WAC Beta v0.1 - Downloads, comments, suggestions

Download and read about WAC Beta v0.1
Post Reply
User avatar
Waalx
Forum Master
Posts: 1302
Joined: June 10th, 2007
Gender: Male
Born in: 1973
Location: Canada
Contact:

and this too...

Image
Image
User avatar
Mormacil
Exquisite Fencer
Exquisite Fencer
Posts: 949
Joined: June 12th, 2007
Location: Netherlands
Contact:

I remember a simelar bow, yeah as a kid I've been to re-enactments :D
"Veni Vidi Castratavi Illegitimos"

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

co-leader TES4 Valenwood
Shadowcran
Avid Swordlearner
Avid Swordlearner
Posts: 41
Joined: September 18th, 2008
Location: Mississippi
Contact:

Quote:
Note to self: I've just GOT to figure out how to disable the damned Master Smith skeleton from showing up over and over. Ruins the expedition.



not from WAC either..
Yeah, I know. that not was really for myself only. The Skeletal Master Smith is from Multiple Enchantments. However I've got that plugin combined with a lot of others and can't simply disable it. If I knew how to remove this element from a plugin, I'd do it. I've even found which code is the Master Smith.

Those pics look great...

Ok, I'm sorry about the Nagga, must have been the flu messing with my head...I meant the QUAGGA.
http://en.wikipedia.org/wiki/Quagga And I meant it went extinct in the 19th century, not 18th....There's actually a pic of one on that link, it was taken of the last one, a mare that died in a London zoo.
Who knows what evil lurks in the hearts of men?

The Shadow Knows!

Sympathy for the guilty is treason to the innocent.
Sethsryt
Disciplined Swordwielder
Disciplined Swordwielder
Posts: 93
Joined: July 10th, 2007
Location: Netherlands, 9th layer of Hell.
Contact:

Those new skeletons are a dream come true.
I am not dreaming right?

Would there be skulls as well? Like Argonian skulls, Orc skulls and Khajiit skulls?
It would be lovely to have those as kind of trophies. =)

Been testing a lot, but did not find that much bugs, all I experienced have been noted in this forum already to my knowledge.
Shadowcran
Avid Swordlearner
Avid Swordlearner
Posts: 41
Joined: September 18th, 2008
Location: Mississippi
Contact:

I went ahead and looked up a few more extinct animals you might want to consider. Yes, I know there is countless prehistoric animals that are extinct, and will be looking up the post dinosaur ones. The following ones are "recently extinct" animals.

http://en.wikipedia.org/wiki/Western_Black_Rhinoceros no pic sorry

http://en.wikipedia.org/wiki/Barbary_Lion

http://en.wikipedia.org/wiki/Schomburgk%27s_Deer

http://en.wikipedia.org/wiki/Bluebuck

http://en.wikipedia.org/wiki/Aurochs

http://en.wikipedia.org/wiki/Pig-footed_Bandicoot

I've studied quite a bit of dinosaur information in the past, however I feel the animals that were around during the Sabretooth Tiger days would be far more rewarding to "bring back" so to speak in Oblivion. Giant Shrews, Giant bears, etc. Of course, you can use the Lost World hypothesis to put in dinosaurs, but there's a ton of games with them in it.
Who knows what evil lurks in the hearts of men?

The Shadow Knows!

Sympathy for the guilty is treason to the innocent.
Shadowcran
Avid Swordlearner
Avid Swordlearner
Posts: 41
Joined: September 18th, 2008
Location: Mississippi
Contact:

The safari continues....

Despite being laid up with a bad case of jungle rot(common flu in actuality, but that's not really worth reporting,lol), I've managed to continue my adventures into the 'new' cyrodiil. The waters around Imperial City and Shivering Isles are now very active, but not too active so just right. Good going. I've heard how hard swimming and flying animations can be.

However, the waters around Anvil are quiet....too quiet. More is needed to liven up the place. It's just begging for more of WAC's menagerie. Problem may be the inordinate number of quests/lands/islands that inhabit some gamer's worlds with mods so maybe being careful with fish here is the right way to go.

