WAC Beta v0.1 - Downloads, comments, suggestions

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stupidhobo12345
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i'd be happy if we could learn druidy spells from the druids like summoning ents to aid us in battle... or something like that.
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greenwarden
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washington wrote:
Waalx wrote: i'm sorry, I don't even know, what does a bashed patch...do?

The persistent references in Border Watch are the 2 Shaliom cats..
I fixed it, it will be alright in the next version.
Bashed patch is a sort of meta mod and part of Wrye Bash. It collects informations from other plugins and they are contained in it.
It does lot of things and I don't know bunch of stuff that it does. (maybe Vacuity will explain).

But here's an example... We have some vanilla NPC A.
Some quest mod adds a note on it.
TCOS gives it some sword by adding it to it's inventory.
Some other mod changes it's face

Only mod that is loaded last will have effect and A will have new face, but no sword and no note.

But if we tag quest mod and TCOS with 'Invent' and third mod with NPCfaces, data from all 3 mods will be copied into bashed patch which is loaded last and all changes will be in game.

It's essential when using lot of mods (it's essential even with only one mod IMHO). It can also tweak some things, add random name to guards ect ect...

About the problem:
TCOS was responsible as it was editing races. To solve, open it in TES4Edit, navigate to TCOS > Races right click and select Remove.
This was helpful to me, thank you. I ran into this situation last night.

I have actual time to play and observe today. Greatly looking forward to it. 8-)

loots and stuff have barely been touched by WAC unless the are from WAC bestiary/peoples/clothes/armors and/or RealSwords. I have lots to complete until I turn my eyes to loot and add some more stuff.
Also, thanks for clarifying this, Waalx.

If I may ask another question, what is your stance on screenshots of your mod appearing in screenshot threads? With so many beautiful new creatures and details in my game, I expect to take quite a few (and indeed, have already) but I've not shared them on screenshot threads. Should I keep on keeping them to myself (and my husband, lol)? Thank you.
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Waalx
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washington wrote:No, in TCOS vanilla races were edited by adding different eyes to them. Beard races are in the .esm, if I'm not wrong.
ah..well..I still need to patch that race thing... :)
Sethsryt wrote:Seen the Witches.Very interesting, though they do like to run around topless.. I don't mind but, then the iron 'skirt' greaves aren't that sexy. ;P
Only one on four witches models is topless. I think it fit with the witches. (I would have them dance naked around a fire, but as the probability of the player stumbling upon a sabbath (while it would be raging) is very low, i just made one topless witches to satisfy this idea...).

I need to remove those rings or make an unplayable version to them. Indeed they are for the witches use only.

No idea what you mean about an iron Skirt? the witches have fur skirts.

As for the spiders..the spawns are the small ones, as in 'they just spawned'. The teens are the medium sized, the adults are the biggest..

Making an orc skull will take me a few minutes.. I'm going to do that later and add it to the next release.

stupidhobo12345 wrote: i'd be happy if we could learn druidy spells from the druids like summoning ents to aid us in battle... or something like that.

well since there are no Ents.... and no druidic spells... Ents are out of the question. I'm not bringing in LOTR creatures. It's enough that I made some weapons from that.

Druids spell is something I may consider .... :)
greenwarden wrote:what is your stance on screenshots of your mod appearing in screenshot threads?
Screenshot at will ! No problem with that.

So far I have shown almost everything of WAC already anyway...

RS Gladiator though... you will not see many screen about that one, not until I release it :P
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Mormacil
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We demand screens :P
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stupidhobo12345
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Waalx wrote:
stupidhobo12345 wrote: i'd be happy if we could learn druidy spells from the druids like summoning ents to aid us in battle... or something like that.

well since there are no Ents.... and no druidic spells... Ents are out of the question. I'm not bringing in LOTR creatures. It's enough that I made some weapons from that.

Druids spell is something I may consider .... :)
well i would like some kind of druid summon... ghost wolves perhaps? i think the nords in bloodmoon did that once, if not ghost wolves a spriggan variant maybe.
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Lord Spyro
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those green giants seem kinda duidy to me...idk maybe not duidy per say but maybe...

btw where are the witches I haven't seen any?
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Waalx wrote:Making an orc skull will take me a few minutes.. I'm going to do that later and add it to the next release.
Helborne made one and it is open resource on TESnexus. Are you against using anyone else's work in your mod?
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Waalx
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Wolfy wrote:
Waalx wrote:Making an orc skull will take me a few minutes.. I'm going to do that later and add it to the next release.
Helborne made one and it is open resource on TESnexus. Are you against using anyone else's work in your mod?
I am.

