "Extra monsters and general content"-direction, or if you're really striking off in a whole new direction altogether. For the benefit of those of us who don't really know much about your ideas on these things, could you take a couple of minutes to tell us?

I think dev_akm is going to have to start a new project called FCWOM one way or another though... :Razz:
1) good luck with this!

2) That's a long one to answer. I've been spilling answers about this in this thread.

i) That is mostly all taken care of by WAC.esp for now. Later on I will add a bit more spawn here and there, and create some spawns that have less chance to spawn too. for now I think all the new spawn points of WAC spawn at 100% probability. I will add a 50% chances version too. Interiors should be touched later-on. First step is populating the outside world.

ii) Equipment will vary as I will progress with the mod. For now I have touched the bandits & mages. Marauders are probably next. I also made upgraded versions of almost each armors in vanilla with belts and stuff. Gladiator stuff will revamp the Arena and give a more solemn and classical look to it. RealSwords will add the weapon part. All that will probably come all in one esp though as if I need to edit the NPC, I can't do it in multiple plug-ins at once. That plug is to be named something that will sound familiar to some of you... The Chronicles of Steel. ;) (currently it's now named WAC - WWW.esp). I keep moving my cards around I know, but that should be the last move. CoS always was the name of the sum of RealSwords and it's story. While working on WAC, I found myself forced to relay The Chronicles of Steel directly in WAC, and not as a stand alone mod. Well not at first at least.

iii) I explained a bit more about the 8th Gate and the plan about in up in this post. My idea with Hircine plane however is to pave the way for more. So yeah, some more are planned, if I do them is another question. But I think that if somebody else want to add to WAC a new Oblivion world, 8th Gate, could become WAC - Oblivion Planes.esp

iv) Quests. I don't really need ideas, in fact I have more than I can chew on. I don't mean don't give me idea, I'm just saying that while modelling and texturing, it's one thing that come very easily as you don't have to think exactly about what you're doing, can think of several things at once while doing something you're used to do. Like if I,m painting a texture, I'm not always thinking of what I do (I need to draw a line there), I can let my brain listen to music and wander to make-up stories about what I'm working on, where it could be from, or things like that.

I need people who can make these ideas work with what is in place for it. What will come next is the story of The Chronicles of Steel, in which is a quest. If what I had in mind about that one can be done, it should be a long one, complicated to understand (with lots of book research to find clues), and some funny moments as well.

here's a sample of a book cover, and of what I would ideally want for the CoS books to look like in-game. Still a WIP though and the typography is to change, but the way the books are built, like a bibble with little numbers in the margins, that's how you can search through all books and find answers, or notes.

Each inside pages are made with illustrations I made myself, and from old manuscripts/drawings that date from some 500 years. The Mer-Headed Lion you can encounter in WAC is a godlike being of the Chronicles of Steel.

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That's the real quest in WAC. The chronicles of Steel will be something you will need to think about to solve. And read a lot.

v) repeatable quests. I'm going to have the 3 that need to be working to work, then we can see about more. it's already a job to do. If I place 50 ideas, it will not go in the order of importance, those 3 are already half implemented. When that is done I 'll see to something else. But just like that. What I want is some arenas outside. Maybe not in each city, but start with one, and make something more savage looking than the arena.

vi) Wood witches are only meant to be new enemies. Maybe have them dance naked around a big fire by the full moon? :) (with a xivilai Lord standing in the firepit).

viii) I'm not touching the level scaling so far, I don't really know if I will or not. The mod is meant to be something new. I'm doing what I think of doing, in somekind of 'vision' I have of all this. Step by step. I don't know where it will go. I could say it's a monster mod, but it's more than this. weapons, arena, clutter, and some gameplay change.

A new direction... for me it seems to be. Other overhaul that came before were done from multiple sources. In WAC it's all the same source. That in itself make it different in my opinion, as the quality of the things I do kind of always level with each other (I'm not able to do the full quality I'd like due to the volume of things I cover, but I try to keep a certain level), whereas with something like FCOM, you have many stuff that are looking nice, and others.. that is bluntly said, are horrible and/or crappy. For some people it doesn't matter, for me I can't play those mods because of that fact alone. If I see a 'recolor' of a creature that scream 'photoshop neophite' to my eyes, I close the game in disgust. And I start WAC. :) I'm not wanting to put down anyone for their efforts to the community saying this though, just that if it doesn't work for me, well that's WAC you get. so the new direction I offer is more like an art direction in a way. The bad quality with good quality in the same package is something I see in all overhauls. Because they stuff made by a lot of people, some that have not much experience (if at all) in visual art.
I don't want to sound snob or snotty or say I'm better than others saying that though, but I have an artistic background (and profession), that is not the case of all people who do mod. Some people have no standard, they would take whatever new thing they can get. Me I'm not like that, I need a constancy in quality that is either as good as vanilla, or better. If it's worse I loose all fun I could get in the game. So that's WAC you do in this case. Or you just suffer the bad stuff in other overhauls. As it's not my right to do art direction on other people stuff... I will do it on the game itself then. Like what I would like to see (that could be my motto about WAC).

