Once I will have some free time to spare, I will make screenshots of errors and post them here, I think it will be more helpful. There are some minor issues that bugs me, such as beards on NPC, (since I use TNR mods and most of the time colors of head and beard don’t match); strange names like “BasketHilt” as I think it should be “Basket Hilt” or more better – “Basket-hilted Sword”, Walloon Sword, Schiavona or Mortuary Sword; shortnames such as “Bearded Axe (2H)” since you can just name such weapons “Two-handed” or “Great”.
Anyway, right now I must say that taking in account the fact that WAC is in alpha stage of development, it still plays smooth and stable. I really impressed by the amount of work you did for this mod, Waalx.
WAC Beta v0.1 - Downloads, comments, suggestions
- Mormacil
- Exquisite Fencer
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Maybe a blessing by the Princes they worship?Waalx wrote:in the next version there's far less of beasties on the roads..other than non-aggressive ones. That should help this problem.Alcryt wrote: One thing i have noticed since using this mod is that anyone outside of a city has a very good chance of getting killed. For example if i visit a random shrine i will occasionally find a dead shrine worshipper. Doesnt really bother me much, as long as my buddy Mazoga doesnt get killed anyway.![]()
Apex predator will also be moved away and deep in the forest so this will change how NPC encounter creatures a lot I think, since NPC travels by roads mostly.
I'm going to see if I could do something about shrine people, like maybe predator aren't interested in religious people, not enough blood in their brain...or too much.
"Veni Vidi Castratavi Illegitimos"
"why would I be bound by rules if I can see so far beyond them?"
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"why would I be bound by rules if I can see so far beyond them?"
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- Haruko
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*cough* sorry Alex guess I missed that post. nothing else to report so far, I'll let you know if I encounter any bugs.
It's a pally thing, you wouldn't understand.
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- StarX
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Yes, the foottexture can be changed when I looked at the Nif. Bodymods shouldn't be much of a problem on the gibbets, as they are completely static and do not depend on the vanilla body meshes. Only the textures could be an issue, but that's easy to fix.Sethsryt wrote:I wonder, if you are going to make it compatible/semi-compatible with body mods, can you change the foot texture on the hanged persons? I think that is one of the few real incompatibilities.
Because now it displays the whole body texture. :p
You can correct me if I'm wrong here, Alex.