Only a few exceptions will pass through.
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Sethsryt
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I don't mind topless witches, some cultures the women wear no tops at all, and are even confused when presented with tops. So it does really fit the idea of witches. :)

The Iron Greaves in the vanilla game. Might be my botched mind, but I remember you saying they were 'sexy' when I asked if we could please keep the female version of the iron greaves. But they look great. Only when wearing the topless version of the Witch Shirt you get the colour of the witch skin and not of your own, though the other shirt does change to the character's skin.
Heh, and yes, I with my luck, encountered nearly only topless witches, they art following me! >.<

I found out about the Black Widows the hard way.. By encountering all sizes. xD

By the way, the Imp Brute spell is quite hefty for a level 6. x.x One hit with the spell kills my character, slowly but surely.

About the skulls, yeah it would be great to have some loose bones of all kinds of races around. Like you can decorate your house with an Orc or Argonian skull, or a tail, not sure if a tail would be a good idea, it might need to be flexible or something..

Great thing would be that you could pick up a 'dead' skeletons skull to take it with you, or even take it from an npc you killed. Like when you take a head from a skeleton or zombie, and it manages to get resurrected by its own unholy forces or a Necromancer it misses a head. But I can imagine that is a complicated thing to do..
Waalx wrote:Only one on four witches models is topless. I think it fit with the witches. (I would have them dance naked around a fire, but as the probability of the player stumbling upon a sabbath (while it would be raging) is very low, i just made one topless witches to satisfy this idea...).

I need to remove those rings or make an unplayable version to them. Indeed they are for the witches use only.

No idea what you mean about an iron Skirt? the witches have fur skirts.

As for the spiders..the spawns are the small ones, as in 'they just spawned'. The teens are the medium sized, the adults are the biggest..

Making an orc skull will take me a few minutes.. I'm going to do that later and add it to the next release.
:D
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Lord Spyro
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im know this isnt as related to bug squashing but im kinda curious what you have in mind as far as balance is concerned for wac im mean im sure you have a detailed laid out plan in your mind somewhere im personaly kinda wondering how you plan on tackling leveling and that sorta thing :o
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I think Waalx will level only a small small amount. Mostly to keep a minor random in the gear of spawned enemies. BUt as far as I know he dislikes leveled loot and I won't complain :)
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Haruko
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yeah, having to get to a certain level to get certain items is terrible, and not being able to readily find stuff if you are too high of level is even worse.
It's a pally thing, you wouldn't understand.
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Sethsryt
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I found two other minor bugs. >.>

One is the handheld and world model of the Fine Meyer.
Let me get you a screenshot or two of that.
Image
Image

And the other is the world/ground model of a few types of arrows. Gnoll arrows are one of the few that have this bug.
A screenshot of that too.
Image
Seems one arrow is out of the quiver causing the problem, the arrow has no physics and picking up the arrow you will pick up the quiver with the other arrows as well.

Ah well, that's it. Seth's back to Oblivion. :-D-)
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Haruko
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:shock: Strange, very strange... wonder what's causing such an issue... can't even imagine that happening on accident.
It's a pally thing, you wouldn't understand.
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Sethsryt
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Many more arrows have this problem, including the arena arrow set.
Must be something with the mesh I think? Earlier arrow types, like the goblin set do not have this problem. ^^;

Edit:
I just read Varieties of the Daedra again, the in-game book.
I wonder, Waalx, will you make the Dremora spawning in Oblivion more alike the ranks in lore?
If I would be level 20 and go to Oblivion, I would encounter 10 to 13 Valkynaz and Markynaz. While every Oblivion plane should be ruled by a Kynmarcher, or at least ONE Markynaz, not 13 xD