The area around Blackwood may present a few problems/incompatibilities with both the Temple of the FUll/New Moon and Knights of the White Stallion. I witnessed a baby zebra trying to run through a wall, without success, but it's efforts were pitiful to behold. I also witnessed 3 feral giants beating the tar out of each other. I went to see what I could do to calm the situation(in my usual manner, dagger drawn and just flailing away) but the giants seemed immune to my presence as they continued attacking each other. Only when 2 of the 3 were down did the 3rd giant notice me and start fighting. They've the right amount of hp btw, but these along with the goblins, need priority targeting. Also, when I moved away a distance to catch my breath(fatigue was running low fighting him)...the giant wouldn't follow but instead just stood there. For some odd reason, I didn't have a bow handy or I'd have tested that by shooting from a distance and seeing if it would attack then.

I do like how the herds react to predators and how they run. They add a good touch of atmosphere and do seem to have good AI.

I've noticed how absent the dungeons are of WAC's creatures but this is understandable as so many other mods populate these. Some special caves or dungeons might have to be invented just to feature some WAC.

The main problem so far has been lack of contact, despite going everywhere. I did like the roadrunner, but felt that it was missing the coyote and all his acme products...or at least a coyote with sharp teeth and claws?

Other creatures from my own neck of the woods might be a good idea I've been thinking:
1) bobcats- the howl of a bobcat can make a brave man soil himself. These are not housecats with bobbed tails, as a lot of people seem to think. http://en.wikipedia.org/wiki/Bobcat

2) Opossum- believe it or not, I once had one as a pet. My mother had a 200 mile paper route and one morning she discovered a dead mother 'possum' in the road with 7 of her babies around her, 4 of which were also dead. Mom picked them up and brought them home out of pity. 2 of them died but one survived to be later released into the wild. Every year, on that same day, an opossum would sleep on our back porch deck. Yes, it was the same one.
http://en.wikipedia.org/wiki/Opossum

3) raccoon- Merry forest thieves that love anything shiny. http://en.wikipedia.org/wiki/Raccoon

4) Armadillo- Hard shelled creatures. The D & D creature "Rust Monster" looks an awful lot like one. http://en.wikipedia.org/wiki/Armadillo

5) Skunk-aka Polecat- http://en.wikipedia.org/wiki/Skunk Believe it or not, with the scent factor removed these make excellent pets. My aunt had one, as tame as a housecat.

6) buzzards/vultures- I don't know if it's possible, but this would be an excellent WAC alternative to the carrion rats in 'disposing' of dead animal carcasses. http://en.wikipedia.org/wiki/Vulture

7) Coyote- Yes, we have them around 'these parts' too as well as them being predominantly in the western US. http://en.wikipedia.org/wiki/Coyote

8) Swans and Ducks- At least as the waterfowl portion. You can have them "wing off" across the lake with the usual method of flying we have(the invisible attachment to the ground or in this case, water) and then disappear.

9) Muskrat- http://en.wikipedia.org/wiki/Muskrat

10) Nutria- Accidentally became a part of nearby Louisiana's swamp habitats and are a destructive plague there. by accident I mean a guy had some in a cage for some reason, and they got free and bred. A ton of money is spent every year in combatting them. http://en.wikipedia.org/wiki/Nutria There's still bounties for killing these in Louisiana.

11) Ants-....no I don't mean the small ones..but Giant Ants would be fun to combat...something to consider.

Anyways that's all for now. Hope I get over this soon.
Who knows what evil lurks in the hearts of men?

The Shadow Knows!

Sympathy for the guilty is treason to the innocent.
User avatar
Waalx
Forum Master
Posts: 1302
Joined: June 10th, 2007
Gender: Male
Born in: 1973
Location: Canada
Contact:

