WAC Beta v0.1 - Downloads, comments, suggestions

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warpmaster
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dewshine wrote:That's not a WAC bug. That's a vanilla bug. You are carrying too much for the game to keep track of in one container and it's placing stuff in 'overflow' although you are still carrying it.
Okey tnx havent happend to me before... and yes I made a lvl 30 dark elf just to try out all the new stuff and slay some biggie beasts :P
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Krigulv
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jhondidfool wrote:Love your mod :)
Though, I happen to see some basalt gargoyles hunting red little lizards, is that ok?
And, finally, a suggestion: do NOT put all that equipement right out of the sewers :/
The water problem is UL related, not WAC ;)
the stuff outside the sewers is for testing purposes only :P including the oblivion gate
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Sethsryt
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Maybe a bit off topic, but is there a way to fix it?
The water I mean.
jhondidfool wrote:Love your mod :)
Though, I happen to see some basalt gargoyles hunting red little lizards, is that ok?
And, finally, a suggestion: do NOT put all that equipement right out of the sewers :/
The water problem is UL related, not WAC ;)
Baron Of Hell
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1. Just to make it easier on yourself maybe you should put up a list of all reported issues on the first post so you don't get repeats unless you don't mind repeats.

2. I think the below lady has clipping issues but maybe she is suppose to look like her clothes are ripped. I wasn't sure so I thought I should check.
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Haruko
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sigh, I was checking the far southwest goblin camp, south of Anvil, and it happened again. With my 120% reflect damage and spell (usually usefull for testing this stuff...) I was killed by a goblin spellcaster, lightninged me to death :-o seriously have no idea how that is possible.

Edit: just some spelling...
also, I may do a video capture so you can see what I'm talking about with the strange noise, and being killed despite my ungodly reflect damage ability, would you like me to?
It's a pally thing, you wouldn't understand.
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Krimsyn Kane
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Haruko wrote:sigh, I was checking the far southwest goblin camp, south of Anvil, and it happened again. With my 120% reflect damage and spell (usually usefull for testing this stuff...) I was killed by a goblin spellcaster, lightninged me to death :-o seriously have no idea how that is possible.
I thought reflect damage only works against melee attacks, and you need reflect spell if you wanted to shield yourself from magic?
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Haruko
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Krimsyn Kane wrote:
Haruko wrote:sigh, I was checking the far southwest goblin camp, south of Anvil, and it happened again. With my 120% reflect damage and spell (usually usefull for testing this stuff...) I was killed by a goblin spellcaster, lightninged me to death :-o seriously have no idea how that is possible.
I thought reflect damage only works against melee attacks, and you need reflect spell if you wanted to shield yourself from magic?
I have 120% reflect damage and spell on the item.
It's a pally thing, you wouldn't understand.
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Krimsyn Kane
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Ah, I didn't read it closely enough, well them I'm just as stumped as you.
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Haruko
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Ran into these when I was wrongly imprisoned in the Anvil Prison.

seems to be some invisible guy, can't talk to him or anything...
Image
a broken image? I'll check the CS later to figure out what it is.
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It's a pally thing, you wouldn't understand.
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Waalx
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Darina wrote:Nice job on those spiders, waalx! I love the many eyes!
thanks..I think their eyes make a difference, especially as they are using the glass shader. Some spiders use the glass shader all over their body, but for the one who doesn't they will be visible a lot.
I second that the Black Leather Greaves make very thin legs for my (female) char.
to answer Mormacil and you, they are made like that from the vanilla model. I can make them more muscular. will add that when I redo the bandit gears that need more work.
I also had the disappearing shark once (only encountered this one yet). it floats to the surface, then vanishes. Had the same problem with the Alive Waters fishies a lot. No one could tell what causes it...
sharks vanish on the surface because of the Alive Water script I based them on. Hopefully a script will be made for them later, that will remove this, and that will have them swim by the surface too if they're alive.

