As for running a no CD crack. Waalx IIRC only the startup menu of Oblivion has DRM. It you run the .exe directly you don't need a crack


The Terragryph looks great and I really love love the sword. WAC is going to be more aweome in th future for sure

I have this issue, too, and informed Waalx about it via PM. It's because of the edit in worldspace/cell 3,3 which makes local map markers missing:mashani wrote:This is strange, but if I enable wac.esp then for some reason I have no local map. World map works ok. But local map is just blackness.
I am using the ini tweak to color the local map, and I am using the Map Markers Overhaul mod if that matters... I can use any of the other WAC components and it's fine, its only happening if I enable wac.esp. Disabling Map Marker Overhaul doesn't change this behavior, so I don't think it's it.
Can anyone hit me with a clue bat?
from: http://cs.elderscrolls.com/constwiki/in ... _Local_MapThe cell 3,3. If a mod alters ANYTHING at all in the cell 3,3 in any worldspace, the player's local map will stop showing the player marker and other markers on the local map. However, this local map error can also happen randomly when going through certain cells without any mods at all, but in this case it's only temporary. No fix is known for the latter bug.
This bug will also happen with cell 4,4 if uGridsToLoad is set higher than 5 in Oblivion.ini. However, since increasing uGridsToLoad causes other bugs as well, cell 4,4 should be considered safe to edit.
no, don't delete it, I want it as a monument to how we will not deal with offensive people on this forum, the guy just wouldn't listen, and I think he was only here to cause problems...Waalx wrote:Ah Anja, don't let the troll eat you! I de-activated the offensive user account
I could delete the post up-there if you people think it's a better idea ?? It rather break the flow I must say. I'm not running this board to be hailed as a genius or whatever, I couldn't care less about that. But I'm not running this board to be insulted or to have the people who help me be insulted either. It's one thing to be angry for whatever reasons, it's another to behave.
Anja sent me the e-mail that guy sent to her today, and I must say that it is extremely offensive, and it is also as badly formulated as the rest.
I'm a bit flabbergasted by that guy...
It wasn't your fault Anja, don't worry about it, and for the record I am interested in your work as well.Anja The Whisperer wrote:I just want to apologize to Waalx and everyone for inflaming the situation. I should think more before I post. It won't happen again.
man.. I wish I could comment sometimes in my native language 'French Canadian', one that is quite something in vulgarity and blasphemy. Thankful however that I cant for obvious reason. Even if I consider this board to have free speech, I'm still restraining my own opinions to a degree.NoName101 wrote:Turns out our mod maker is also has a great sense of humor!
Anyway I was about to jump into dissing the troll.
It all depend on the subject at hand. I'm not sure anybody understant the weight to be honest. Haruko mentioned it was about old English Stones system, but that can't actually be true either. A quick WIKI read on that tell you it can't be in stones.Dazu wrote: But I think the weight point he raised is a valid one. The game has never calculated things in pounds or anything else. It's just a number that the player has at his disposal. Some things are heavier than others but are not set in stones (poor pun intended, English is not my mother tongue Very Happy). Having very heavy stuff is OK, as long as not everything is made heavy for the sake of it. I can see why a sabertooth fang is heavy, since the beast itself is huge, but the regular ingredients need not be very heavy.
yes and that's actually my goal. The more frustrating and hard the more fun it is. If you have no frustration and everything is easy and made so it's like you're a child being led by an adult that always oversee that nothing too hard can happen...what's the fun?I guess what you (Waalx) are trying to do is preventing the player from running around with 60 potions, but you will end up frustrating most of the players.
so be it, but don't forget that what I'm doing is the original version of WAC. One can easily change WAC values by making an esp to overwrite the master file values. In fact I will welcome that with open arms when all is more in place with WAC.I can see a large chunk of WAC users resorting to "bag of holding" mods to compensate the fact that they cannot carry a lot of potions, and that will kill some of your concepts.
WinkIf potions are made heavy, then they should be more effective/interesting to counter that fact. I'm sure you have something planned for that, as I've seen some of your poisons in the chest outside the sewers
As I said I'm not going to limit it THAT muchIf the game was based on one-on-one combat then carrying only 2/3 potions at a time would work, but most of the time, the player is surrounded, so for balance's sake the player should be able to carry an unrealistic amount of potions to get a fighting chance.
I consider the carcass system to be half done, almost all elements are in place.. but it need to be scripted, and then we can give more reasons to hunt. Maybe you are helping the Empire when you hunt and bring back your carcass. It could bring you fame, and help some of your attribute. It could give you a new faction, launch a quest, Or you could chose the money. They will be worth lot money only if you bring them back to a butcher who will take them at full price. Otherwise they will be worth almost nothing.You also must consider the good old adage "weight VS value" so dear to looters. Why would I bother carrying a 100 unit carcass when I can carry 10 enchanted rings and be 10 times as rich?
Granted a true (hardcore) roleplayer will have his reasons to go to the butcher, but I fear that it will get old too quickly for the masses, as greed will take the better of most players
ostracized is not really a good word I guess. As I said I'm open to have mods built on WAC that change it to something else, it's in the Read-Me. I do it like I want and if it doesn't work patches can be builts that changes parts of WAC to agree more with another playstyle. The restrain I have to see it done at this point is the fact I'm in Alpha with it. Certain things can already be done, but for some others like integrating WAC to FCOM it's not.Very Happy Considering how much you (and the others here) have put into the mod, it would be a shame to see it ostracized (too strong a word?).