Shadowcran wrote:The safari continues....
However, the waters around Anvil are quiet....too quiet. More is needed to liven up the place. It's just begging for more of WAC's menagerie. Problem may be the inordinate number of quests/lands/islands that inhabit some gamer's worlds with mods so maybe being careful with fish here is the right way to go.
Alive Waters can testify of how bad it is to have too much underwater life going on. It's a framerate killer for 5% or the map space. I don't want to add too much to the water. There will be a bit more, but not that much.
The area around Blackwood may present a few problems/incompatibilities with both the Temple of the FUll/New Moon and Knights of the White Stallion. I witnessed a baby zebra trying to run through a wall, without success, but it's efforts were pitiful to behold.
That's a bad pathgrid situation you describe. Not from WAC. If I place a building and it's big, the vanilla pathgrid is modified accordingly. If I place a spawn point only I never touch the pathgrid, so that come from another mod, probably those two, or one of them. .
I also witnessed 3 feral giants beating the tar out of each other. I went to see what I could do to calm the situation(in my usual manner, dagger drawn and just flailing away) but the giants seemed immune to my presence as they continued attacking each other. Only when 2 of the 3 were down did the 3rd giant notice me and start fighting. They've the right amount of hp btw, but these along with the goblins, need priority targeting. Also, when I moved away a distance to catch my breath(fatigue was running low fighting him)...the giant wouldn't follow but instead just stood there. For some odd reason, I didn't have a bow handy or I'd have tested that by shooting from a distance and seeing if it would attack then.
All giants AI in the version you have is not done.
I do like how the herds react to predators and how they run. They add a good touch of atmosphere and do seem to have good AI.
not quite what I want yet though... :)
I've noticed how absent the dungeons are of WAC's creatures but this is understandable as so many other mods populate these. Some special caves or dungeons might have to be invented just to feature some WAC.
Dungeons are in progress, but wac.esp don't touch any dungeons yet with new spawns. WAC - Overspawn add to some vanilla list, for now that about it. Zombies are more, skeletons, low-life, and bandits. The rest will come later.
The main problem so far has been lack of contact, despite going everywhere. I did like the roadrunner, but felt that it was missing the coyote and all his acme products...or at least a coyote with sharp teeth and claws?
lack of contact with the Roadrunners? Weird, for me every predator and even bandits are running after the roadrunners when they see one. They are mostly there to create an ambiance, so I didn't wanted to have a definite predator for them, I want to keep them alive, and running.
Other creatures from my own neck of the woods might be a good idea I've been thinking:
1) bobcats- the howl of a bobcat can make a brave man soil himself. These are not housecats with bobbed tails, as a lot of people seem to think. http://en.wikipedia.org/wiki/Bobcat

2) Opossum- believe it or not, I once had one as a pet. My mother had a 200 mile paper route and one morning she discovered a dead mother 'possum' in the road with 7 of her babies around her, 4 of which were also dead. Mom picked them up and brought them home out of pity. 2 of them died but one survived to be later released into the wild. Every year, on that same day, an opossum would sleep on our back porch deck. Yes, it was the same one.
http://en.wikipedia.org/wiki/Opossum

3) raccoon- Merry forest thieves that love anything shiny. http://en.wikipedia.org/wiki/Raccoon

4) Armadillo- Hard shelled creatures. The D & D creature "Rust Monster" looks an awful lot like one. http://en.wikipedia.org/wiki/Armadillo

5) Skunk-aka Polecat- http://en.wikipedia.org/wiki/Skunk Believe it or not, with the scent factor removed these make excellent pets. My aunt had one, as tame as a housecat.

6) buzzards/vultures- I don't know if it's possible, but this would be an excellent WAC alternative to the carrion rats in 'disposing' of dead animal carcasses. http://en.wikipedia.org/wiki/Vulture

7) Coyote- Yes, we have them around 'these parts' too as well as them being predominantly in the western US. http://en.wikipedia.org/wiki/Coyote

8) Swans and Ducks- At least as the waterfowl portion. You can have them "wing off" across the lake with the usual method of flying we have(the invisible attachment to the ground or in this case, water) and then disappear.

9) Muskrat- http://en.wikipedia.org/wiki/Muskrat

10) Nutria- Accidentally became a part of nearby Louisiana's swamp habitats and are a destructive plague there. by accident I mean a guy had some in a cage for some reason, and they got free and bred. A ton of money is spent every year in combatting them. http://en.wikipedia.org/wiki/Nutria There's still bounties for killing these in Louisiana.

11) Ants-....no I don't mean the small ones..but Giant Ants would be fun to combat...something to consider.

Anyways that's all for now. Hope I get over this soon.
Requests like that take time. I have too much undone things as of now, and still buggy things in what is supposed to be done, on top of what I do plan to do.


Image
Heavily based on Keith Parkison painting "Lord's Soth Charge". Not Soth armor, this one is more inspired by one his servant knight wear, so an ancient Solamnic Knight armor. Not the same though, I just inspired meself.
Image

what is this? well it's a cleaned Undead Knight armor, that are greatly favored by marauders. This one here is very detailed, more plain version will be done too. So this is the playable undead Knight armor.

The real Undead knight armor will replace the NPC body part for skeletal ones, and torn stuff, it's much darker than this one. Here's an estimate of the hue, before a marauder shine it back to it's former glory. Not exactly what it will be just mock-up.
Image
Doing this I kill two birds with one stone. I like. This armor is all new, except for the chainmail that is the vanilla mail. And it will add several new armor pieces once I make the texture variations.

So with this I can make kind of a little variations in ranks of the marauders as well.

