Folks that love the realsword stuff are gonna really like those. Us WAC testers will too, I'm sure. Um...
WAC Beta v0.1 - Downloads, comments, suggestions
- dewshine
- Avid Swordlearner

- Posts: 27
- Joined: August 17th, 2008
- Location: Christmas Capital of North Dakota
- Contact:
Sweet Nord axes! (and swords too). They look great.
Folks that love the realsword stuff are gonna really like those. Us WAC testers will too, I'm sure. Um...
do big sad eyes get me any points?
Folks that love the realsword stuff are gonna really like those. Us WAC testers will too, I'm sure. Um...
- Waalx
- Forum Master
- Posts: 1302
- Joined: June 10th, 2007
- Gender: Male
- Born in: 1973
- Location: Canada
- Contact:
hehe
So here are some of the last stuff in Nord. The base mod is complete, the shop is built, all the weapons are in-game and working. I made several new prop meshes for this module's shop.
Now I need to decide if I continue adding more stuff to it or not (like ...maces). Then build the NPC version..and release it.
The War Axe, currently one-handed.

And the bow and arrows. There's another bow on the same design, but magical with glowing stuff and metal 'braces'. You'll see the difference in the shop.

I do not have a legendary blade for Nord yet.
Start to be it tough
So here are some of the last stuff in Nord. The base mod is complete, the shop is built, all the weapons are in-game and working. I made several new prop meshes for this module's shop.
Now I need to decide if I continue adding more stuff to it or not (like ...maces). Then build the NPC version..and release it.
The War Axe, currently one-handed.

And the bow and arrows. There's another bow on the same design, but magical with glowing stuff and metal 'braces'. You'll see the difference in the shop.

I do not have a legendary blade for Nord yet.
Start to be it tough

- Conker343qc
- Enthusiast Swordbarer

- Posts: 142
- Joined: December 17th, 2007
- Location: Near Montreal, Quebec
That's really neat ! Did i understand that this axe will also be 2 handed ??
Wow, anyway, superb work .
Wow, anyway, superb work .
- Agea haelia ne jorane emero laloria...
- DarkWind
- Chronicler
- Posts: 75
- Joined: February 16th, 2008
- Location: Ireland
- Contact:
Is the Volsung from earlier in this thread not the legendary nord blade? Nice work BTW.
This One?

This One?

That's right, that's the truth! Drive 'er straight sideways lad!
-
Guest
Waalx I think awesome is an understatement.
I am not sure if it's the exitment but the RealSword Nord module seems one of your better work...
Or maybe I am just blody impatient to play Oblivion again...
I am not sure if it's the exitment but the RealSword Nord module seems one of your better work...
Or maybe I am just blody impatient to play Oblivion again...
- sageofcyrodiil
- Avid Swordlearner

- Posts: 45
- Joined: March 24th, 2008
- Location: Atlanta
Hey Alex! Great work so far, but here's a question: Have you thought about using a scramasax or seax in with the Nord package? And before anybody jumps my case about it--I know you don't take requests, but I found a site that might be of interest to you. It's my opinion that models 1048 and to a lesser extent 1065 might be something you would enjoy re-creating in game.
http://www.viking-shield.com/knives.html
Just a thought. And since you're gifted with free will, you're free to tell me where to stick my ideas.
http://www.viking-shield.com/knives.html
Just a thought. And since you're gifted with free will, you're free to tell me where to stick my ideas.
- Waalx
- Forum Master
- Posts: 1302
- Joined: June 10th, 2007
- Gender: Male
- Born in: 1973
- Location: Canada
- Contact:
Yep I thought of using a seax. I didn't because I felt like doing something else. And as the # of blades types are kind of limited to 2 types for daggers, well that's about it I have no more space unless I make more. And I already did a LOT for this mod. it's my biggest bestest RealSwords so far.sageofcyrodiil wrote:Hey Alex! Great work so far, but here's a question: Have you thought about using a scramasax or seax in with the Nord package? And before anybody jumps my case about it--I know you don't take requests, but I found a site that might be of interest to you. It's my opinion that models 1048 and to a lesser extent 1065 might be something you would enjoy re-creating in game.
http://www.viking-shield.com/knives.html
Just a thought. And since you're gifted with free will, you're free to tell me where to stick my ideas.
here's some shot of what went in lately. Something most of you on the forum have already seen, but never really seen..( that goes for many things in my stuff,...I know
anyway..
Here's the Nord Forge Tower. Einar the resident blacksmith is using Shivering Isles animation to work his craft, and as you can see he's not just forging a simple cube like in SI, but a full fledged dagger blade! (with a new hammer too!)
Take some time to look at the screenshots and try to count how many new props are in just for the forge part of the building, and there's 2 other floor up.... The forge was my main concern however, I wanted a real blacksmith place feeling. I think I'm close...