Maybe like, spawn a lot of "Patrols" which include many churls, some caitiffs and a few Kynval. Maybe led by a Kynreeve.
Give every tower a small patrol troop and one kynmarcher.
Every Oblivion plane is led by a Markynaz, so in every Oblivion plane you got to at least face one Markynaz.
Then give every gate the possibility to spawn one Valkynaz and give every important gate a Valkynaz. They shouldn't venture outside unless with the last few stages of the Main Quest and a few occasions when there is an important outbreak. A great fight might be led by a Valkynaz. But they should be strong and extremely rare, they are princes after all. :P

Of course, with the vanilla set up, at later levels, the Oblivion planes would become a piece of cake. But if you would make the Dremora a little stronger/smarter and make the patrols bigger it would still be a good challenge after a while. Especially when the patrols get bigger and the dremora slightly stronger when the player character becomes stronger.

Just a little idea, but it would make the Oblivion planes a lot more realistic. Churls shouldn't be rare at high levels, as Valkynaz and Markynaz should not be like.. In bigger numbers then Caitiff and Churls.
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greenwarden
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As I had hoped I did get some playtime, and posted a few screenies at the Bethesda forums. Such beautiful work demands to be seen, even if my screenies can't do them justice.


I was expecting to have a report concerning the Merchant Suppliers that are on the roads with the "Crowded Roads"esp- two days ago, it seemed like every single one I ran into was shirtless, and I ran into around four of them, so it did stand out. However, last night they were all covered up. I didn't change my mod list in that time, so perhaps it was just a quirk? I wouldn't have really minded topless Merchant Suppliers anyway. :grin:

Something very small I noticed: Looks like in the redecoration process of Fire and Steel in Chorrol, a candle was missed. To the right, as you enter the building. The drawers have been replaced by a display case, and you can see the errant candle here.


Image

No biggie, but I noticed.

Also, I noticed that Orc Skeletons are named as such, but Argonian ones are not. Those enemies look fantastic in-game, btw.

I hope to get some playtime in over the weekend, and hopefully have some more meaningful stuff to report. But I will say that so far WAC is very stable for me. No crashes, period. And now that I've moved it up a ways in my load list, the previously mentioned "Roads and Bridges" incompatibility is gone. No Better Cities conflicts that I've seen, no Unique Landscapes conflicts either. Both of those mods are pretty popular, so it's good for folks to know.


I am really enjoying the WAC experience- no OOO ( I do run that on another profile) , MMM, etc, just the basic Fran's module to change the leveling- no critters or items addon- and WAC. Pretty much a perfect fit for me.

Great work!
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Lord Spyro wrote:im know this isnt as related to bug squashing but im kinda curious what you have in mind as far as balance is concerned for wac im mean im sure you have a detailed laid out plan in your mind somewhere im personaly kinda wondering how you plan on tackling leveling and that sorta thing :o
Leveled items in WAC will be almost non-existent. I want it so there are limitation though...

Daedric will disappear from the surface. It will never spawn in leveled lists, but only appear if conjured. Dremora will of course still use them, but they will rarely drop their armors anymore.

Glass will be extremely rare.

The gold etched ebony will also be made much more rare due to it's heavily detailed craftsmanship. A lesser ebony will be more common, although still rare.

Bandits gears don't level-up, what you see in WAC now is mostly what bandits will look like at all levels. They start more experienced than you though.
For them theses things are treasures, not practical weapons or armors. low-life that they are, they prefer their patched and dirty get-up to a kingly armor, yet they would stash the armors in their caves, amassing more and more treasures for better days they may very well never see. Marauders have their overhaul in WAC already, their armor, and how they get it is an important ritual in a marauder's life.

The rest is for select NPC that are basically good, or for special treasures.

ie. You will find glass armors and rich stuff in treasures, more often than on people.