Lets suppose we have a group that call themselves the marauders, and if you want to be a full member of the marauders you have to kill one bandit, and confront a Dead Knight. So naturally the newest/weakest marauders would be wearing armors that look almost identical to a Dead Knight one, except it would have a new chain suit under it. Then the more old marauders have armor that become more and more complete and more shined. (because Dead Knights armors are rarely complete, must mean that a marauder in fully restored plate like up there will have had fund with a few Dead Knights... or he just killed his boss :-o
Image
User avatar
Mormacil
Exquisite Fencer
Exquisite Fencer
Posts: 949
Joined: June 12th, 2007
Location: Netherlands
Contact:

I love that armor, can I have your babies? ^_^
"Veni Vidi Castratavi Illegitimos"

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

co-leader TES4 Valenwood
User avatar
Conker343qc
Enthusiast Swordbarer
Enthusiast Swordbarer
Posts: 142
Joined: December 17th, 2007
Location: Near Montreal, Quebec

Good job with this armor ! Very "knightly" IMO . Don't give up , we're behind you ! :)
- Agea haelia ne jorane emero laloria...
Shadowcran
Avid Swordlearner
Avid Swordlearner
Posts: 41
Joined: September 18th, 2008
Location: Mississippi
Contact:

I'm not an armor freak, but even I'd have to have those. Very nice looking.

As to the requests. I understand they would take time. When I have ideas, I feel it's best to just post them as is. I don't expect them to be done, just looked at.

Yes, the roadrunners are fast. I was just joking about the coyote and acme products..you understand,right?

I'm mostly skimming the area 'around the map', working my way in.

As to the zebra running into the wall over and over. I think the problem is with Temple of the Full/New moon. The mod 'says' complete, but I can't help but feel it needs added material and thought. It's a good idea though, just doesn't seem complete yet.

I truly do understand about the water areas. The area around Anvil(the water, the land, the docks) are home to way too many mods that might conflict with fish in the water. I'd already noticed a lot of OOO fish respawning on the lands of some of these mods, flopping around for eternity I guess, lol. Maybe it's better to just put a few more fish here or none at all.

Another thing about the Temple of the Full/new moon. The pathgrid of it must be the problem. The map icon fast travel doesn't even take you to the right place for it. When you fast travel to it, you end up at a stable/horse stall a good distance away from the temple. Temple really needs work, I guess.
Who knows what evil lurks in the hearts of men?

The Shadow Knows!

Sympathy for the guilty is treason to the innocent.
User avatar
Waalx
Forum Master
Posts: 1302
Joined: June 10th, 2007
Gender: Male
Born in: 1973
Location: Canada
Contact:

Mormacil wrote: can I have your babies? ^_^

:IObectnomore:

... Never say that to another man. Maybe I'm old-school, but...I want my babies with a girl.

( I should call your parents to tell them their son wanna be inseminated! :P )
Shadowcran wrote:When I have ideas, I feel it's best to just post them as is. I don't expect them to be done, just looked at.
yeah I know.. it just hard for me to get list of things...
Yes, the roadrunners are fast. I was just joking about the coyote and acme products..you understand,right?
yep. I didn't answer about a coyote but on potential predator for the roadrunners. I prefer not. You understand, right? :P
I truly do understand about the water areas. The area around Anvil(the water, the land, the docks) are home to way too many mods that might conflict with fish in the water. I'd already noticed a lot of OOO fish respawning on the lands of some of these mods, flopping around for eternity I guess, . Maybe it's better to just put a few more fish here or none at all.
I placed sharks spawns in almost all water, so they are in Anvil and along the coast already. Swim a bit more you should see sharks in the open water, near anvil it's killer Sharks in the deep, and Black Squal in less deep water.





So,.. this a preview shot of the dead Knight and a Dead Squire. AS I said yesterday, the armors will be the gauge of their power. So here we have A squire in complete plate, and a Knight with horned helm, and more decorated armor (the Squire have the Knight armor normal map that's why we see the carving still, I will make a different one.).

What's even more cool, if you haven't noticed by their stance, is that those old dudes are rigged to the NPC skeleton! So they can talk, sit, read, drink, and whatever else an NPC does, like riding a horse...useful for a knight. (it's a costume in fact, one that is not playable.) They are voiced on the dremora, only bestial voice available.

The knights and their squires will all be unique and have names, So if you killed Lord Aldemar 4 days ago, you could still see him and Pavlos on the road, pursuing a mysterious quest of his own.