- Krimsyn Kane
- Disciplined Swordwielder

- Posts: 77
- Joined: October 3rd, 2007
- Location: Austin, TX
All the tools hanging on the wall, and the horseshoes, not to mention the arrow baskets, the lumber piles, and the grinding wheel all add a really nice atmosphere to the place. The lighting too gives the whole thing a real medieval blacksmith feel to it. Well done, looking forward to exploring it myself.
- Conker343qc
- Enthusiast Swordbarer

- Posts: 142
- Joined: December 17th, 2007
- Location: Near Montreal, Quebec
More bladez for da orkkz !! (sorry, did it for the lulz)
Wow serious business going on. really really really near perfection... the only thing to make it perfect is playing with those edges
- Agea haelia ne jorane emero laloria...
- Krimsyn Kane
- Disciplined Swordwielder

- Posts: 77
- Joined: October 3rd, 2007
- Location: Austin, TX
I can't remember if we covered this or not, but are the real swords going to placed on NPC's, or just available in their respective shops?
- starduks
- Avid Swordlearner

- Posts: 40
- Joined: October 5th, 2007
- Location: America Fyeah!
it would be a shame for him to not release an npc module with it. thats what i love about rs so much, is the how it intergrates so well into vanillaKrimsyn Kane wrote:I can't remember if we covered this or not, but are the real swords going to placed on NPC's, or just available in their respective shops?
yes my avatar is toolio
- Waalx
- Forum Master
- Posts: 1302
- Joined: June 10th, 2007
- Gender: Male
- Born in: 1973
- Location: Canada
- Contact:
There's an Npc integration already.
It's much better than what I've done previously also in that department. Each NPC carry a chosen leveled list that fit most of what he previously had in inventory. I didn't add weapons to every Nords, mostly only those that carry weapons. I may have added a few daggers to merchants, and shortswords.
What is different here is a new way of dealing with weapon quality.
In Nord, I made 3 versions of each weapons.
- Normal version : this one you can only get if you buy it in the store. They are the brand new weapons.
- Worn version : most common.
- Old version : found on Undead, and sometimes badguys.

It's a long process to dent the blades like this, but it pay-off visually.
Also it's a bit closer to what I had in mind for RealSwords. Technically what I wanted was that your weapon model change with usage. At 100% a weapon would look like new 75% to 40% it would change to a worn model, and to the old if the wear go lower than this.
This is a bit too complex for me to do, it would need OBSE, and all that jazz. But the here 3 kind of each weapons you find in Nord is an echo to this old idea.
The problem I'm facing is to do the thing for RealSwords, and for WAC. WAC has a module called The Chronicles of Steel. It's Realswords (all races + creatures), and also that esp take care of the NPC clothes as well (robes, armors). TCOS will conflict heavily with anything that change vanilla NPC, and also with the race modules of RealSwords.
Nord Also features a few armors pieces.
This is the Nord Chainmail. Also the winged helmet (a guard helmet with wings), a closed Steel Helm with wings, and the boots you see down here.
The guards of Bruma have Nord Gotland on their belts (and Nord Bow and Arrows), they have a winged helmet but with black wings (to fit the Bruma symbol), and closed Steel helm with black wings in the castle. All Bruma guards also wear the Nords Boots (that should fit the people living in the north a bit better than chainmail boots in the snow..

