Sethsryt wrote:Just found a very minor thing. The collision of the poignard II is slightly too long.
I will check that.
I also encountered these two Legion Imperials walking against their posts on the Imperial Prison. Thought it was my mod setting but now more people encounter it. So yes, Dazu, I had it too. ^^; My Nord had quite a laugh though, she just escaped out of prison and found those idiot Imperials hitting against the wall. She's going to drink some mead on that one.
It's a bug I have too (everybody have it apparently.... Look like I will have to create xmarker headers for each ones.
Further nothing really interesting as in bugs, found two worn poignards who looked a lot the same, but one had darker leather, more to blackish. While the other one was more brown. The blade was the same though.
Unless you have two (or more) RealSwords Nord running (ie: RS Nord + TCOS.esp, or RS FCOM + TCOS.esp, or all three.. No idea what can cause this...
Forgotten wrote:The marauder/undead knight helmets all seem to clip somewhat at the back of the helmet with wider head shapes. I'm not sure if the .egms are working as they should (or at all) for those helmet meshes.
I will have to check this...
Some of the nord weapons seem to have a little bit too much havok weight (25.0 when it should be 6.0 - 10.0 depending on size) making them sound a bit odd (like slamming a heavy steel bucket into the floor) when they drop to the ground.
..and that.
There is also a very small tear in the vertices on both insides of the upper legs on the bull scamp body meshes. Not really noticeable until it's dead and lying on the ground tho so I may be nitpicking a bit.
I'll check to make sure it's really a tear, and not some artifact from the normal map.
Lord Sypro wrote:I met a couple giants in the near the black marsh like area and they where purple not that im against purple however they where a little too purple ...maybe you could make them a little darker to fit in more as they definitely belong in the marshes
They are pink more than purple actually. I made them like this intentionally, as this shade remind me of a fish skin texture, and that's what I wanted. A swamp creature is something else I may do later, but the Argon are mostly aquatic creature in my mind, hence that shade.
Sethsryt wrote:Waalx, a little question; The Underfrykte Matron, have you done anything with her yet?
No idea who that is. I'm still at the general level you know. I'm not going to create new stuff for each NPC. I'm doing a few unique items along the way..that's about it for now.
Nivea wrote:
did so yesterday and must say I dont think I can ever play without WAC
that's music to mine ears...
also will you have problems with people makeing conversions of your armors to fit their body mod they use (when its all released that is to the public)?
That depend on how it's done... To be honest I have yet to see how long it would take me to adjust WAC to say..Roberts bodies. A while, but many armors and clothes don't have skin except the hands models, so those are very easy (and fast) to convert. Add to that that Roberts already converted everything. So I would have to startd from that.
I'm not a fan of Exem and fantasy figures that look like silicone implants though. Those I will not touch myself for sure.
I'm not done with clothes and armors creation. The Arena crowds surprisingly enough when I made those low res models and textures I made several new clothing styles and shirts derived from vanilla. I plan to make them all into playable clothes.
Bandits armors still need a lot of love, and the vanilla variations as well. Daggerprops.dds and what it drive was not made when I did the vanilla armors belts, so that will change.
one more thing it seems like whenever I use this mod I see nothing on one of my maps, normally it shows where you are zoomed in but now it shows nothing.
I will check that but I'm pretty sure that I can still see it here...
You mean local map?
It's the bug when mod edits cell 3,3 (or -3,-3 I don't know for sure) local map doesn't work. I'll check which mod edits it and report it to Waalx. Or whoever wants to check it before me because I can't do it before tomorrow.
I don't know if I edited that cell..have to check.
The hanged Orc: He has some light issues. Odd since his light went out
Ok that's a skin shader mishaps. Will fix.
And a few issues with the camp with the bandits near cheydinhall, a waterfall and a few stones might be misplaced but that can also be some modifications..
I still need to work on that camp.
Haruko wrote:meant to post this earlier, but I noticed with the beards, you basicly added more races, and I can't seem to change hairstyles... not sure if that's directly related or not.
Sorry but I answered that one before I released the v0.05 mod
From the Read Me...
- I made a good amount of new races to accommodate the beard styles. If you want to play a character using one of those bearded races (even a bearded gal!) you will need a mod that fix custom races like Custom Race Fix -
http://www.tesnexus.com/downloads/file.php?id=1815. I think the Unnoficial Patch take care of this as well. Unfortunately, when I created the races I made the mistake to delete all hairs and eyes for those race. Work fine for NPC as it unlock everything there is for everybody, for players however it unlock nothing. So you will have weird eyes, or stuff until I fix the master and add hairstyles back to the races.