- Waalx
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Actually, the white lions were supposed to go at shrines as well..Alcryt wrote:
Or perhaps the shrines have some sort of magical creature deterrent to protect its worshippers.
Another thing i could mention is that I quite like the white lions around wayshrines, makes them nice little safespots. But for some reason they like attacking my horse when im not on it and anyone elses horse that is left near them. Perhaps they just like the taste of horse.
Maybe I can add them to shrines, but those would be only Whites, not Imperial Man-eaters. I have a story that goes with the lions (Whites and Man-Eater)... a story I have yet to finish, but here's the start:
The Pride of Karrr
Long ago, a legendary being known as the Mer-Headed Lion* roamed the land and bestowed history with many legends and feats. One of them is said to be the signature of an alliance between two unexpected parties.
It was on account of Friar Medourel, and his community that was plagued with 'thieving' lions since a good while. Friar Medourel was the man responsible for the well being of his small abbey, located near Fort Ontus. So far, the problem had been considered a minor nuisance at worst and the villagers around the part even grew fond of that band of lion. A pride of red's from Hammerfell that somehow always stayed in the vicinity of the Stendarr Shrine, and who where known to have developed a taste for the abbey Holly Wine. As it was the custom, in the good days, that the folks honor the Nine with offerings when they came to pray or particularly when they wanted to repent a dreadful sin.
The Holly wine was in fact just wine, although it was said to be a very tasty one. Whatever it was that made the lions come for it nobody really knew. Perhaps an alchemical ingredient that came from that place pleased the lions, nobody knew. They kept to offer the wine to Stendarr, and the lions where coming at those times. Each times they tasted the wine, the land around was filled with moaning and roaring for an hour. And then when, all grew calm around the land, the folks knew their lions were satisfied.
This pride was quite powerful, and since they came, the land around them grew clear on four leagues of any other predators. They owned the territory for the occasional taste of wine. And as they somehow guarded theses part of all the wolves, and more dire creatures, the villagers made it a point to 'feed' them wine more often when they went to pray.
A wise thinker would say that this could only lead to disaster one day, as the lions were savage beasts still. But Friar Medourel wasn't a good thinker, and it pleased him to have his flock less weary of danger in the forest and in the fields. His power as a cleric had never been much, one reason why he never became more than a friar. Yet he was fervent in his faith, and he had a good heart.
Medourel being the most frequent shrine visitor in all the local, it became a ritual for him to go and try to talk to 'his' lions while at the shrine. His morning prayers were always at the shrine, even before the lions came. It was a solitary habit of his, another thing that the advent of the lions changed as well. Their presence, their protection, it was Stendarr answer for his prayer, prayers of well being for the people he knew and loved. For him it was literally a miracle for his community.
He became proud of 'his' lions, that acted as distant guardians of the shrine. They always stayed some fifthy feet from the holy ground, never harming the people who came to pray. They where nobles by nature, and with this unlikely exchange that was going-on, they became nearly docile with the populace.
Many pilgrims talked about the lions on the roads, and it soon became a high point in their travel, a lovable curiosity that gave the shrine a holy sanctity and in their particular way of seeing the world, For the pilgrims the lions became a divine proof of the shrine holiness.
Many more visitors came, and obviously it was an excuse to see the lions, something that you normally cannot do with the red's of Hammerfel - if you see one you're likely not to return and talk about it.
So the villagers grew content in the profit they made with the passing travelers, they venerated the lions as well for the protection they brought to their land, everything went fine for a long time.
So one day, when Oscuros pilgrims chants were heard on the roads ahead of the village, no one really bothered. The procession passed through the village still singing and chanting loudly their faith, to whoever crossed their way. They went on passing by the laughs of Lord Ontus guards, and proceeded into the plain toward the shrine of Stendarr, their chant still echoing loudly behind them.
Not long after the silence returned, one of them came back yelling like a girl. There had been an attack on their group and he was begging for help gesticulating frantically toward the shrine site.
The villagers instantly knew the lions must be involved, but no one in their right mind would dare go against a pride that big. Medourel told them to go home and that he would see to it, and oddly no curious strayed behind. He soon found himself alone with the frantic pilgrim that was crying silently, shaking all over. When the old friar tried to ask the pilgrim what happened exactly, the thin man started to mumble something and then he seemed as if lost back in his own memory, his eyes turned white, his face drained, and he dropped down lifeless.
Medourel bent, and took the man's wrist to check it for a moment, and satisfied that the lad had just fainted from his own recollection, he got back up and started off in direction of the shrine.
On he went in the Imperial reserve, walking with his short cane, and his usual flask of holly wine on his hip. The sun was high on the horizon when he came on top of a low hill overseeing a plain where the pride was grouped, a familiar sight for the old man who lived in theses land for so long.
Unfamiliar was the white spot in their center. And the lions where not moving but sitting around the central figure as if listening. Unabashed, the old friar went on, prepared to see the lions scatter as usual. They were the thieves and he knew it. It was a ritual between them, or it became like one over the years when he always came to scold them for their recent mischief.
But not that day. the Lions stayed put, circling the white form in their center. As he came closer to them than he ever had before, Medourel slowly saw that the white form in the center was another lion. But a lion it wasn't at the same. The being had the head of a mer! It was speaking to the lions in low tones, and the beast listened to his words af if they could follow his speech, eyes riveted on the magnificent and disturbing apparition. Medourel even thought he saw some lions trying to mouth the words they were hearing. A female was prostrate on the ground with paws over her head. She was drenched in blood.
The Friar was now a few feet away from the circle they made, and at that moment the being lifted it's head and looking right through the old man it started to speak again, but this time it was in a melodious voice, quite different from the voice Medourel was hearing previously. A man of faith, the friar knew of demons, and daedras, but he knew this being was none of that. It was radiating with a light that touched not his eyes, but seemed to shine through the dept his very soul.
"My friends here tells me you are a good man Friar Medourel. Long have they stayed in this place, for they know the righteousness of your heart." the great head was smiling in an impish way.
".. who are you?" the old man didn't even whisper the words, he was at peace, but he was shaken. This was out of his experience. "... emissary of Stendarr?" he added with a choked voice.
" Do not fear me, Friar Medourel, for I am no enemy of those who are friend of lion kin. Am I not part-lion myself? Come closer, and sit on the rock to my left.
The old man feeling compiled to obey, went through the passive pride of red lions, sat down and stared in awe at the light that was brushing his soul even more now that the being was so close. "I believe.." he mumbled.
"Yes, I know you do Friar Medourel. But the matter at hand today is more grave than the faith of one man, as it is the fall of many a one that brought my presence. This was not to be, Friar Medourel, and we now must sit in judgment of a bad deed."
The bloodied lioness that was prostrate a few feet away started to whimper, a young male lifted his head defiantly and growled. A bigger male growled back, much louder. And all of a sudden all was silent once again. A silent argument was taking place between the beasts, a battle of superiority, that went on between both lions, until the younger one bent his head down, and laid lower on the ground.
"Thank you, King Karrr." said the mer-headed lion in the coarse voice . At that the bigger lion nodded respectfully to the being. His girth was bigger than any other around except for the Mer-headed lion who was the biggest beast Medourel ever saw of his own eyes. The lion named Karrr, was old. Many battle-scars adorned his body, and his left eye was blind, but his bearing was that of a leader. Not one of the youngest lions in the group had this allure that indeed inspired a feeling of royalty to the creature.
Medourel felt as if he was now in a day-dream. One where lions had names and titles..but with a mer-headed lion beside him now, it didn't seems to matter much more than that. He didn't knew what to do of all this, him being only an old cleric who always stayed in the same place, a rather calm community even before the arrival of the pride of lions years ago. It was a joke among soldiers stationed in Fort Ontus, that the only bad thing to happen here was the monthly Imperial tax-collector.
The luminous eyes of the mer-headed lion were deep into his as the melodious voice rose again, in stark contrast with the voice he used to speak to the lions.
"Do you understand why we are here, Friar Medourel?" it asked. This matter concern you now. As these are also your sons and daughters", with that the being lifted one of it's gigantic paw and indicated the pride of lions before him.
"The Pride of Karrr is one, that one can rarely encounter, either alive or dead. King Karrr led his lions for over 43 years, and so far not one of his have harmed a living soul. This is something that is beyond your human understanding or what you think you know of the afterlife, but the creatures you call animals, possess what we can name a dead soul.
Many a one there is, as many are vile and their actions, bad. And the vile when death happen on the material world, loose part of their soul until there's only a sliver left. And if they fall more, they find themselves in the hands of Oblivion. In a sense, their soul will die. And so many. Many, will seek to better their past sins and return to the material world in hope of rekindling a spark of life in their dying soul, a way to escape Oblivion. To become part of Life once again and live on thereafter.
As it was made, they can only return into what mortals call 'animal life'. They don't know, nor choose where they will be reborn, or in what. The seriousness of their sins will decide of that. How will they have to serve Nature to prove their worth, once again. Will they be a little mouse, or a bird in the sky, an ant that never stop working, a cattle raised to die by the next spring, or a mighty lion king? No one know. But it take many, many such a life for a dead soul to recover the light and get back to a point where as a living soul he can enter the material world again, unknowing, or to just, go on, and watch all Creation in the lands of the gods."
"King Karrr is on his last effort to recover the light. And he led his pride so, so well, that all that are before us now have vowed to follow in his steps to redemption." The mer-headed lion paused and stared at the trembling lioness.
"All but one".
(...to be continued)
In fact I will probably rework the bodies a bit and have them use custom textures instead. so it will work with whatever you use for bodies. It's not a priority for me however at this point I have much pressing things to attend to before I do this...Sethsryt wrote:I wonder, if you are going to make it compatible/semi-compatible with body mods, can you change the foot texture on the hanged persons? I think that is one of the few real incompatibilities.
Because now it displays the whole body texture. :p