I know that's why there be options.I think what I'm trying to say is that not all concepts, as good as they sound on paper, are interesting/fun gameplay wise.
I'm not sure you can compare a mod like WAC with TIE, as there's no new content in TIE. I'm not saying this in a derogatory way, in fact to be honest TIE is probably the only mod that can be called a true Vanilla overhaul because of it's wise use of vanilla resources. WAC is almost all about changing the resources, and... adding more.I also know that you have not yet started with balancing per se but weight should be an important component. This is what made T.I.E. a minor mod when it could have been much more. Being hardcore for the sake of it.
I hope I can give some input when the time comes (balancing creatures and the like).
yes Anja said that too a while back. I will have to check on that.Mormacil wrote:Haha, trollrank XD
As for running a no CD crack. Waalx IIRC only the startup menu of Oblivion has DRM. It you run the .exe directly you don't need a crack Wink Hope that helps with OBSE Smile
that's sweet, (but unnecessary)Anja wrote:I just want to apologize to Waalx and everyone for inflaming the situation. I should think more before I post. It won't happen again.
yesselene310187 wrote:I have this issue, too, and informed Waalx about it via PM. It's because of the edit in worldspace/cell 3,3 which makes local map markers missing:
Thank you so much, I vaguely remember reading that once a long time ago. It fixed it.selene310187 wrote: I have this issue, too, and informed Waalx about it via PM. It's because of the edit in worldspace/cell 3,3 which makes local map markers missing:
Some kind of small tower that will be made especially for alchemy in mind...
I'm still thinking of how I could do wagon, and chariots. Making the models is not the problem, it's having them work in a believable way in game that is complex here...Siegfried wrote:You mentioned giving the player a donkey to carry their stuff. Would a wagon be at all possible for larger loads?
mitkoa wrote: Would something like this help. Maybe scaled down a bit.
I prefer to act as if nothing happened. If I wasn't the admin of this forum I would not have said a word in fact.NoName101 wrote: If I were you wouldn't delete the posts. Hell, I would even make my own section to show people how you deal with things here.
Maybe try contacting Mr siika? He was working on a wagon for NPCs with jobs way back, but scrapped it.Waalx wrote:I'm still thinking of how I could do wagon, and chariots. Making the models is not the problem, it's having them work in a believable way in game that is complex here...Siegfried wrote:You mentioned giving the player a donkey to carry their stuff. Would a wagon be at all possible for larger loads?
Not even sure if I'm going to be able to do that at all.
there must be a reason for this, right?Siegfried wrote: Maybe try contacting Mr siika? He was working on a wagon for NPCs with jobs way back, but scrapped it.
I can see here that he have a cart that follow and wheels that roll when going forward. What you can also see is that there's nothing linking the horse to the cart.Here's a vid: http://www.youtube.com/watch?v=lFHO6MfB ... re=related
the problem isn't making a geometry, but the way it move with the horse.Siegfried wrote:but it seems like between two modelers with your talent you ought to be able to pull something off
I have that in the back of my mind since a while too. Still, for now I prefer to do things that I know will be working from the start.Siegfried wrote:Sorry I just have an obssession with wagons lately
this sword is the Djinn Tulwar, not a player weapon actually. Don't know where he got it other than modding it in himself. It's the weapon of a Magister Djiin, and doesn't exist in real. It's meant to be an ethereal weapon.selene310187 wrote:A member of the German forums told me that this sword has a range of 0, so that it doesn't make any damage. Furthermore, he noticed that the armor of the Dead Lord of Fort Chalman is playable.
Xiastim is meant to be a guide in Hircine Hunt Oblivion Plane. I don't know why he appear in Tamriel. I need to check on that.selene310187 wrote:Is it intended that Xiastim in front of the Skingrad castle is essential? Sorry, if this was already mentioned.
How about something elephant like with big bags on it's back or a real wagonSiegfried wrote:Maybe try contacting Mr siika? He was working on a wagon for NPCs with jobs way back, but scrapped it.Waalx wrote:I'm still thinking of how I could do wagon, and chariots. Making the models is not the problem, it's having them work in a believable way in game that is complex here...Siegfried wrote:You mentioned giving the player a donkey to carry their stuff. Would a wagon be at all possible for larger loads?
Not even sure if I'm going to be able to do that at all.
Here's a vid: http://www.youtube.com/watch?v=lFHO6MfB ... re=related
Obviously he probably ran into some trouble, but it seems like between two modelers with your talent you ought to be able to pull something off![]()
Sorry I just have an obssession with wagons lately
Any thought on how to fix this?Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3931, in Execute
raise
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3893, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10981, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14531, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFormid(eyes),race.eid,))
bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006952) in race VampireRace
So much to enjoy in these mods, it's hard to know when to stop praising all the coolness. Call me a fanboy or whatever it was that guy said, but still I've been a fan of the realswords mods back since there was only like two or three races.greenwarden wrote:Worgs- sort of cuddly, in a feral way.I keep running into them in pack of ten. May I ask if that is typical? And no, it's not a complaint. It's fun to watch them disperse with a nice fireball.
Also,for this:
I just love these guys.