That would be the difference WAC will offer in my opinion. More than adding a bunch of stuff, it's adding a bunch of stuff that will fit together as seamlessly as I can make them fit.

The feel it give is already at work from some of the comments I receive here. It's less high fantasy, it's more dark, it's start to look a bit more detailed via a few visual tricks like the belt stuff, and torture stuff. it's still going to be Elder Scroll but with a darker feel, more like an old world should be. I have ideas about dirt and other stuff I will try later.
I think dev_akm is going to have to start a new project called FCWOM one way or another though... :Razz:
I'm not sure he will change the name... that's out of my jurisdiction!
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Darina wrote:- the Barbarian Belt doesn't work well with female chars. They get some very weird breasts...
.
barbarian belt female version doesn't exist at this time, so what you see is a man's body on your girl instead! hehe. Weird breast indeed.
- The Rabbits are a bit fast imo, almost like on XTC.
Ok I'll tone that down a bit.
- are Void Necromancers from WAC or TIE? Their Xivilai Kilt clips on the hips with the vanilla female body.
I have no void necromancers with Xivilai kilts.
- Brown/Black Leather Gauntlets clip with the vanilla (Rough) Leather Cuirass on a female char (minor issue)
Mormacil provided a screenshot about this.. there's no (rough) leather cuirass in vanilla though. I wonder if that's something that is not vanilla. nedd to check.
- a Beaver killed my level 1 char with two hits. Most degrading death ever! Confused For now I only met Beavers around Lake Rumare. This doesn't seem to be really fitting because this is a rather treeless area of farmland. Maybe they would be more suiting in the Valus or one of the other mountain ranges? They look really cool, though!
hehehe yeah the beaver have a strong tooth! it's doing exactly what I want! next time you can shoot them from a distance. they bite very hard, but still can fall down easily, just don't let one bite you. Of course this can also provide some weird scene where a big predator that would normally kill a beaver, get killed by the beaver instead. I don't think a beaver would kill a sabertooth though.


- sadly I find more dead than alive Armless! It seems everybody and everything likes to kill them for fun...
I nedd to figure out something about the armless being chased by all.
- Wide (Black) Boots have an AR of 6 (with Light Armor 40) and can be found at level 1. A bit unbalancing imo.
in the WAC To-Do list.
- somehow the Scarves are not visible when using (some?) cuirasses!?! Have to check this out a bit more...
already answered more about this a bit earlier.In short, scarves are amulet so they can be used without helmet and also still show hairs. If your armor hide the amulet slot, it hide the scarves. WAC Bandits armors are made to show them, unless it a full face helm.
- Brown Armless Venom (Damage Fatiguw 50 for 1 sec) and Green Lizard Venom (Damage Fatigue 50 for 3 sec) are a bit useless/weak imo. If I understand it right the enemies fatigue is back to normal after 1/3 sec!?
venom/poison system is still in progress. The venom value may indeed seems a bit weak and useless. But if I make the venom powerful, there's no need to bring them to a poisoner right? They are weak when found, for a poisoner to be mandatory, and trust me the poisons will pack a punch. (I still need to design the apothecary for the first poisoner!)..checklist!
- Chipmunks and Mice have Rat Meat as an ingredient. I don't want to add to your pile of work, but it would be super-immersive if they had suiting ingredients. Maybe just use the Rat Meat and rename it...
already in the WAC To-Do.
- the Bandit Hood Mask (from WAC?) has no AR. I would love it, if it had AR 1 or 2 in the beginning.
- great texture job on the Imperial Man-Eater Lions! I love the scars and wounds. It really suits for what you said about them being a more degenerated version of the noble lions.
Thanks. their story, or the white lion's, is in progress and nearly there. You should see that rather soon and get why the hell is there lions in Cyrodiil.
- Terror Birds flee like Deer when attacked. There name and look are pretty fearsome, so I would say they should attack back with a vengeance. Their ingredient is Clannfear Claws. If you have the time, I'd like to see the Claws renamed to something more suiting and maybe some feathers added. You could use the quill mesh from vanilla. Also I saw the same running in circles while fleeing AI loop like with some of the Goblins. Nothing game-breaking. It's just like trying to shoot something off a carousel.
nope not those. The 'terror' in the name is about them being terrified by you. It's a twist of the name, invented for the sole purpose that I didn't make head animations for that type of creature, their head is like deers, they don't move. they are prey only. they would attack like crap anyway with the animations of the clanfear, it would need something else.

