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?)

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.
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

... 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.
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.
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!