Image[/quote]
Image
User avatar
Mormacil
Exquisite Fencer
Exquisite Fencer
Posts: 949
Joined: June 12th, 2007
Location: Netherlands
Contact:

About the voices, you could try Oblivion Sound Sets. Bruce might have a fitting voiceset for a Deathknight ;)
"Veni Vidi Castratavi Illegitimos"

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

co-leader TES4 Valenwood
Shadowcran
Avid Swordlearner
Avid Swordlearner
Posts: 41
Joined: September 18th, 2008
Location: Mississippi
Contact:

I don't know why, but I've always pictured death knights speaking like they're talking out of a fiery bucket.....but I'm deranged so ....

Those skeleton knights will be a great addition. Look forward to seeing them. The ones in Dragonlance have a burned rose insignia on their armor, but maybe a burnt in Nightshade insignia would work for Oblivion.

Got attacked by several hammerheads today. They move so fast! But that's a good thing as they're in their element and I'm not. I truly enjoyed that encounter.

The equus are going to make you popular with the lady players so get ready for marriage proposals.

The chimps need some priority targeting like the goblins and giants. If they're focused on something else, I can beat them senseless with no retaliation.
Who knows what evil lurks in the hearts of men?

The Shadow Knows!

Sympathy for the guilty is treason to the innocent.
User avatar
Krimsyn Kane
Disciplined Swordwielder
Disciplined Swordwielder
Posts: 77
Joined: October 3rd, 2007
Location: Austin, TX

The Dead Knight and Dead Squire look amazing, the red eyes in particular!

As for their voices, I worked with Bruce and recorded the Kensai voice for Oblivion Sound Sets, and I certainly wouldn't mind recording more. Whether it be for the Dead Knights, or anything else really.
jhondidfool
Steady Sworduser
Posts: 12
Joined: August 16th, 2008

Right now, my ob is melting in anticipation for v05 :D
User avatar
Haruko
Vigilant Swordhand
Vigilant Swordhand
Posts: 219
Joined: September 28th, 2007
Location: Windurst
Contact:

very nice Waalx, very nice, can't wait for this one. I can't really playtest right now, my comp is suffering a strange lock up issue that seems almost random... I thought that it might be connected to IE since it happens a lot when I open up a webpage, so I switched to Firefox, but for some reason I can't connect to the site from Firefox... so now I'm on an IE page...
It's a pally thing, you wouldn't understand.
http://gamercard.xbox.com/Haruko%20Hoshiko.card
Tlo1048
Disciplined Swordwielder
Disciplined Swordwielder
Posts: 78
Joined: August 7th, 2007

Now my paladin has some REAL enemies. haha :D
You should put Witch King style voices on them, it'd be pretty creepy to hear that behind you in a cave. =P

Are you planning on making Holy Crusader type NPC's for WAC? It would be a cool thing to see a good set of Paladin armor in-game. Most people can't capture the style correctly.
User avatar
StarX
Vigilant Swordhand
Vigilant Swordhand
Posts: 152
Joined: June 10th, 2007
Location: Amsterdam, NL

The new undead look insane! I like them a lot! I also recently found out the skeletons are set up the same way as NPC's. I played around a bit and created a few praying skeletons. :-)
User avatar
Waalx
Forum Master
Posts: 1302
Joined: June 10th, 2007
Gender: Male
Born in: 1973
Location: Canada
Contact:

Mormacil wrote:About the voices, you could try Oblivion Sound Sets. Bruce might have a fitting voiceset for a Deathknight
I'll have a look, could be interesting.
Shadowcran wrote:I don't know why, but I've always pictured death knights speaking like they're talking out of a fiery bucket.....but I'm deranged so ....

Those skeleton knights will be a great addition. Look forward to seeing them. The ones in Dragonlance have a burned rose insignia on their armor, but maybe a burnt in Nightshade insignia would work for Oblivion.
.
the knights are coming out nicely. I have several idea for them. The main one being that many (all?) will be a new NPC. What I'm thinking of now is that they could be the lords of all the old forts.

Picture this as an example.

Lord Ontus, in Fort Ontus. He will have a dreaded enemy in Sir Rayles, who hold the fort north of Fort Ontus. All that because of Lady Carmala, a rather beautiful woman who is the wife of Lord Carmala, an old man, too old for her, lord of a bigger fort in the South.. She is very active in inter-relations between the surrounding families, and thus a feud between Ontus and Rayles was started on the behalf of her hand. But while Lord Carmala is too old for the young beauty, he's still alive (or was), and she's still his wife, so he decided to wage war to both Ontus and Rayles at the same time. A triangle of war for a triangle of love.