That's unlikely WAC fault as it doesn't edit the terrains that much...megazogg wrote:Truth be told, there are a lot of land tearing, missing river segments, waterfalls from nowhere, hovering rocks and trees because of the conflict between WAC and UL.
Wrong statement. WAC edit are minimal. I will edit ONE cell when I place a camp in the wild, and I almost never chose the place myself as most camps already exist in vanilla,I just make them bigger. The ones I made myself are placed outside the borders for most. So if I edit one cell around a camp, this is hardly a problem. UL edit much larger chunk of lands than I do. There's no comparison to be had here.Taking in account the size of Cyrodiil landmass it's rather funny that you, Waalx and guys from UL choose to use almost the same spots for editing.
Beside that. If UL edit something, that mean nobody can touch the landscape anymore? That's one good way to have me drop this project if it's the case.. But as I don't care at all what came before, it's not my concern. If I was concerned about every other mods there is, and actually not much of Cyrodiil is left untouched after all this time, I would not be able to do much. And I would loose interest in making this thing.
Load WAC last and it shouldn't conflict. And then if it does tell me exactly what is the conflict. Saying it may conflict doesn't help me, as I won't go check everything in a 'may conflict' report. Hope you understand this. I'm not being rude. I just don't want to adjust my work for futile reasons, like a load order. Better cities shouldn't conflict, I had people report that it doesn't. As for the rest, if it does conflict it's minimal, at worst. From the reports I get, most people have no conflict with UL, so load WAC after UL and see for yourself.Right now I am on work, so I can't give you more detailed report, but I still can say that WAC conflicts with UL Imperial City Island (Hill with crucified folks), Cloudtop Mountain (Bandit Camp) and Bravil Barrowfields (Bandit Camp). Haven't yet visited other UL locations, so there might be more. Also WAC may conflict with Better Cities.
Not possible. WAC doesn't edit cities. The only thing I added so far that do edit part of cities are signs in the Imperial City. I'm quite sure those will work all right though as it's just small object ADDED to the cells, nothing changed. When you just add something and doesn't overwrite vanilla, it should work fine with everything as long as there are no mods that add the same item in the same spot. I'm confident that the signs I placed in IC are unique on their own, so Better Cities will just benefit from this small changeKatalia wrote:It's possible it does conflict with Better Cities, I'm using Better Cities alongside WAC, and I know that there's a land tear outside of the fighter's guild in Cheydinhal... Not sure if it's due to WAC... nor am I sure if there are any in the other towns...
But, possible...

