Shikamaru wrote:Although I agree that my ruff draft will need revision , I feel that continuing to work on it in the pure WAC spirit is contradictary to my intail goals { Have WAC play along with FCOM } . At this stage , I simply can not make any meaningful contirbution. Balancing stats to fit WAC does not bring it any closer , but rather further away . So I'll demote myself to status of fanboy and wait.
Nothing but respect for you , WAC once done with be a truly great expirence .
alright. return to base 1 for me then...
Anja the Whisperer wrote:Now downloading RS Gladiator... Smile And I promise to read the docs. Razz
I'm not sure when I can give feedback though. I haven't done anything with Cypress House either. Real life stuff as well. Sad But, I should be able to get something done this week. Maybe finish it if I get my backside in gear.
I have to read up on in game book formatting first but it doesn't look too hard. Just time consuming.
Smile
Edit:
ROFLMAO........I can think of 13 morons....
hehe
don't worry about the mod. Could be a good thing finally as we may be able to release it with the next WAC finally.
Yep the formatting is long. I have a version of a test book for the Chronicles of Steel I made back then. It was looking already awesome in-game, but those take a lot more time to mount as they are all image based.
I'll try to see if I can find that and post the test for you folks, to see if it's worth doing or not.
megazogg wrote:
Oh, new toy!!! Can't wait to see what you've done in Gladiator, Waalx! As for comments, I have some ideas, so I want to share them with you, if you don't mind.
First of all, I'd like to stop on compatibility issues of WAC with UL. If you will set UL plugins to load AFTER WAC it will minimize the conflicts and will show no land tearing at all. You can still find some of WAC stuff, like broderwatch posts and different execution devices buried into the ground a little more then they supposed to be, but this is tolerable. There is still one major conflict with UL in the area of Bandit camp north-west from Cheydinhal, because of the bandit camp placed right in the mountain steam, but then again, you can always start to imagine that bandits simply began irrigation works there. Laughing
first point is noted.
Second, I've encountered Wood Witches several times and I found that their necklace is too expansive (I use Economy mod, so it costs ~ 10000 gp in my game) and it have too powerful and imo unneeded enchantment, giving them 20% resistance to magick (and they already have almost total immunity to magick via race bonus), so that if player managed to kill several of them, he can raise funds rather easy.
Wood witches gears have been made un-playable in the next version.
Also, it would be great to give them some unique clothes or armor, something not too fancy as they live in forests, but something interesting.
this is a version out of the four or five witch shirts in WAC.
They are,
... unique, not too fancy, and somewhat interesting (in my opinion).
Some wood witches don't wear a shirt at all just belt stuff. Yet they are still unique.
Besides that, I don't see the reason to make special race for them (not very lore-friendly), imo, they could be some kind of "feral" or "crazed" type of Bosmer females (taking in account Bosmer's Green Pact). But once again, it is my imo.
Their race?, well...they are a new race of WAC. I like them personally. I don't consider them necessarily lore breaking either. There are other things in WAC that would fit the bill more than them witches, or at least as much.
You probably saw more greenies than witches right? The list of lore-breaking stuff could continue... and in fact, it will
If you want non-lore breaking stuff you're in for a hard time as even the developer themselves broke lore completely with Oblivion from the start.
Third and last, I'd like to propose to you to use "Medieval Oblivion Equipment Balance System (MOBS)" as a base for your armors and weapons, since it fixes and tweaks Oblivion's vanilla stats, making them more "realistic" (reasonable) and diverse. More ever, you will have solid base of stats, so there will be no need to invent a wheel were it doesn’t needed. Presently, stats of your weapons are sometimes quite close to stats, used in MOBS.
If you want, I can help you to migrate all of your stuff to MOBS, as I was forced to began to do so because of two little plugins one of which changes the game to take player's strength and other stats in account then calculating weapon damage, and Damar Stiehl's Diverse Races (which expands pros and cons for each race), so it is pretty easy for Nord battlemage to defeat most of enemies with his strength = 80 and Atronarch birthsign.
MOBS is not in my plan here. I have one reason for this. I use steel for almost all of RealSwords. If I follow MOBS, steel would not be enough in the long run, when in fact, it should. The thing I have in mind is to have the ability to be able to use normal weapons with still some efficiency at later levels. If I follow MOBS, steel could not do this.