It's much better than what I've done previously also in that department. Each NPC carry a chosen leveled list that fit most of what he previously had in inventory. I didn't add weapons to every Nords, mostly only those that carry weapons. I may have added a few daggers to merchants, and shortswords.
What is different here is a new way of dealing with weapon quality.
In Nord, I made 3 versions of each weapons.
- Normal version : this one you can only get if you buy it in the store. They are the brand new weapons.
- Worn version : most common.
- Old version : found on Undead, and sometimes badguys.

It's a long process to dent the blades like this, but it pay-off visually.
Also it's a bit closer to what I had in mind for RealSwords. Technically what I wanted was that your weapon model change with usage. At 100% a weapon would look like new 75% to 40% it would change to a worn model, and to the old if the wear go lower than this.
This is a bit too complex for me to do, it would need OBSE, and all that jazz. But the here 3 kind of each weapons you find in Nord is an echo to this old idea.
The problem I'm facing is to do the thing for RealSwords, and for WAC. WAC has a module called The Chronicles of Steel. It's Realswords (all races + creatures), and also that esp take care of the NPC clothes as well (robes, armors). TCOS will conflict heavily with anything that change vanilla NPC, and also with the race modules of RealSwords.
Nord Also features a few armors pieces.
This is the Nord Chainmail. Also the winged helmet (a guard helmet with wings), a closed Steel Helm with wings, and the boots you see down here.
The guards of Bruma have Nord Gotland on their belts (and Nord Bow and Arrows), they have a winged helmet but with black wings (to fit the Bruma symbol), and closed Steel helm with black wings in the castle. All Bruma guards also wear the Nords Boots (that should fit the people living in the north a bit better than chainmail boots in the snow..


- Waalx
- Forum Master
- Posts: 1302
- Joined: June 10th, 2007
- Gender: Male
- Born in: 1973
- Location: Canada
- Contact:
For those interested to test it...NOW.
Here's an archive. It's the original esp only (with NPC and Tower). Place both files in your Oblivion/Data folder. Enable the .esp in your modlist. Go to Bruma for the shop.
Early Download
SHIVERING ISLES NEEDED FOR THIS TO RUN
RealSwords Nord Beta (51 mb)
It's only two files so it's going to be easy to replace/remove when I launch the final version.

Here's an archive. It's the original esp only (with NPC and Tower). Place both files in your Oblivion/Data folder. Enable the .esp in your modlist. Go to Bruma for the shop.
Early Download
SHIVERING ISLES NEEDED FOR THIS TO RUN
RealSwords Nord Beta (51 mb)
It's only two files so it's going to be easy to replace/remove when I launch the final version.

- Krimsyn Kane
- Disciplined Swordwielder

- Posts: 77
- Joined: October 3rd, 2007
- Location: Austin, TX
Everything looks awesome Waalx!
The weapons in particular:
Blade
and
Bow
Not to mention the incredible attention to detail:
Thorn's Bed
Cluttered Workbench
and
Cozy Mantle
For the record, I'm running Natural Environments and Better Cities without a hitch. The shop is exactly where it should be, and all the guards are wearing their new nordic gear.
Once again, fantastic job Waalx.
The weapons in particular:
Blade
and
Bow
Not to mention the incredible attention to detail:
Thorn's Bed
Cluttered Workbench
and
Cozy Mantle
For the record, I'm running Natural Environments and Better Cities without a hitch. The shop is exactly where it should be, and all the guards are wearing their new nordic gear.
Once again, fantastic job Waalx.
- Waalx
- Forum Master
- Posts: 1302
- Joined: June 10th, 2007
- Gender: Male
- Born in: 1973
- Location: Canada
- Contact:
Krimsyn Kane wrote:Everything looks awesome Waalx!
For the record, I'm running Natural Environments and Better Cities without a hitch. The shop is exactly where it should be, and all the guards are wearing their new nordic gear.
Once again, fantastic job Waalx.
your bow pic trouble me a bit... I'm quite sure the bow extend normally..
The fact that better cities run fine is great I was concerned about this.
Did you see the throne?
hehe