I may do another type of birds like this that will be aggressive, though the list of to do things is long. But I like this species like this, like ostrich that are afraid and run away fast.

- just a suggestion that came to my mind: Lore-wise the Imperial Reserve (north of Skingrad) is crawling with Goblins. Maybe you have and idea for that circumstance...
I take good note of it!
- White Lions are non-hostile, right? At least they are in my game...
WHites are protectors of the shrine. They are under imperial rules, and will defend the innocents as imperial friends. Bring a creature to a shrine with white lions and watch them at work. Later you'll be able to command one depending on your fame/infamy. If you're infamous, you'll be able to command an Imperial Man-Eater, and he'll follow you till death, over his dead body, contrary to his natural instinct of fleeing in combat.

Many creatures will have a script running that will consider a part of you, if they like what they see they will come close without attacking you and if you activate them be dismissed, wait, or they'll follow you till they die. A temporary companion system of some sort. Interesting because you can loose that ally. And then go get another one. You have 6 different Man-Eaters, types I think and 6 Whites Lions. And thats just for the shrines animals.
- did you alter some of the vanilla Wolves? Cause I met some Wolves with one blue and one yellow eye. Very cool! Though, it could be that they are from the latest MMM beta...
vanilla wolves exist no more in WAC they are all replaced. The new eyes is of WAC too, almost all wolves types have at least a couple eyes variations possible I think. Many beast also come with an evil eyes version like in the 8th Gate. Most are meant to be included in the rest of that worldspace.
- a hanged Orc on the Green Road (to Bravil) had a very bright head or a very dark body (depends on what it should be). What I want to say is, that it didn't match.
thanks I'll check that.
- One last thing: While playing WAC, I recognized that now most of the vanilla and 3rd party stuff in my game looks rather plain in comparison. Awesome job, waalx!
I would use a quote like this on a box if I was selling the mod ;)


well... I started a new character just for WAC, running Frans base only for leveling.
sound interesting, please tell more.
Armless... now finding them alive but not many mudcrabs (no mudcrabs). Folks finding them dead might want to take that into account. The imp outside one cave was chasing a poor gray Armless everywhere, blasting spells left and right.
armless will get some thinking..I too would like them to stay alive from other NPC at least.

image I don't want to paste again!


WFT! that's not a lamb it's a melted model.. weird! I don't worry for your hand but for the crappy thing I see there that should look like the mufflon in the center of this:
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Krigulv
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I think you may be looking at that mufflon lamb wrong, Waalx. his head is turned away from the screen, so his ear is where his snout would be if he was looking forward. the model looks fine to me in that screenie
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Krimsyn Kane
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First off, the book imagery is really nice, good job.

Secondly, you really hit on my favorite part, and I think most impressive part of WAC, the fact that it is, by all accounts, a true Oblivion overhaul mod, but one created by a single individual.
Waalx wrote: Other overhaul that came before were done from multiple sources. In WAC it's all the same source. That in itself make it different in my opinion, as the quality of the things I do kind of always level with each other
Everything fits, everything matches, everything falls into a unified vision. It's just great, and I'm having a blast with it so far. I know there's plenty more to do, but thanks for all your hard work Waalx.
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dewshine
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sound interesting, please tell more.
Frans, being modular in nature has the options to have as little or as much altered in the game as the player desires.
You can install Frans for normal loot tables or choose Hardcore /extra hardcore versions
You can pick combat AI tweaks or leave them off.
You can select MOBS stats or normal stats for weapons.

And if you desire you can do this without adding creatures or items. The basic Frans install could be as light as leveling with everything else being vanilla.

In my case I've installed a hardcore loot, combat AI, MOBS version without Living Economy or vendor tweaks to test WAC along side.

Once I've gotten a feel for WAC I may add Frans Creatures back to see how they 'play' together.