Exotic materials are to be made rare in WAC. One reason is that I hate seeing glass and daedric and ebony stuff in profusion.
As for re-inventing the wheel..that's a bit what WAC is about, it's an overhaul!
If I was to be limited by what came before then I wouldn't be able to do much, nor would it be different.
2) This mod is more inspirited on Conan and the likes then TES lore. We keep to try Waalx to follow lore a little but we can only expect so much from him. As for the Bosmer I agree but who knows nothing wrong with a witch order and then again Beth totally raped lore in TES4
It's not really
that 'Conan-esque'. I'm pulling from a lot of stuff here.... BUT! I'm reading stuff on Oblivion Lore often if you wanna know!
Yet, it doesn't hold my hand, if I want to do something, I'm going to do it. though on most of my stuff I always try to plug it so it will not stand out so much, I'm trying to stay in somekind of grey area.
If I start working on something I will usually read what's there to know in lore about that subject.
I try...
NoName101 wrote:Nice job on the arena. Oh and for the (For Now) after your warning.
But, anyway......The armor is awesome. I can`t wait to see the finished release. With all the awesome armor and that warning disappeared in the readme.
The warning will remain. But it will then proclaim there be another esp, one for Non-Mature gents and gentle-ladies.
When Waalx says read the readme. You really should.
I concur
SirNoweth wrote:I downloaded this quite a while ago, and it's only now that I begin posting to give my first impressions because I wanted to experience as much of WAC as possible before telling you how it went.
That's one way to go
I really do hate bringing up FCOM in this discussion, but consider this as another plea to do something about computability with it when the time comes (FCOM 1.0 is released, WAC is out of Alpha/Beta stage, etc.). I, too share the dream of seeing WAC in an FCOM-based game (or vice versa), and not having one take dominance over loot or monster placement. I understand you and dev might share different visions on how Oblivion should run, but I hope you two can find a way to let bygones be bygones and mix these two ideas together. I hope I'm not sounding selfish or anything, but seeing these two monster ideas (no pun intended) combined would be simply the greatest thing the Oblivion world has seen.
when the time comes. That the thing in your statement. That time isn't now. It will be a hurdle though. Read the last two page of this topic to get an idea of why.
I'm not going in the FCOM direction at all with my 'plan'. Each time I add to WAC, it's destroying either something that already exist in FCOM and/or destabilize their system, or what I want is not to be because..it's already like that. I can't come and change FCOM with my new crazy ideas. I can try it with WAC though.
I have two something that none of the other guys in charge of the overhauls possess at the moment.
It's my own project, not a borrowed one. And I do my own resources. This is a bit different a situation. I'm not held to comply to an already made mod or system done by somebody else, nor to accept (because you cannot be PC and refuse) every offer to add a resources (whatever it's quality). That why I will refuse
any and all offer for me to use outside resources for WAC. This way I never say no to anybody, I say no to everybody.
Truth is, if I was to dig into outside resources, WAC would be
too big next week.
I'm not doing WAC to make the biggest, nor to make FCOM bigger.
I now realize I'm making what is probably now the only alternative to it. So..it shouldn't be the same.
In fact it will be difficult to play together more and more anyway I'm doing it. The more I change, the more difficult it's going to be, one way or the other.
I have red goblins in WAC for example, there is one in MMM too. If you mix WAC and FCOM you get both. Now what will the FCOM team do? I have no idea. But they will have two red goblins. I could go on with other things that in my opinion I made in a better way for WAC than how it is in FCOM, however smartass this may sound I feel it's true.
This is a problem for them however, not for me. WAC have a panther, FCOM too. WAC have a leopard, FCOM too.
Now the question I ask is do you want my version or the FCOM version?
Because that would stand out, and it's a crucial question to ask. Those who want FCOM & WAC together you have to ask yourself about this as well. Several clone of a same species will exist. And that just one thing.
for example, in WAC goblins lives in predetermined locations. Black goblins are found in Forts, Brown in Mines, Green in caves, Reds are outsiders. + whites and a couple of rare races for the 7 tribes I will do. but already I have what 5 races of gobs? Some of those are repeated in FCOM as I said, but all the rest in FCOM also doesn't follow my habitat 'convention' of the goblins in WAC. Beside the fact that my gobs are also all physically different between each species.