- Krimsyn Kane
- Disciplined Swordwielder

- Posts: 77
- Joined: October 3rd, 2007
- Location: Austin, TX
Hah, not yet, I suppose that will be a surprise I'll discover shortly. As for the bow, it seemed fine in my game, I didn't notice any problems. Perhaps because in the moment of the shot, my character had just released the bow string and the arrow is in flight.Waalx wrote:
Did you see the throne?
hehe
Also, I was thinking about the off hand weapon:
Warp
The model looks great, and I'm definitely a fan of the defensive sword in your left hand concept, but it does look a little weird having it drawn at all times, even when your sword is sheathed. However, I don't know if there is any way around that, it very well may be a limitation of the game that a "shield" is always in your hand once you have it equipped. I wonder if it is at all possible to instead have it displayed on your back or belt when sheathed, without needing the script extender. Something like this:
Shield on Back
or
Off Hand Sword on Belt
The shield on back picture is from Tychos Shield On Back Revived, and the off hand sword shot is from Ambidextrie. Both of those mods do require the OBSE launcher, and are buggy at best.
-
washington
- Enthusiast Swordbarer

- Posts: 117
- Joined: March 7th, 2009
Hello!
I'm new here and have installed WAC just day or two before. I haven't installed 8th gate since I haven't and don't plan to start with the main quest.
For starters, I'll post my load list:
In "Merged Weapons & Armour.esp" among others is Real swords Orc.
For all WAC mods I have added these tags: {{BASH:Delev,IIM,Relev,Invent}}
So far I have seen few of these fellows, males and females, zebra cow, some zebra faun (I cannot remember if this is a correct name), bunch of various crabs, crabfish, black otter, and sonic hedgehogs. I like animals!! =D I have also saw those small towers near the bridge over Niben river and some hangmen in the IC waterfront.
Are there any special things that I could look after that could help here? Considering my load order. I'll be glad to help if I can. All in all, the mod is interesting to me from when I first saw the thread on the Bethesda forums, long ago. Thanks!
p.s. Oh, I forgot that I saw some red armless and brown caymans on the IC isle coast.
p.p.s. On the thread that no longer exists, there were bunch of screenshots with groups of creatures. Are these screenshots somewhere on this forum? They would be useful to me for looking right names.
I'm new here and have installed WAC just day or two before. I haven't installed 8th gate since I haven't and don't plan to start with the main quest.
For starters, I'll post my load list:
Code: Select all
[codebox]Masters for: Streamsave_4.ess
00 Oblivion.esm
01 Jog_X_Mod.esm
02 Cobl Main.esm [Version 1.64]
03 Qarls_Harvest.esm
04 Mart's Monster Mod.esm [Version 3.6beta4]
05 TamrielTravellers.esm [Version 1.39c]
06 No Lights Flicker.esm
07 HorseCombatMaster.esm
08 Toaster Says Share v3.esm
09 Waalx Animals & Creatures.esm