I do think that the mud crabs, being aggressive little beasties, were one of the main causes of the Armless being dead everywhere.
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Waalx wrote: 2) That's a long one to answer. I've been spilling answers about this in this thread.
Yes, it was a long answer, but thanks for taking the time to write all that up. I am sure I am not the only person who found it very interesting to see what the, uhh, "grander plan" is for WAC.

As an aside, the artwork in your book is, well, quite phenomenal!

Please keep going and I'll help in any way I can when I am able to.

Vac
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Darina
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These book illustrations look fantastic! I'm very excited about what else is to come (quest-wise)!
So far WAC is the only "overhaul" that might pull me away from my beloved FCOM (if not compatible somehow). That dark look and feel is exactly what I needed. You already had me with the gibbets, crucifications along the roads... :hang: A little aspect that totally changes atmosphere!

Greetz! Darina
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Mormacil
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Waalx wrote: vi) Wood witches are only meant to be new enemies. Maybe have them dance naked around a big fire by the full moon? Smile (with a xivilai Lord standing in the firepit).
Make the Xivilai disappear (disable) when combat with the witches begins :)
Waalx wrote: Mormacil provided a screenshot about this.. there's no (rough) leather cuirass in vanilla though. I wonder if that's something that is not vanilla. nedd to check.
There is... in the starters dungeon, it's the exact same model as regular leather, same stats etc.
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Yours Waalx or another mod?
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Blackfoot Camp, levitating bed.
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Modconflict with other mod I guess, second screenshot shows the ruins name.
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Error in the winged helmet.
"Veni Vidi Castratavi Illegitimos"

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Waalx
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Mormacil wrote:
Waalx wrote: vi) Wood witches are only meant to be new enemies. Maybe have them dance naked around a big fire by the full moon? Smile (with a xivilai Lord standing in the firepit).
Make the Xivilai disappear (disable) when combat with the witches begins :)
Waalx wrote: Mormacil provided a screenshot about this.. there's no (rough) leather cuirass in vanilla though. I wonder if that's something that is not vanilla. nedd to check.
There is... in the starters dungeon, it's the exact same model as regular leather, same stats etc.
Image
Yours Waalx or another mod?
Image
Blackfoot Camp, levitating bed.
Image
Image
Modconflict with other mod I guess, second screenshot shows the ruins name.
Image
Image
Error in the winged helmet.
ok I'll have a look at the cuirass. But the gaunlets are rigged on the arms of the male I think, so far I didn't do a female version. maybe I should test and see. but as the male fit the male (I think, they should be big enough for female arms too).

I didn't touched the cell in the arena district.

levitating stuff will be all checked

Ruins of Tarnesia isn't from WAC. nor from vanilla. does seems at the exact spot that the camp is too.

the bad transparency effect you see on the winged helm, does it do that in-game too? I think it do that only in the character preview window, and not in-game.
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dewshine
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nothing bad to report this time...

No stutters, no crashing (think the problem might have been the UOP but I got in on the beta test for that too and my game is smooth as silk now).

this is Lee:
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He's my WAC tester. (custom race, Han, if anyone wants to know)

Here's what he's ran into today at Fort Ash (In addition to the highway robber that hides just outside it):
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Man, that was one scary encounter. Lucky for Lee the critter was facing the other way when he spotted it. Lee was up on the second level and was able to hide inside that little room opposite the stairs and pelt the thing with arrows.
Only oddity-- is the inside of this creature's mouth supposed to be white?

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Inside the Fort Lee encountered these cute little passive creatures. Just too cute. My only complaint- they seemed almost too blue and perhaps a gray-smoke color would look more natural. But other than that these are great. Perfect little mice. I really love the tail, too. They remind me of the brown-tan grass mice I have around where I live on the northern prairie.

The bulk of the fort was populated by these fellows:
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Quite a fight if I was unable to hit them by stealth. (Lee's 2nd level). The berserkers were quite tough. In fact I knew Lee was in trouble when he hit one from the shadows and instead of it stumbling back it turned and charged him -- opps. Little dagger won't do it for that fellow! Haha.
But those noses! wow, I love it. Reminds me of the goblins from Legend (yeah that old Tom Cruise / Tim Curry flick).

I also saw dark eared rabbits, red lizards, and brown - something... started with a c... (edit Caiman) viscous little lizard type creature that Lee ran from because they were mean and he didn't want to kill them all. Sorry, no screeny of them, by dang. No wonder there are no mudcrabs! :lol:

Edit: (referring to the post below mine)
It sounds like you have a similar hit box problem with your giants that MMM used to have. I think they solved it by rigging the giants to the Xivilai skeleton, but you might want to check with CorePC on that to make sure.
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