The problem remain that it will be hard for the FCOM team to replace resources made by other users in FCOM with WAC material. It's not a very politically correct gesture toward the modder whose works are already in FCOM.
But anyway, while I personally consider FCOM to be greatly imbalanced aesthetically, adding more to the 'blender' probably will not matter much at this point. If it doesn't disturb a user like it is now, it shouldn't change much with WAC added to it.
So all in all it will remain a choice to be made by the user, for while at least. Me think.
WAC is modular though, so you can still enjoy most of it with FCOM without a lot of problem. Those parts of WAC will be further refined to cause the less possible conflict. TCOS.esp, and Overspawn.esp are conflictual and will get worse and worse. Most of the rest can be arranged to work
almost flawlessly.
Once again, for giving me the privilege to play this mod. Best of luck on its' future development.
that's not a privilege, it's open to everybody who sign-up on here!
anyway
The privilege is mine when I receive feedback.
Krimsyn Kane wrote:I know I might get quite a few people angry with this statement
that happen so much to me that I almost don't care about this anymore.
You can't please everybody, and I consider I have a right to my opinions. Even if they are negative in this polutionitically correct planet.
Nice to see you step out of the shadowy corner by the way
Shikamaru wrote:I disagree , FCOM is balanced . Mods not directly supported may cause imbalances . But the same will be true with WAC when completed .
You miss the point that was just discussed I think. It's not about balance but about cohesive elements. WAC only non-cohesive elements are a matter:
of personal taste (if a user dislike an element in WAC)
or religious belief (in oblivion lore).
Otherwise it fit together. Granted everybody will disapprove about some minor things here and there in it, but overall it's built the same way by the same guy. Not the case with FCOM, MMM, or any other except TIE that use vanilla stuff. WAC can't loose this, it's actually the point of it. FCOM can't get this though.
WAC and FCOM do approach stuff in thier respective different ways . I agree that FCOM people will keep care of the WAC for FCOM .
I explained rather in depth up-there how I see that will be of many problems.
But maybe later people will want FCOM for WAC , then that'll be your worries .
when I will get a check from each of those people I can consider working on something I don't want to do.I don't want to sound rude, but I consider I give enough like this.
I think WAC will play great with FCOM in the future .
I disagree on that. But I'm biased.
I'm FCOM-free*.
They're both wonderful mods and there is no reason to not play with both, espically easy with Wyre Bash's proifle feature
I don't want to imagine what kind of disaster that would make. I explained a few reasons in this post.
* I'm FCOM-free. Never got the bug. Trying MMM or OOO separately convinced me I didn't want to see that
together (nor at all).
I'm the carrier of a new disease code named WAC, still lying pretty low, but it could become... a plague? Not likely.
It's kind of a masochistic activity for me to go lurk into discussions and stuff about overhauls and big mods and see that almost nobody ever mention WAC or so rarely...it's always about FCOM or MMM,....OOO. MMMMOOOOOOH!
WAC came so long after after MMM, OOO, FCOM, that everybody will continue to talk mostly only about that.
Even if I start 'advertising' WAC like crazy, it will stay kind of a 'one of a kind underdog'. You can't just merge it you have to pick things from it, otherwise when WAC is completed it will dominate FCOM on most aspect or FCOM dominate WAC on most aspect.
I'm working over the same vanilla base for WAC. That's ...well, that's all there's to it.
what a long blathering! Sorry about that.
I'd like to make a geeky announcement: I'll soon be the father of a shiny new SSD named P128. By all account, this is a real piece of technology 2009.
If you are unaware of what an SSD is, it's a Solid State Drive, a flash memory hard drive, highly faster than any regular HDD, even in RAID set-up (0 or whatever) .
If you have a very good rig, but you're not on a
quality SSD as a boot drive, you should read some info about that online! More so if you are a laptop user. Although they work on desktop PC too of course.
Oblivion is a game that is huge on resources that load from the HDD, (or SSD). It figure that an SSD will just make the game scream no more when loading, as loading stuff on an SSD is almost instantaneous. Windows 7 is optimized for SSD. And after reading a lot of stuff it always stand out to be the best upgrade you can do for any computer. (unless its a server).
Read into that, if you crave speed and incredible speed. Can't wait to get it.
Will follow-up on that later about how it react with Oblivion (and Win 7).