0A TR_OoT_Main.esm
0B Unofficial Oblivion Patch.esp [Version 3.2.0]
0C Harvest [Flora].esp [Version 3.0.0]
0D DLCShiveringIsles.esp
0E Unofficial Shivering Isles Patch.esp [Version 1.4.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
0F Merged Misc & Tweaks.esp
10 Merged House Mods.esp
11 Merged Books.esp
12 Merged Spells.esp
13 Merged Clothes.esp
14 ANB_Portable_Bedroll.esp
15 Merged Weapons & Armour.esp
16 Book Jackets Oblivion.esp
17 Happyhannah's Wines.esp [Version 1.1]
++ Item interchange - Extraction.esp [Version 0.71]
18 More_Vegetables.esp
19 P1DrobesOver.esp
1A Portable Campsite.esp
1B Q - More and Moldy Ingredients v1.1.esp
1C Qarls_Harvest.esp
1D Slof's Oblivion Pillow Book.esp
1E Living Economy.esp
1F DLCHorseArmor.esp
20 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
21 DLCOrrery.esp
22 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
23 NLF Orrery.esp
24 DLCVileLair.esp
25 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
26 NLF VileLair.esp
27 DLCMehrunesRazor.esp
28 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
29 NLF MehrunesRazor.esp
2A DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
++ MaleBodyReplacerV4.esp
2B Assassin_Blade.esp
2C HiddenSkulls.esp
2D M.O.E. - Playable Scythe.esp [Version 2]
++ M.O.E. - Unlocked Dremora Armour and Robes.esp [Version 1]
++ M.O.E. - Unlocked Glenroy and Captain Renault Blades Armour.esp [Version 1]
++ M.O.E. - Unlocked Palace Guard Armour.esp [Version 1]
2E XSPipeMod.esp
2F Thieves Arsenal.esp
++ Slof's Horses Base.esp
30 Dude Wheres My Horse.esp
31 CallSteed3.0a.esp [Version 3.0]
32 DLCThievesDen.esp
33 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
34 ExnemRuneskulls.esp
35 Cobl Glue.esp [Version 1.63]
36 Cobl Si.esp [Version 1.63]
++ Cobl Tweaks.esp [Version 1.44]
37 Mart's Monster Mod.esp [Version 3.6beta4]
38 Mart's Monster Mod - Shivering Isles.esp
++ Mart's Monster Mod - Diverse Creature Skins.esp [Version 3.6Beta4]
39 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.6Beta4]
3A Mart's Monster Mod - Hunting & Crafting.esp [Version 3.6Beta4]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.6Beta4]
3B Mart's Monster Mod - Durability & Damage.esp [Version 3.6Beta4]
++ Mart's Monster Mod - Less Reavers.esp [Version 3.6Beta4]
++ Mart's Monster Mod - Safer Roads.esp [Version 3.6beta4]
++ Mart's Monster Mod - No Giants.esp [Version 3.6beta4]
++ Mart's Monster Mod - No Undead Rise.esp [Version 3.6Beta4]
++ Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp [Version 3.6beta4]
3C Mart's Monster Mod - Foxes.esp [Version 3.6Beta4]
3D Mart's Monster Mod - Dungeons of MMM.esp [Version 3.6Beta4]
3E Mart's Monster Mod - More Wilderness Life.esp [Version 3.6Beta4]
3F Mart's Monster Mod - Extra Wounding.esp [Version 3.6Beta4]
40 Mart's Monster Mod - Farm Animals.esp [Version 1.31]
++ TamrielTravellerAdvScript.esp [Version 1.39c]
41 TamrielTravellers4MMM.esp [Version 1.39c]
42 TamrielTravellersItemsCobl.esp [Version 1.39c]
43 ShiveringIsleTravellers.esp [Version 1.37a]
