DarkWind wrote:This has probably been said a thousand times, but the leather bracers and gauntlets clip with most vanilla armours. And pheasants have clannfear claws. I ran into a razorback boar in blackwood today. It's lucky they're slow, cos there are powerful

seriously I redid the weighting of the leather bracers about 3 times or more. There's always a problem. Probably because the shape is different from usual tubular braces? Now they are rigged to the exact same weight of the bare-arms models.
I don't know what else I should do, honestly. I

at weighting.
Pheasants will get eggs, and maybe feathers too.. that's always been the plan although I have yet to do the egg model, I have many new feather retex as you can see on the mage robes of some disciplines. Those will be placed in-game as feathers/quill variety.
If you also remember RealSwords Bosmer and the arrows it has. Most arrows are named on a bird type and the arrow fletching was made to reflect this. My goal in WAC is to create those birds species, so if you use say a Bosmer Barbed Duck arrow, the green feather the arrows have can be seen on a green duck. However you know that there's no bird system in Oblivion, so that won't be done until I have a solution for flying birds..
Next version of WAC introduce two other razorback.
Krimsyn Kane wrote:Speaking of which, any thoughts on diversifying the vampires like you're doing with the bandits? Granted there's still more then enough stuff that you're already working on, just wondering if it was something you were at all interested in.
Always had a passion for vampires stories since I was like... 8 years old (I read the 700 pages Dracula at that age). But now.. vampires in Oblivion are something I could touch later, although if I do it's going to be different from what there is now. Always felt the vampires where just like bandits or marauders but with vampiric powers.
I kind of dislike vampires that fight with weapons and armors, so my vampires would be deadly Hand to Hand and great mages, but never in armors or with weapons. They would get an incredible endurance instead and as armor.
I do have ideas on this, don't know if I'll have time... I didn't even covered all the vanilla creatures types yet.
I too almost lost my home to flooding, the water was waist deep outside my place, and it came withing 4 inches of going inside... (luckily my house is raised up on a platform, so I managed to avoid most of the damage, but it was really close) have to fix some of my floors and insilation, maybe even some wires.
Bug reports remain nominal... same issues as always, the strange sound fx, the Djinn attacking Imperials, ect.
sorry about that man!
Djiins attack Imperials? I'll check this.
dewshine wrote:The Dijjin summons conflict with SM and LAME, as we figured it would, so no surprise there. I'm wondering, is it part of the WWW plug? Or is that spell in the esm. I should try moving the plug to below my bashed patch and see if that helps.
the djiins use the only summon slot available. It will conflict with any mod that does use that empty slot.
Making the djinns a spell is going to be tricky though, as the djinns summon are leveled depending on your level you get a bigger one until you are level 33. And there are 5 races of djiins in this too, so that make quite a few possibilities for a script.
Wild chimps are like that. They just come at you and test you until you hit them, as soon as they are hurt they will flee you.
I'm trying something with the armless now.. we will see
Shadowcran wrote:Brown Goblins at Blackrock Camp fight great. They seem to know how to use teamwork and the terrain for some reason to their advantage. There was a Water Nymph close by, it didn't cause any problems as far as they WERE fighting each other, but this is natural(to me at least). Also, the weapons I've seen on these guys are excellent. A black bear was also there, and of course attacking both the goblins and me. Won't go there fighting only hand to hand next time. .
Water Nymph isn't from WAC. Animals spawning around the camps are random. Next version will add some goblin beasts too.
Also despite using numerous mods, Wac doesn't seem to cause any problems with CTD's when exiting the game. Very good in my opinion.
CTD on exit still happen almost every time for me. That's not a problem however it doesn't cause anything.
The Snow Beast has a problem with only appearing when you're close to them. Til then they're invisible. A brown bear attacked one, but it swiftly moved out of the predator's way.This was in the area around Lord Rugdumph's estate. I can still see it's outline with detect life, although it's invisible. I don't know if it's part of the design or what. Also I can see through the snow beast when I'm close to it.
first time I hear this one. For me they appear fine. Anyone else had this?
Fought a demon. Looked cool enough...but I feel they should have more than a minotaur horn for loot. A "Demon's Horn" perhaps? IDEA!!!
...
Another missing loot! ok I keep all that in mind. although there are only 2 demons, so I can't do all this.
Fought the abaceaen branch of goblins. Some notes: The goblin staffs are too overpriced since they're actually sort of numerous now. Perhaps lower them to less than 1k? This might create an imbalance moneywise. Also, the area around that camp needs WAC's creatures badly.
Goblins staff they use in that version is the vanilla staff. I changed it here. They are not lightning staff anymore nor do they cost that much. Shamawan stave are also different.
Beyond the Border is going to place beasties in the empty spaces, when I get to it
Jumped in the water to see if I could fight my first shark. Not too long before a Killer Shark came after me...It needs more HP!!!! Killed it in one blow with my level 27 character, whereas it took me about 5-10 blows to kill one goblin.
Sharks are not what they should.. it will change. even the models I made sucks.
Octopus and stuff that need new animations are not in my plan as of now. I have no way to modify animations at the moment.