- Hedgehogs spawned in sewers. Intended? Appropriate?
the Cynomys of Cyrodiil? :P nope that's not really appropriate indeed. will check that.
- a Bandit near Bravil went crazy and killed ALL the crabs along the shoreline. In the same area I observed a Beaver killing two warhammer-wielding Bandits. IMO the Beavers are a bit uber...
I will lower the beavers attack damage. as for the crabs, they have no faction in them as I can see now. will try something.
- did WAC change the replicas of weapons and armor in the Fighter Guilds to Ceremonials? I like this concept much better than the replicas. They are usable and grant a better glimpse into the future.
no I didn't must be TIE
- The Necromancer's Hood had the head clipping through... From WAC or TIE? I don't know... :sad:
ok I checked and the egm is missing here. so I need to create one for those hoods.
- floating openable wood door at the pool where the Larsius River ends (coming from Bravil)/boarder to Elsweyr. WAC? (formid was 6f02debe if that hepls)
not from
-Elder Imps are easy prey imo. They definitely don't live up to their name. I can one-shot kill them with only a x2 multiplier. Though, I use FCOM Archery which ups the bow damage a bit. They are very killable in melee, too. I suggest to make them harder and/or spawn them at later levels. Or should the Imps be weak and then be followed by their heavier cousins, the Gargoyles?
indeed I should change the Elder Imps. and also make them more powerful. Very few creatures in WAC are leveled, almost all are unlocked at level 1.
- Gargoyles have no ingredients! :-(
need to think of something here...
- Goblins have no ingredients, too. Though, I'm used to FCOM/OOO, where they get Gobin Hearts and Eyes...
I can see about that, shouldn't be difficult to create Black and brown gobs variants of that, and for the green.
- Hound Dog has no ingredient, but looks super cool!
no idea what to make for the dogs..perhaps I'll just make livers and maybe a brain. less poferful than the monkey ones though.

- My sorry level 2 ass was saved from a Female Troll that didn't want to die by White Lioness out of nowhere! Not a second too late I may add! Thanks very much!
The lions (WHites and Man-Eaters can still spawn in some places I think a general WAC cyrodiil list I have. I do like the white lions help and used it in my test whenever I could.
- Got attacked by a band of Gargoyles (Basalt, Mafic, Granite). Very cool how the group consisted of different types. Though, somehow the eyes and mouth looks a bit off (like dewshine already mentioned). It looks a bit like painted on. Or do you want it that way and I should see it as alabaster/ivory?
Eyes should be glowing white (they are now). their mouths are dark now. I also changed their skeleton to have a rock collision with arrows that bounce off them, and made a new normal map that simulate the rock better and that takes the cracks in the rock texture into account.
Also as I said I would do with the 6 gargoyles types, I made 3 that use the lower LCE animation, those 3 are melee Gargoyles that don't have spells (2 male and 1 female). the remaining 3 kepp using the stock animation, and they have magic enough in them to stay airborne all the way.
Next step for the gargoyles will be to create more advanced textures, and bigger ones since they are bigger than imps. There should be more color variation, white stone Gargoyle, marble, other stuff.. I'm not going to stay at 6 model only, but for now it's ok for a start! :)
- IMO, too many wolves have mismatched eyes. Every grey wolf I met for a long time had different colored eyes. It almost seems like that is the standard and two eyes of the same color are an exception. IMO, it should be the other way round.
indeed. I found that as well yesterday when I wasn,t able to find more than a few wolves with normal yellow eyes. I have an idea how to fix this.
- had problems with disappeared water/water level west of Skingrad between Wayshrine of Mara and Shrine of Meridia. Doesn't have to be caused by WAC, though. (should test that new Wrye feature for such things...)
normally I didn't touch the landscape except around Campsites I redo, or create. Possible that there is some mistake I did while placing spawns though. I was careful not too, but with the amount of spawns I placed there got to be a few things I moved or touched that I shouldn't have.
- Rope Ladder at the Border Watch Tower south of Skingrad (near Wayshrine of Arkay) didn't work.
none of the borderWatch towers have doors. And that goes for all towers in camps that actually seems to have been forgotten. they are not mistake, they were left like that purposely. I have to figure out what make some NPC not able to get back up the towers before I create more. When this is solved, all towers will be made to work. I'm not going to repeat a system that don't work and could need to be entirely replaced. that's my reason for the many towers, watchtowers in the games that have no doors.

My best are still the Stonetowers that are at both side of the big bridge. No door to go up, and I find it quite cool to see a guard resume his post.

the watchtowers bug can best be seen at Sweetwater Camp where the NPC are passive.
- Delia and Gellian's House near Skingrad added by WAC? What's it good for? All the items and containers inside have no ownership aka Gangster's Paradise...
not from
PS: That AI overload thingy I and others had a few times (enemies just standing around)... It was said that this is caused by too many actors in one cell. The vanilla limit is 20. So has anybody heard of/used Corepc's plugin MassAI? There are several esps to increase this limit to 30, 40 or 50. Haven't tried it myself yet, but you should have a decent PC.