And thus still in these days the feud goes on, and the 3 lords still attack each other with troops, from times to times.

This is an idea for the knights and what they will stand for. By creating small stories and linking a couple of forts together in wars, I can create very lively thing with the otherwise boring and generic dungeons. Now they would be owned by a dead Lord. And as and undead, you can't really kill a dead, so they will always come back in their forts, to continue their schemes. WIth the same names, and families, (zombie wifes, and kids..).. :)

This open for a lot of possibilities. I have a lot of ideas for thoses. (get ready StarX ;) ).
Got attacked by several hammerheads today. They move so fast! But that's a good thing as they're in their element and I'm not. I truly enjoyed that encounter.
yep they move faster than slaugtherfish, and follow you a long way.
The equus are going to make you popular with the lady players so get ready for marriage proposals.
yeah.. wait till they see (and hear) the Greenies in action.
The chimps need some priority targeting like the goblins and giants. If they're focused on something else, I can beat them senseless with no retaliation
Sometimes it's caused by AI overload. All goblins are 100% aggressive. If the creature attack something else than you, it's alright by me, as long as they attack. WAC isn't going to make you the center of the world. Some faction will ignore you for something else in certain situations, and that's natural I think.
As for their voices, I worked with Bruce and recorded the Kensai voice for Oblivion Sound Sets, and I certainly wouldn't mind recording more. Whether it be for the Dead Knights, or anything else really.
that would be great. Voices for generic reaction of the Dead Knights at first, and maybe a few personalized ones for the lords. Every Lords will be unique in look. SO having them with a special voices file for some would be great. just the generic undead voice with a couple of filters thrown-in to make it sound sepulchral, with one voice file you can make several variations just playing with few things like the pitch.
Haruko wrote:so I switched to Firefox, but for some reason I can't connect to the site from Firefox
Firefox should work.
Are you planning on making Holy Crusader type NPC's for WAC? It would be a cool thing to see a good set of Paladin armor in-game. Most people can't capture the style correctly.
Well, there will be Holy Dead Knights. How's that for a start? :)
StarX wrote:I also recently found out the skeletons are set up the same way as NPC's. I played around a bit and created a few praying skeletons.


They are not. Skeletons have their own skeleton with fewer bones, what I did was rig the skeleton mesh from scratch to the NPC skeleton.
The way you say work too, but the skeleton won't move as well and will deform oddly in some places, notably the feet and neck area.

I also plan to rig the zombies to npc for a couple of creeps ...
Image
Shadowcran
Avid Swordlearner
Avid Swordlearner
Posts: 41
Joined: September 18th, 2008
Location: Mississippi
Contact:

Damned good idea. It doesn't seem like a lot of players like the forts or notice them very much. THIS will change that!

Instead of whole new dungeons for your WAC, and possibly getting in the way of other mod's dungeons..WOuldn't it be great to extend the Vanilla dungeons? Just put a door somewhere at the lowest levels of them(with a special WAC key maybe???) and off we go. The forts are often not very many levels..usually only one or two...With WAC's dungeon extension, we could extend them much further, with a dark Knight Skeleton Lord waiting at the end! (I actually like the forts myself, but my tastes are odder than what most others prefer)

Checking out those Oblivion sound sets is another good idea. The only one I didn't like much(I'd still use it though) was the paladin one. He sounded...constipated. The rest are extremely good, and I keep hoping for more options of them.

A.I. Overload? Ok, now I understand. I'd rather them just attack something than just stand there, so you're right about that.

Also, some underwater caves would be great, connected to the bigger vanilla rocks already down there, that way you don't run the risk of getting in the way of other's mods(I still don't know where ALL the sunken ships are from that mod). If possible, you could have an occasional Moray Eel lunge out of the cave entrances or something...not sure how that would work with a cave door though. It would work with Immersive Caves(another mod), but that mod is sometimes buggy at the entrances when you're leaving.

I fought the lions today. Changes? Not one single recommendation from me. They were right on.

As to the zombies, Duke Patrick( I think he's Spookyfix or something) just did a mod that adds flies to zombies. The only problem with this so far that I've seen is when using life detect they appear as little purple squares all over the place. Maybe you can add flies to yours too.
Who knows what evil lurks in the hearts of men?

The Shadow Knows!

Sympathy for the guilty is treason to the innocent.
Post Reply