RealSwords Nord (TCOS Shops.esp in WAC) edit Bruma exterior, however it's been reported many times that it doesn't conflict with Better Cities. I also added a forge-tower in Border Watch for the Khajiit weapons.. Not sure about that one. Never hear of it yet.
TNR is an overhaul, WAC is an overhaul. You chose what you want. Unfortunately I can't make it work with mods that change the same things, at least not at this point. otherwise it would mean I have to do a patch for every personal load order problems.megazogg wrote:There are some minor issues that bugs me, such as beards on NPC, (since I use TNR mods and most of the time colors of head and beard don’t match);
Put yourself in my position and you'll see that it's not something you would like to do yourself. The more versions and patches I do, the more complex and un-managable the mod become for me. I made the mistake to start RealSwords with 4 different options in each mods.. I won't do that again, not with something as big as WAC.
This was discussed years ago when I started on RealSwords. Some people are on your side, others are on mine. The weapons of RealSwords have a certain nomenclature that is indeed unconventional. But that's exactly what I want for the weapons. I don't want four words names that sound conventional, I want unique names that give a hint that they are part of something else...that is, The Chronicles of Steel. In TCOS, each weapon have a story and a name. It's not a Basket Hilt Sword. It's a BasketHilt. We are not talking about Earth conventions if doing a mod for a fantasy world. If we are it's to help with the design of that world, otherwise, Earth conventions and what you know can be twisted , and that's the REAL fun of doing this. Making an exact copy of something is the most boring thing in the world. Making your own version of something...ah! now we are talking!strange names like “BasketHilt” as I think it should be “Basket Hilt” or more better – “Basket-hilted Sword”, Walloon Sword, Schiavona or Mortuary Sword; shortnames such as “Bearded Axe (2H)” since you can just name such weapons “Two-handed” or “Great”.
For example..
A Khajiit Elvin Saber...is NOT a typo. It a name. The khajiit who made the blade named it thus herself. Who are we to say it's not right? and should be Elven Saber?
Don't tell me next that RealSwords should be Real Swords. Don't ask me to change the names of weapons that have been played now for over two years with those names. I won't do that. And I think it's understood. Less than a handful of people reported this to me so far in two years. So people either don't care or take it like it is I guess. I understand people that mail me so I 'correct' the Elvin saber as without the background story it does sound like a typo. For the rest of Realswords...I did more than enough weapons by now with the same names 'mistakes'. If they all have this kind of weird names, it must be on purpose?