MassAI is just two small edit in the CS. WAC does include the same edits already. I'll check back what I did set as a number though.
Sethryst wrote: A dead bandit, killed with one shot of the bow. They are a bit weaker than what Francesco throws at me.
I didn't touch the bandit power, just their equipment.

Something weird going on with the water, I guess caused by either unique landscapes, Wac or both.
no idea, where was that?
By the way, I noticed that the Armless have "Reflect Damage".
That would be the Armless Aura, their ability to reflect 25% of damage. Not harmless the Armless, it's just arm less. :P
jhondidfool wrote:Though, I happen to see some basalt gargoyles hunting red little lizards, is that ok?
that's something I can't prevent.

[quote="]1. Just to make it easier on yourself maybe you should put up a list of all reported issues on the first post so you don't get repeats unless you don't mind repeats. [/quote]

I have a list. Will do something about that a bit later on. it will be pined on top of the forum actually.
Baron Of Hell wrote:2. I think the below lady has clipping issues but maybe she is suppose to look like her clothes are ripped. I wasn't sure so I thought I should check.
that's not clipping, that a torn robe. :P
Haruko wrote:also, I may do a video capture so you can see what I'm talking about with the strange noise, and being killed despite my ungodly reflect damage ability, would you like me to?
could help maybe if I hear the sound I can see if it's from my own, although I fear it will be hard to say. Does your reflect damage amulet mod load after WAC stuff?
seems to be some invisible guy, can't talk to him or anything...
Xiastim doesn't talk, he grunt. He's a xivilai guide in hircine realms, his AI is faulty though and will seek the player out even in another world . This is going to be fixed.

the yellow exclamation point. what did it say?
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Forgotten
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Haruko wrote:sigh, I was checking the far southwest goblin camp, south of Anvil, and it happened again. With my 120% reflect damage and spell (usually usefull for testing this stuff...) I was killed by a goblin spellcaster, lightninged me to death :-o seriously have no idea how that is possible.

Edit: just some spelling...
also, I may do a video capture so you can see what I'm talking about with the strange noise, and being killed despite my ungodly reflect damage ability, would you like me to?
Might be because of another mod messing with magic.

The only way a spell can affect you regardless of your characters spell resistance/absorption/reflection is if the "disallow spell absorb/reflect" box is ticked for the spell in the TESCS. I did a cursory check on all the spells in WAC and the WAC goblin shamans/shamawans all seem to use standard Oblivion spells which do not use this setting. Perhaps you have another mod active that modifies the standard Oblivion spells? Does the problem occur with just WAC loaded and no other mods active?

***

Another few WAC comments:

* The pheasants are still members of the conjurer and daedra faction, same as the clannfears they're based upon. This would make them "evil" in-game and imperial legionaires and any other guards etc would probably (though I haven't observed it yet) attack them on sight whereas those pesky evil daedra and their conjurer buddies would treat them as their friends. ;)

* All the giants are factionless. Intended?

* Perhaps add the dog/hound variants into the bandit and marauder lists along with the vanilla Oblivion dogs for more variety? (Off course with the marauder and bandit factions added to them so they won't turn on their masters.) ;)

* As for gargoyle ingredients: perhaps some sort of ores or minerals that might be used for crafting, alchemy or something? Maybe a very small chance of finding rare gems?

* Sounds like very cool stuff you've done with the updated gargoyles. I did a few little experiments, just for fun, with a custom gargoyle skeleton myself and also set the "max friction" value in the bhkMalleableConstraint, bhkRagdollConstraint and bhkLimitedHingeConstraint blocks to a much higher value, 262144, which kind of makes the gargoyles stiffen up into all sorts of bizarre poses when they die or are knocked out rather than acting like regular, completely limp ragdolled bodies. Perhaps something to experiment with?

Cheers, UQF
Sethsryt
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Reflecting arrows like rocks do?
That Gargoyles can not be hurt by arrows?
Oh my, Morwen won't like that.
Though it is more realistic.

I like Forgotten's idea of freezing the Gargoyles in one pose when they die. ^-^

The strange water bug is near the crucifixion hill behind the Imperial Prison District.
It's the little lake next to it actually.