++ ShiveringIsleTravellersFriendlyFactions.esp [Version 1.37a]
44 Mart's Monster Mod - Diverse Imperial Armor.esp [Version 3.6Beta4]
45 ClocksOfCyrodiil.esp
46 adTreeHome.esp
47 BXX_Mines.esp
48 places 2.esp
49 Castle_Highrock.esp
4A DexwoodsHideout.esp
4B DJ Markov Manor.esp
4C FuseSnailRacing.esp
4D JQ-Streams_Of_Silver.esp
4E LostSwordOfTheAylied.esp
4F Lyn-StoriesFromTheSeaMod.esp
50 M.O.E. - Tools of Kagrenac - The Secret of White Gold Tower.esp [Version 5]
51 M.O.E. - The Black Sacrament - Night Mother's Ritual.esp [Version 1]
52 Museum.esp
53 The Ayleid Steps.esp
54 The Black Cat Jewelry Store - Daedric Statues.esp
55 TheStorytellersBrotherQuest.esp
56 thievery.esp
57 Treasure Maps Blood Ransom.esp
58 Treasure Maps_Boethia's Burden.esp
59 treasure maps captus demus.esp
5A Treasure Maps Meridias Womb.esp
5B Treasure_Maps_The_Legend_Of_Jauffres_Gold.esp
5C Treasure Maps Revenge Of The Nords.esp
5D VaultsofCyrodiil.esp
5E Villages1.1.esp
5F za_bankmod.esp
60 Z's Skeleton Horse.esp
61 DLCBattlehornCastle.esp
62 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
63 DLCFrostcrag.esp
64 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
65 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
66 NLF FrostCrag.esp
67 Knights.esp
68 Knights - Unofficial Patch.esp [Version 1.0.9]
69 NLF Knights.esp
6A M.O.E. - Visit Valen Dreth Topic.esp [Version 1]
6B Castle_Knightstone.esp
6C Blood&Mud.esp
6D XulEntiusGorge.esp
6E PersonalPackGuars.esp [Version .50]
6F Bag of Holding.esp [Version 1.5.0]
70 Kyoma's Journal Mod.esp [Version 3.2.0]
71 Leviathan Soulgems.esp
++ M.O.E. - Icons for Mythic Dawn Armour - Fix.esp [Version 1]
72 M.O.E. - Lycanthropy and Lichcraft.esp [Version 5]
73 P1DKeychain for COBL.esp [Version 4.30]
74 Salmo the Baker, Cobl.esp [Version 3.08]
75 Slof's Dogs.esp
76 M.O.E. - Vampire Clan Raelu.esp [Version 3]
77 M.O.E. - Ethereal State Spell.esp [Version 1]
78 M.O.E. - Levitation Magic.esp [Version 1]
79 M.O.E. - Mythic Dawn Powers.esp [Version 1]
7A M.O.E. - Teleportation Magic and Icarian Flight.esp [Version 2]
7B FormID Finder.esp
7C Poison Maker v1.08.esp
7D Potion Mixer.esp
7E Syc_AtHomeAlchemy.esp
7F Poison Combiner.esp
80 Essence Extracter.esp
81 Deadlier Sneaking 1.1.esp
82 Thievery_Normal_Thrill.esp
83 M.O.E. - Realistic Law Enforcement - Part One.esp [Version 1]
84 M.O.E. - Realistic Law Enforcement - Part Two.esp [Version 2]
85 DeadlyReflex 5 - Combat Moves.esp
86 Grandmaster of Alchemy.esp
++ ScriptEffectIconReplace.esp
++ P1DshieldNoGlow.esp
++ M.O.E. - Unlocked Hairstyles.esp [Version 1]
87 Duke Patrick's Old Man on the Mountain.esp
88 FurCrafting.esp
89 Freelance Fences.esp
8A Security Rebalance-Traps and Bash Locks.esp
8B nmDLTIC-1-6.esp [Version 1.6]
8C Archery Shop.esp
8D Horseandring.esp
8E 00RBScribeSupplies02, read summary.esp
8F hellhat1.0.esp
90 Mercenaries.esp
91 Pitchable_Tent.esp
92 Ring of Vile.esp
93 M.O.E. - New Staffs, Blight and Ashstorms.esp [Version 1]
94 Pit Boots.esp
95 Big Business.esp
96 ME_MERCENARIES.esp