Although I agree that (2H) sound weird, the reason for this was to have the one-handed and two-handed version listed together in your inventory. I think I'll just remove the (2H) as it's already available as info if you mouse-over the weapon anyway...
or an amulet that make predators ignore them. like the one you can buy in Sweetwater Camp, but one that protect against more than just Apex predators.. this could be a cool item to have for a player that want to walk around in the world without fear of being attacked so often.Mormacil wrote:Maybe a blessing by the Princes they worship?
heheHaruko wrote:*cough* sorry Alex guess I missed that post. nothing else to report so far, I'll let you know if I encounter any bugs.

you are right.StarX wrote: You can correct me if I'm wrong here, Alex.
This can be changed, and in fact it will give me the possibility to upgrade the look of the hanging persons and have them in decomposition and a bit rotted. now they look too clean. If I do this I can probably get away with doing only a few textures. Argonians, Khajiit, and one for rotted skin to be used by the races that have no hairs/scales. And maybe a few different parts, like different heads, and different limbs/torso. I may also try to remap them all on the zombie textures of WAC. That could be just the thing to do. Yet as I said up there, it's not a priority.

- Mormacil
- Exquisite Fencer
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Lovely story
As for the amulet. I say if the player takes it swap it with an amulet that has a chance to fail. Makes it less overpowered 