First time Morwen ran past it, a Grey Tiger followed her.
By running as fast as she could with as little clothing as possible and by taking enough healing potions she managed to enter the door to the Imperial Prison. (As a level 1 it's quite scary, such a tiger.)
The tiger could not enter so by exiting, shooting and entering the Imperial Prison District she managed to kill it.
I wonder, is it intended that the tiger did not follow her into the Imperial Prison District?

There are two kinds of Iron Greaves with the same name. One who looks like the male version of the Iron Greaves and one which is the female version. I hope the original female version does not disappear in Wac >.<

Oh and I found that Winged Helm, looks cool though I get the bug in and out of the inventory screen.
Screenshot of the Problem:
Image

I will do some more testing soon.
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Haruko
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ok, the missing texture in my screenshot is not from WAC and should be disregarded.
Sethsryt wrote: There are two kinds of Iron Greaves with the same name. One who looks like the male version of the Iron Greaves and one which is the female version. I hope the original female version does not disappear in Wac >.<
I found the original vannila iron greaves, they work normally on the females, so no worries, they are still there.

Edit: And no, I don't have any mods messing with magic in any way.
It's a pally thing, you wouldn't understand.
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Sethsryt
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Thanks, I know that they haven't disappeared yet.
I just hope they won't in the future.

I went through my screenshots and discovered another bug.
I don't know if it's just because a little bug in the game engine itself or a problem in the mesh..
Here's what I saw. (Look how beautiful those leather gloves look in first person. ^^)
Image
As a small picture it is not visible, press and you'll see a white streak seemed to be connected to the Hog on the larger picture.

And a picture of a crucified skeleton. Ain't we living in a beautiful world, Morwen thought.
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Waalx
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Forgotten wrote: * The pheasants are still members of the conjurer and daedra faction, same as the clannfears they're based upon. This would make them "evil" in-game and imperial legionaires and any other guards etc would probably (though I haven't observed it yet) attack them on sight whereas those pesky evil daedra and their conjurer buddies would treat them as their friends. ;)
I'll change them to prey

* All the giants are factionless. Intended?
nope, they will get their own faction and should two giants of a different race encounter each other (can most likely only happen with Hill giants as they are the one that can spawn anywhere) they will battle.
* Perhaps add the dog/hound variants into the bandit and marauder lists along with the vanilla Oblivion dogs for more variety? (Off course with the marauder and bandit factions added to them so they won't turn on their masters.) ;)
I will do it
* As for gargoyle ingredients: perhaps some sort of ores or minerals that might be used for crafting, alchemy or something? Maybe a very small chance of finding rare gems?
I like the gems idea. A lvl list with all sort of quality depending on the gargoyle type. could be meant as their heart too. Special gems 'Gargoyles Hearts' made of different material.. I like that.
* Sounds like very cool stuff you've done with the updated gargoyles. I did a few little experiments, just for fun, with a custom gargoyle skeleton myself and also set the "max friction" value in the bhkMalleableConstraint, bhkRagdollConstraint and bhkLimitedHingeConstraint blocks to a much higher value, 262144, which kind of makes the gargoyles stiffen up into all sorts of bizarre poses when they die or are knocked out rather than acting like regular, completely limp ragdolled bodies. Perhaps something to experiment with?
nice. I will see what it does here!
Sethsryt wrote:Reflecting arrows like rocks do?
That Gargoyles can not be hurt by arrows?
Oh my, Morwen won't like that.
Though it is more realistic.
Arrows still hurt them, but bounce from them. like a Storm Atronach.
The strange water bug is near the crucifixion hill behind the Imperial Prison District.
It's the little lake next to it actually.
ok! since I made terrain editing around there, maybe something went wrong with terrain height (although, I don't think I edited the terrain much it was more replacing the texture, uprooting a few trees. Do you have Unique Landscape running there too?
First time Morwen ran past it, a Grey Tiger followed her.
By running as fast as she could with as little clothing as possible and by taking enough healing potions she managed to enter the door to the Imperial Prison. (As a level 1 it's quite scary, such a tiger.)
The tiger could not enter so by exiting, shooting and entering the Imperial Prison District she managed to kill it.
I wonder, is it intended that the tiger did not follow her into the Imperial Prison District?
Last week Qazaaq wrote me two scripts for the beasts. He has yet to come back to me with them.