I plan to make some more treasure things though...
Sethsryt wrote:One is the handheld and world model of the Fine Meyer.
Let me get you a screenshot or two of that.
Ok that's not a fine Meyer but an Orc Cleaver. Must be a remaining bug from FCOM realSwords convertion that I didn't see... thanks.
Sethsryt wrote:And the other is the world/ground model of a few types of arrows. Gnoll arrows are one of the few that have this bug.
A screenshot of that too.
Yes I need to recheck every arrow quiver as somehow there's a bug to some of them. I tried some vanilla quivers that have actually the same bug, and others don't. RS Nord arrows should be working OK. I think I redid the Bosmer ones too. There are still some that need some caring... The Redguards arrow need to be replaced to fit more with the later arrows I made that are all based on the same texture (for shafts and fletching). This give me the possibility to create arrow baskets like I made for RS Nord for each race, just by switching a texture. Redguard arrows are too old for that..
Sethsryt wrote:I just read Varieties of the Daedra again, the in-game book.
I wonder, Waalx, will you make the Dremora spawning in Oblivion more alike the ranks in lore?
If I would be level 20 and go to Oblivion, I would encounter 10 to 13 Valkynaz and Markynaz. While every Oblivion plane should be ruled by a Kynmarcher, or at least ONE Markynaz, not 13 xD

Maybe like, spawn a lot of "Patrols" which include many churls, some caitiffs and a few Kynval. Maybe led by a Kynreeve.
Give every tower a small patrol troop and one kynmarcher.
Every Oblivion plane is led by a Markynaz, so in every Oblivion plane you got to at least face one Markynaz.
Then give every gate the possibility to spawn one Valkynaz and give every important gate a Valkynaz. They shouldn't venture outside unless with the last few stages of the Main Quest and a few occasions when there is an important outbreak. A great fight might be led by a Valkynaz. But they should be strong and extremely rare, they are princes after all. Razz

Of course, with the vanilla set up, at later levels, the Oblivion planes would become a piece of cake. But if you would make the Dremora a little stronger/smarter and make the patrols bigger it would still be a good challenge after a while. Especially when the patrols get bigger and the dremora slightly stronger when the player character becomes stronger.

Just a little idea, but it would make the Oblivion planes a lot more realistic. Churls shouldn't be rare at high levels, as Valkynaz and Markynaz should not be like.. In bigger numbers then Caitiff and Churls.
good idea. I take notes.. ;) WAC contain a very big selection of Xivilai tough, so the patrols are already in my plan.
greenwarden wrote: it seemed like every single one I ran into was shirtless, and I ran into around four of them, so it did stand out.

I still need to figure why it does this exactly...could be a piece of clothing or armors that I made only for males/or females that does that. Otherwise the leveled items list I made for them is supposed to be alright. It's a bug I have too sometimes, so it's an actual true bug. :) (there's enough topless stuff in WAC already so that isn't intended).
Something very small I noticed: Looks like in the redecoration process of Fire and Steel in Chorrol, a candle was missed. To the right, as you enter the building. The drawers have been replaced by a display case, and you can see the errant candle here.
thanks for this one I will correct it.

thanks to all for your reports that are very useful as always!
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Mormacil
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Good luck :)
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Sethsryt
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You're welcome, though actually, you should be thanked giving us all these pretty things for free. :)

I wonder, since most Dremora now seem to not wear gauntlets, would these gauntlets become rare, or will you make them wear their daedric gloves? :P

Another idea on the armour, especially for the looters among us.
Why not make the Dremora armour, not the vanilla Daedric one, very heavy and low quality? Maybe some custom armours to show the difference between ranks? Maybe add some negative enchantments/scripts on them?

Since Daedric and Dremora armour are actually Daedra spirits forged into armour, it might want to hurt the player or cause unwanted side-effects. Maybe also nice when you choose to make some custom armours. Kind of making it look organic and vulcanic, basically alive.
Maybe some script that checks if the character wearing it is a dremora. If it isn't a dremora, the armour would make the wearer suffer.. Burden scripts, drain abilities and attributes as the armour moves to make itself most uncomfortable for the wearer. Maybe it slips off after being combined with a 'lesser' dremora armour. An adventurer finds some churl gauntlets he or she wishes to combine with the armour found earlier, the only problem, something the adventurer might be unaware of if not cautious with what he or she is wearing, is that the greaves are actually from a high kynval, and refuse to stay attached to the wearer. So it flips lose and after slipping down to the characters ankles it tightens around, making the character fall over.

Some little ideas from me mind, but it would greatly enhance the feeling that you are actually wearing something which is alive and might not like being worn. Daedric and Dremora armours are made from Daedra spirits after all..

Ah well, I shall head back to Oblivion to test some more. Those male mufflons certainly are aggressive, especially when an Orc bumps into them. :P
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Mormacil
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Glowing 'runes' on higher rank armors?
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