"Veni Vidi Castratavi Illegitimos"
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
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Why not make the amulet such that animals ignore the wearer on a distance but attack while getting too close. Like the robes in Shivering Isles?
Or maybe only give the player that version of the amulet.
Would make it a lot more fun, navigating through the wild, trying to keep out of the animals' personal space..
Or maybe only give the player that version of the amulet.
Would make it a lot more fun, navigating through the wild, trying to keep out of the animals' personal space..
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Yes, I know it. The problem is in UL, since it edits vanilla landscapes drastically. Anyway, as I said before, I understand that WAC are still in early stage of development (since it’s Alpha), so I don’t mind all this errors, that can acquire from time to time, just report about them to you. In addition, I think that UL folks can solve the compatibility issue of WAC and UL, once WAC released into public, since they usually make compatibility patches in similar cases.Waalx wrote: That's unlikely WAC fault as it doesn't edit the terrains that much...
Of course WAC is the latest in my load list, after all I am quite familiar with Oblivion’s engine mechanics and more over – I’ve read your readme (first post) (except for Deadly Reflex, but WAC and DR don’t conflict at all). More other, I made a revision of my plug-ins before installing WAC, removing all non-essential things for me, leaving only UL, BC, Mighty Magick mod (since I tend to play as a Nord Battlemage most of the time), Enhanced Weather and some textures & sound overhaul mods. As for BC – I’ve noticed that BC begin to change external cells near cities too, that’s why I said that it also can conflict with WAC, but right know it is purely my own assumption, as I said, I will try to test WAC with UL and BC on this weekend and post screens of any error I will find.Waalx wrote: Load WAC last and it shouldn't conflict. And then if it does tell me exactly what is the conflict. Saying it may conflict doesn't help me, as I won't go check everything in a 'may conflict' report. Hope you understand this. I'm not being rude. I just do not want to adjust my work for futile reasons, like a load order. Better cities shouldn't conflict, I had people report that it doesn't. As for the rest, if it does conflict it is minimal, at worst. From the reports I get, most people have no conflict with UL, so load WAC after UL and see for yourself.
Well TNR is an overhaul, but it only changes NPC’s faces, and make them a lot more individual and memorizeable. Anyway, I can easily do it myself, running through all NPCs, making their beard-color matching hair, but still I’d prefer if bearded NPCs can be a stand-alone, optional plugin instead been integrated into WAC.esp.Waalx wrote: TNR is an overhaul, WAC is an overhaul. You chose what you want. Unfortunately I can't make it work with mods that change the same things, at least not at this point. otherwise it would mean I have to do a patch for every personal load order problems.
Waalx, please do not take me for an idiot. I understand that “Elvin” is a name, not misspelled “Elven”. I don’t tell you anything, just expressing my own opinion. It’s your mod and you can do anything you want. Besides, problems like that can be solved by making another esp with “tweaked” names and I can do it myself. In fact, I already did it, so no offence.Waalx wrote: A Khajiit Elvin Saber...is NOT a typo. It a name. The khajiit who made the blade named it thus herself. Who are we to say it's not right? and should be Elven Saber?
Don't tell me next that RealSwords should be Real Swords. Don't ask me to change the names of weapons that have been played now for over two years with those names. I won't do that. And I think it's understood. Less than a handful of people reported this to me so far in two years. So people either don't care or take it like it is I guess. I understand people that mail me so I 'correct' the Elvin saber as without the background story it does sound like a typo. For the rest of Realswords...I did more than enough weapons by now with the same names 'mistakes'. If they all have this kind of weird names, it must be on purpose?![]()
- Waalx
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There will be a lot of patching to be done because of WAC for other people I'm affraid..megazogg wrote: Yes, I know it. The problem is in UL, since it edits vanilla landscapes drastically. Anyway, as I said before, I understand that WAC are still in early stage of development (since it’s Alpha), so I don’t mind all this errors, that can acquire from time to time, just report about them to you. In addition, I think that UL folks can solve the compatibility issue of WAC and UL, once WAC released into public, since they usually make compatibility patches in similar cases.

All right. I didn't knew that better cities were starting to change the exteriors..Of course WAC is the latest in my load list, after all I am quite familiar with Oblivion’s engine mechanics and more over – I’ve read your readme (first post) (except for Deadly Reflex, but WAC and DR don’t conflict at all). More other, I made a revision of my plug-ins before installing WAC, removing all non-essential things for me, leaving only UL, BC, Mighty Magick mod (since I tend to play as a Nord Battlemage most of the time), Enhanced Weather and some textures & sound overhaul mods. As for BC – I’ve noticed that BC begin to change external cells near cities too, that’s why I said that it also can conflict with WAC, but right know it is purely my own assumption, as I said, I will try to test WAC with UL and BC on this weekend and post screens of any error I will find.
I know WAC will conflict, it's however what I consider a necessary evil. Otherwise I can't touch anything as most of anything in Oblivion was changed or replaced already one or many times over. This leave me two choices.
1- Try to scan everything and only use what is left untouched (which obviously will be the

