Only...for the Dragonmaster, can you make it where you attack with the straight side, instead of the sererated side? I think it'd look better for Dunmer.

Yeah alright I made it a Dunmer bow! (as 3 answers about it suggested it was the right choice).sageofcyrodiil wrote:That's definitely a dunmer bow, IMO. I like the texture, I like the look--it's really clean, elegant, what I imagine native weaponry would look like.
As for an orc bow--is there any way you can add "accoutrements" to it? Something like beadwork, or feathers?
not sure..Conker343qc wrote:Well i wanted to know if there was any way to go in Hircine's realm with the coc command ??? what's the code for the place ??
Dragonmaster is an orc blade. Beside the serated edge is on the backside as for the Dragonclaw of Orc which is essentially a cheap version of the Dragonmaster.Thlo1048 wrote:for the Dragonmaster, can you make it where you attack with the straight side, instead of the sererated side? I think it'd look better for Dunmer.
Sorry I put it in the wrong place, unlike Dews I shy away from them because I don't know the protocols."I have the 8th gate installed and so far every random gate I come across goes to Hercine's. When I take the 8th gate out ie. uncheck using Wrybash, I can no longer save without crashing. I use Marts Monster Mod (reduced reduced), but I don't use Frans, OOO, or NOM. I have numerous other mods they maybe conflicting as well. I did not start a new character after installing. The only other problem I have seen so far is when you walk from the sewers toward Gibbins hill part of the cliff side vanishes until you are standing on it. I had a picture of where it is, but I think It accidentally got overwritten. I will take another pic when I am back in that area.
Other than those, I have not found any problems. I really enjoy the new critters and the atmosphere, with all the criminals running around you have at least partially explained why the prisons aren't full. Glad to finally know it is not incompatant guards.
hey is that a sound like if you hear something 'craking' weirdly, like craking rock? not in always for me, but I happen to hear that very loud at places where I don't know where it come from.Haruko wrote: what's that damn sound thing?
Blackberry wrote:I have the 8th gate installed and so far every random gate I come across goes to Hercine's. When I take the 8th gate out ie. uncheck using Wrybash, I can no longer save without crashing. I use Marts Monster Mod (reduced reduced), but I don't use Frans, OOO, or NOM. I have numerous other mods they maybe conflicting as well. I did not start a new character after installing.
This is most probably due to Unique Landscape. Already reported as such.The only other problem I have seen so far is when you walk from the sewers toward Gibbins hill part of the cliff side vanishes until you are standing on it. I had a picture of where it is, but I think It accidentally got overwritten. I will take another pic when I am back in that area.
Native American mythos and stuff I always liked.. Can't say I'd be 'surprised' as I did many research on that already in my life. Although each new search bring something new..As for why I asked about beads and feathers and such: The reason I asked was, if I remember correctly, the Orcs from ES lore were tribal until they took Orsinium, right? (I'll check later to verify) So, before they had roots, they were a nomadic people. Maybe they had traditions, tribal superstitions and the like? Maybe certain decorations and symbolism meant certain things? Beads, arrows--do some research into Native American mythology and symbolism and you'll see what I'm talking about. I think you'd be pleasantly surprised with the look!
Isn't their history based on nomadic Altmer as they're simply cursed Altmer or was it Aldmer?sageofcyrodiil wrote:Sweet. I should've said "Morrowind's native weaponry", but eh--a mistake now and then won't hurt too much, will it?![]()
As for why I asked about beads and feathers and such: The reason I asked was, if I remember correctly, the Orcs from ES lore were tribal until they took Orsinium, right? (I'll check later to verify) So, before they had roots, they were a nomadic people. Maybe they had traditions, tribal superstitions and the like? Maybe certain decorations and symbolism meant certain things? Beads, arrows--do some research into Native American mythology and symbolism and you'll see what I'm talking about. I think you'd be pleasantly surprised with the look!
If not? Well, you know how it is. Just throwin' my two cents in. Keep up the good work, dude!
e39042 wrote:Just took this thing for a quick spin. Here's a few things I noticed that I thought were off/could be improved:
1. Armless seem pretty harmless low priority critters, but when I went charging towards the pair of bandits stationed outside Vilverin, the poor Archer's buddy seemed to think it was more important to hunt them down than deal with me. Needless to say she died quickly. I would suggest making it so that these things are ignored by Bandits.
2. I noticed some item naming inconsistancies; 'Iron Cuirass', 'Bronze Cuirass', 'Cuirass Iron Bronze Pauldrons' that sort of thing. Not a big deal, but I like an orderly inventory.