One is for controling beasts aggression via distance to the player. you go closer than 500 units to an Apex predator, it will attack, then if you run away over a distance of over 1000 units, the beast will tire of you and will let you go. Something I had always craved for in Oblivion where all creature follow you to the end of the world. That also open to new tactics of combat.

The other is to befriend creatures based on one of your attribute. Not all beasts will get that, but for the distances, script, most big beast will have it.

There are two kinds of Iron Greaves with the same name. One who looks like the male version of the Iron Greaves and one which is the female version. I hope the original female version does not disappear in Wac >.<

no it wont. the vanilla version will stay, and for the bandits it will be made into something alike what I did for the bandit pants with daggers on it. And also a bare legs version for the male. The one I made from the male iron greaves for the females bandits are to fill the gap. Females should have some set of greaves that cover them too. Not just things for sexy-times... ;)

Oh and I found that Winged Helm, looks cool though I get the bug in and out of the inventory screen.
Screenshot of the Problem:
I see. damn. I'll check my file.

As a small picture it is not visible, press and you'll see a white streak seemed to be connected to the Hog on the larger picture.
ok I'll check. that could be a vertex weight that was lost. Don't think I ever saw that here.
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dewshine
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This part of WAC?
Image
I remember seeing that there were Zebra horses in a preview pic, but I didn't realize one came saddled up and ready to ride for free... My horse now. lol.
All of Slof's horses come ungeared... I was surprised to see this fellow at the stable.

Timber wolves... ran into one with black fur and yellow eyes. From WAC? I know Frans has some variant coat colors but I have that part of Frans removed at the moment.

I got one of the "dark shirt" sleeveless robes off an evil conjurer that tried to kill me. Nice clothes! I'm tempted to put a shield spell on it and make it my normal gear.

Um, what else... Oh nothing I suppose. I'm heading off to check out some of the camps and such. I tried to get a screen of the bunnies, so cute... but impossible to get close to. At least the armless let you walk up to them. Don't change it though, rabbits are skittish so it fits.
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Waalx
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dewshine wrote:This part of WAC?
yep. there are wild zebra horse in the south. Flash is the only docile one and the saddle is from WAC too. Saddle will get a bit better, I'll be adding pouches and stuff
Timber wolves... ran into one with black fur and yellow eyes. From WAC? I know Frans has some variant coat colors but I have that part of Frans removed at the moment.

the wolves are from WAC too, new models as well as two coat types.
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Sethsryt
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Yeah, I have Unique landscapes. Imperial Isle I guess.
That must be what the conflict is about.

Haha Sexy time =p
No really, you should make the more covered version more expensive.
It's more expensive to make one fully covered with pants and nice plating than some few scraps of metal tied to the legs and a skirt of cheap cloth.
Also you could give the fully covered one better armor rating heavier and such.
All for the realism. ^^

I can hear the little Bosmer heave a sigh of relief.
Gargoyles can be killed with bow and arrow. Better get some stronger arrows though.
Hasn't she heard from some strange looking lad something about a Bosmer running a bow shop in Bravil?
She should check it out.

I am eager to read your books though, when will they appear?
Books really give more depth to the game, I sometimes find myself spending some minutes or hours reading the vanilla books in game.

Ah well, back to the hunt. :-D-)
May Hircine be with you.
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Krimsyn Kane
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Waalx wrote:I also changed their skeleton to have a rock collision with arrows that bounce off them, and made a new normal map that simulate the rock better and that takes the cracks in the rock texture into account.
Sounds cool, I would imagine that being made from rock would make them resistant to blade weapons but weaker against blunt, as well.
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Darina
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I love all the cool ideas I read about the Gargoyles! Arrows bouncing off (my Bosmer lady got scared, too), stiff when dead, gemstones as hearts/ingredients (FCOM/OOO gives their Gargoyles Elemental Salts, similar to Void Salts).
And IMO it's a great idea Krimsyn Kane had about giving them resistance to Blade and weakness to Blunt.
I remember dev_akm talking about some idea to turn the FCOM/OOO Gargoyles to stone/immobilize them till the player gets near. Neat idea me thinks... Ah, and those Gargoyles have a big weakness to frost. Makes sense, doesn't it?

Greetz! Darina

PS: Forgot to thank you for Flash! Found him two days ago!
PPS: What was that green Giant doing under the Imperial City Bridge? I think he was friendly, but he got killed by Bandits before I could greet him! :(
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