2- or forgo anything that came before, and do my own vision as I want it, without concern, and be free.
Obviously I went with choice number 2. What choice number 2 made me do will need to be adapted later maybe, but I won't put a brake into my creativity - at this point - because another mod change the same thing. I'm still in Alpha, I don't need to comply now

I thought you were speaking of the TNR overhaul mod. Of course the mod with faces will conflict greatly. Unless the same color palette I used for the bearded npc can be replicated in a TNR patch.Well TNR is an overhaul, but it only changes NPC’s faces, and make them a lot more individual and memorizeable. Anyway, I can easily do it myself, running through all NPCs, making their beard-color matching hair, but still I’d prefer if bearded NPCs can be a stand-alone, optional plugin instead been integrated into WAC.esp.
It's not possible to make the beards a stand alone. I change more than the beards in an NPC, so it need to be done all in the same esp. It's either I remove the races and beards, or I keep them. No option is possible here.
From all I know you don,t need to edit this all by yourself manually though, it's editing hundreds of NPC, you don't want that! Use Wrye Bash and merge TCOS.esp with TNR. I don't know the exact procedure, but I know merging only the faces can be done. Merge TNR to WAC - TCOS.esp and you'll have the faces with beards and hopefully you can select not to port TNR hair colors... That way only the face would be imported and you would have the beards with matching hair color -or closest I could do without going crazy- of TCOS.
I'm glad you're not an idiot, but that idiotic question is in my top 10 from people who e-mail me about RealSwords... So don't take this personally, I had over two years of "Elvin mails", so I just blew it all off this morning....Waalx, please do not take me for an idiot. I understand that “Elvin” is a name, not misspelled “Elven”. I don’t tell you anything, just expressing my own opinion. It’s your mod and you can do anything you want. Besides, problems like that can be solved by making another esp with “tweaked” names and I can do it myself. In fact, I already did it, so no offence.

I didn't want to be rude or nothing. Some days, I'm just more edgy with the caffeine intake of my morning cup..

peace!

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Wow, I said that it's getting quiet and look at this! Almost three pages since!
Waalx, it's great to hear that you're working on "c". I haven't had time to play, but I can confirm the bad dog in Leyawiin - forgot to report that before, sorry.
About the names, I prefer the idea with space in between two words, but I don't mind it that much to put any more thought into it.
Good thing about the poisons and poisoneers! I remember vaguely that it was mentioned before, but I don't know the details. About the infamy, maybe it could be like every 10 poisons 1 infamy point gained. Or 5 or somethhing. If you need any help with dialogue, scripts etc. feel free to tell me, I would gladly help.
Still need to read all posts from past couple of days and the story...
Waalx, it's great to hear that you're working on "c". I haven't had time to play, but I can confirm the bad dog in Leyawiin - forgot to report that before, sorry.
My thought exactly! Crude should look crude while fine should be ... well fine and elaborate! But, in my opinion three types are more than enough!A crude weapon in my eyes is a weapon that DOESN'T look the exact same as a FINE weapon, in definition they are worlds apart. A flawed weapon and a crude weapon, that mean what exactly? The guy who came-up with those names.. well ...good for him! Not for me.
About the names, I prefer the idea with space in between two words, but I don't mind it that much to put any more thought into it.
Good thing about the poisons and poisoneers! I remember vaguely that it was mentioned before, but I don't know the details. About the infamy, maybe it could be like every 10 poisons 1 infamy point gained. Or 5 or somethhing. If you need any help with dialogue, scripts etc. feel free to tell me, I would gladly help.
Still need to read all posts from past couple of days and the story...