3. You are probably already planning to address this, but compared to the diversity present in the new animal life and reoutfitted Bandits, the Skeletons are rather lacking. Many of the overhauls have Skeletons wearing decayed armour, and I think that would be in keeping with everything I've seen of this mod so far.
Otherwise I am very impressed by everything I have seen, and at least so far it seems to be exactly the mod I have been looking for.
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Edit: Put in a bit more time, and stumbled across some more strangeness.
1. Ran into a pair of Lionesses that were attacking each other. At first I thought they were just playing, but the Golden Man Eater (something like that) was killed by a White Lioness. Strange behaviour considering there are usually several Lionesses to a pride. It occured to me that if you were able to turn off friendly fire between them this could actually be a feature - if you managed to stop them from "play fighting" after a while, or if they spot the player.
2. I then tried to kill the White Lioness, but after hitting it about 40 times I gave up. Peculiarly the White Lioness did not attack me back during this time and simply continued to walk away.
3. The fallen Lioness had 8 or so items in her inventory. The percentages of each item appearing need to be substantually decreased if they are to fit in with the other creatures found in Oblivion.
4. Stumbled across an invisible Gargoyle. Upon death it became visible again. Perhaps this was a spell and therefore intentional, but I saw none of the hallmarks of the Chameleon spell and it struck me as odd.
5. Not sure if this is a bug in your mod or not, but when wearing the Leather Gauntlets, a red beam appears every now and then when casting the heal spell. I tried to get a screenshot but it's appearance was too unpredictable.
Yes yes I know, I was referring to Orcs, orcs are cursed or tricked by Malacathe39042 wrote:The Chimer were cursed by Azura as punishment when the Tribunal defied her orders and used Kargenac's Tools on the Heart of Lorkhan to become Gods. The result is the blue/grey appearance of the Dunmer. I think the Chimer had a strong resemblance to the Altmer, but I'm not really sure.
This information is also written in "The True Nature of Orcs":
"Orcs were born during the latter days of the Dawn Era. History has mislabeled them beastfolk, related to the goblin races, but the Orcs are actually the children of Trinimac, strongest of the Altmeri ancestor spirits. When Trinimac was eaten by the Daedroth Prince Boethiah, and transformed in that foul god's insides, the Orcs were transformed as well. The ancient name for the Orcs is 'Orsimer,' which means 'The Pariah Folk.' They now follow Malauch, the remains of Trinimac."
It could be the model too. I will check it.e39042 wrote:I have isolated the cause of the strange red line that appears when casting a heal spell while wearing brown leather gauntlets. It only occurs when you have blood on your hands. This might just be a problem with Oblivion's engine but I thought I may as well mention it.
If it was just me, the giants would be bigger instead. The fact that the creatures have poor AI is not something I can do much about. It's the same as if an ordinary rock stand between you and a creature and it can't go over it and run forever while you pelt it with arrows or spells. use that to your advantage if you want, or...or give a chance to the big guy and move in the clear where he can he can follow.I met a Vanir Giant outside an Ayleid ruin. He hit hard, so it's a good thing he got stuck in a ruined arch:
e an idea to adjust his scale a bit so that he doesn't get stuck like that.
unless it's around a goblin or bandit camp or for watchtowers like by the big bridge, , I didn't touch the landscape or trees.Found a scattering of placement errors (floating trees and boulders) in the region between Bruma and Chorrol. I don't have any other mods running that would cause this unless they were caused by the UOP.
Nordor is not even made. barely started. The fire newborn there was to test something at the time. and since he's supposed to only appear as a summon and follow you, it's natural he follow. Newborn are the weakest Djiins they grow in size and change appearance each 6 levels up to level 30. then it's a Magus Djinn that can be called.I found some more placement errors in the Goblin Village to the North East of Bruma (Skyrim Border).
ps. What's the deal with that Efreet Newborn? It was following me around for a while but was slain in battle by a plain old run-of-the-mill wolf in just two hits...
you mean the shrines lions? They are a basic idea I have for the mod and that stay like this. If you talk of the other beasts however, in the next release the beast you can find in the wild will not automatically attack you. unless you are too close to them, they will tolerate your presence up to a point. and then if you decide to run away an can make it far enough they will let you go.Overall I am loving the atmosphere, but am not a fan of all these Lions! I'm using a mod that drains your fatigue as you run, and as such almost every time I come across a hostile one I end up dying. Such is the life of a newbie Adventurer I guess; unless we're talking about Vanilla Oblivion of course.
Yeah well it had to come into a whole one way or the other, and now WAC is bigger than RealSwords, so RealSwords is absorbed by WAC. Being able to use the weapons I made for RS on NPC in WAC I had no choice anyway. and this way it's easier, ...One mod to rule them all!Haruko wrote:it's neat how WAC caused you to finally work on the swords again.