97 ARTIC RAZOR ICMS by_venom91.esp
98 Pats Business Mod---Shop.esp
99 Adonnays Ranger Coats.esp
9A VeridiusInvestigations.esp
9B DallStallion.esp
9C JQ-FurHat.esp
9D pale_rider's Pirate Reloaded.esp
9E LevelerCheat.esp
9F Underdark Unique Robes.esp
A0 RTT.esp
A1 LockpickToolkit.esp [Version 1.1]
A2 MadMagesTower.esp
A3 Satu Ra - Lord of Beasts.esp
A4 Skingrad Black Market.esp
A5 CleanQuit.esp
A6 wNew Clothing 1.esp
A7 Skingrad Market Stall.esp [Version 1.00]
A8 Give me Quills.esp
A9 CS_PaperParched.esp
AA EiAmod.esp [Version 1.1]
AB PirateIsland.esp
AC Zera LeSaar's Tamrielic Luxuries.esp
AD TamrielSnacks11-EV.esp
AE Cobl Races.esp [Version 1.52]
** Cobl Races TNR.esp [Version 1.53]
** Cobl Races TNR SI.esp [Version 1.53]
++ Better Redguard v2.esp
++ spelliconreplace.esp
AF Better Bell Sounds.esp
++ MMM-Cobl.esp [Version 1.63]
B0 Spell Delete.esp
B1 Priests of Akatosh -Ver 1.3-.esp
++ Cane of Sheogorath.esp
B2 RealSwords - Argonian LO-NPC.esp
B3 Travelers' Cloaks.esp
B4 RTT-Weye Relocation Patch.esp [Version 2.0]
B5 MotherSword.esp
B6 Egress.esp
B7 Toaster Says Share Faction Recruitment.esp
B8 WAC.esp
B9 WAC - WWW.esp
BA WAC - OverSpawn.esp
** DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
++ WAC - QuietFeet.esp
BB MidasSpells.esp
BC Region Revive - Lake Rumare.esp
++ Mart's Monster Mod - Knights.esp [Version 3.6beta4]
BD AFK_Weye.esp
BE Rumare-AFK_Weye Patch.esp
BF Ayleid Loot EXtension.esp
C0 TR_Stirk.esp
++ MW_Booze, Cobl.esp
++ Item interchange - Placement.esp [Version 0.71]
C1 Region Revive - Lake Rumare FuseSnailRacing Patch.esp
C2 Bashed Patch, 0.esp
C3 Streamline 3.1.esp
[/codebox]For all WAC mods I have added these tags: {{BASH:Delev,IIM,Relev,Invent}}
So far I have seen few of these fellows, males and females, zebra cow, some zebra faun (I cannot remember if this is a correct name), bunch of various crabs, crabfish, black otter, and sonic hedgehogs. I like animals!! =D I have also saw those small towers near the bridge over Niben river and some hangmen in the IC waterfront.
Are there any special things that I could look after that could help here? Considering my load order. I'll be glad to help if I can. All in all, the mod is interesting to me from when I first saw the thread on the Bethesda forums, long ago. Thanks!
p.s. Oh, I forgot that I saw some red armless and brown caymans on the IC isle coast.
p.p.s. On the thread that no longer exists, there were bunch of screenshots with groups of creatures. Are these screenshots somewhere on this forum? They would be useful to me for looking right names.
- Waalx
- Forum Master
- Posts: 1302
- Joined: June 10th, 2007
- Gender: Male
- Born in: 1973
- Location: Canada
- Contact:
@ Washington
Lets wait a bit with the bug reports for WAC, I'm going to upload a new version soon.
As of today you can download RealSwords Nord. Here.
Realswords Nord v1.0 (38mb)
Lets wait a bit with the bug reports for WAC, I'm going to upload a new version soon.
As of today you can download RealSwords Nord. Here.
Realswords Nord v1.0 (38mb)