Alex, two questions for you:
About WAC:
1) I mentioned the Kajiit smith in Borderwatch: are you aware he doesn't sale anything?
One other question:
2) Do you remember some of the helmets in Conan? do you happen to have made the helmet of Thulsa doom and the one of Rexor? because if you do, I am interested.
Keep on amazing us...
EDIT: I have just spotted on TESNexus the conan helmets...they don't look that good but...they'll do their job...
About WAC:
1) I mentioned the Kajiit smith in Borderwatch: are you aware he doesn't sale anything?
One other question:
2) Do you remember some of the helmets in Conan? do you happen to have made the helmet of Thulsa doom and the one of Rexor? because if you do, I am interested.
Keep on amazing us...
EDIT: I have just spotted on TESNexus the conan helmets...they don't look that good but...they'll do their job...
- Waalx
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Yes I am. I will fix it too, it's in the list.MasterAub wrote:About WAC:
1) I mentioned the Kajiit smith in Borderwatch: are you aware he doesn't sale anything?

Conan? what is that?One other question:
2) Do you remember some of the helmets in Conan? do you happen to have made the helmet of Thulsa doom and the one of Rexor? because if you do, I am interested.

I was about to say somebody did them..but you found it. I have no plan as of now to make them, except maybe some stuff of the Arena in the first movie. But that's not for the IC Arena, so that would be later-on.

- greenwarden
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- Location: the Northwestern US
Finally was able to grab some honest -to-goodness play time.
I've read the last 10 or so pages to catch up, and noted that some were experiencing the Nvidia black screen bug at the Gnoll camp on Hammerfell's border. Well I'm an ATI user, and here's what I see there:

It isn't persistent- I can move around and the correct textures will pop back in. Anyway, it osunds like you are aware of a quirk in that area and you're working on it.
Just wanted to add my two cents to the matter.
Also, I see you may be looking for voice actors- if you need a voice actress, please contact me. I have voice acted in a lot of mods- "Viconia 2", "Heart of the Dead", and "Dremora Companion" to name my recent jobs. as well as the upcoming "Dark Brotherhood Chronicles" and "Return to Sancre Tor". I am a narrator in real life- I record books for the blind. I love this mod, and would love to help in any way I can.
Thank you, Waalx!

I've read the last 10 or so pages to catch up, and noted that some were experiencing the Nvidia black screen bug at the Gnoll camp on Hammerfell's border. Well I'm an ATI user, and here's what I see there:

It isn't persistent- I can move around and the correct textures will pop back in. Anyway, it osunds like you are aware of a quirk in that area and you're working on it.

Also, I see you may be looking for voice actors- if you need a voice actress, please contact me. I have voice acted in a lot of mods- "Viconia 2", "Heart of the Dead", and "Dremora Companion" to name my recent jobs. as well as the upcoming "Dark Brotherhood Chronicles" and "Return to Sancre Tor". I am a narrator in real life- I record books for the blind. I love this mod, and would love to help in any way I can.
Thank you, Waalx!
- StarX
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Oh yes! I've heard your voice acting and it's very professional. It would be a great addition to an epic mod!greenwarden wrote:
Also, I see you may be looking for voice actors- if you need a voice actress, please contact me. I have voice acted in a lot of mods- "Viconia 2", "Heart of the Dead", and "Dremora Companion" to name my recent jobs. as well as the upcoming "Dark Brotherhood Chronicles" and "Return to Sancre Tor". I am a narrator in real life- I record books for the blind. I love this mod, and would love to help in any way I can.
Thank you, Waalx!

- greenwarden
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- Location: the Northwestern US
Well,
, Star X! I try my best. If I can be of assistance to you in your modding endeavors, don't hesitate to let me know. 
Apologies for the off-topicness, Waalx.


Apologies for the off-topicness, Waalx.

- Waalx
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I think that can be due to terrain LOD, and as they are out the borders, there may not be an adequate thing to do for this... the place where the camps does this is a mountain in vanilla, I brought half that mountain cliff down to make this camp..I have to test this ans see if I can do something or not.greenwarden wrote:Finally was able to grab some honest -to-goodness play time.![]()
I've read the last 10 or so pages to catch up, and noted that some were experiencing the Nvidia black screen bug at the Gnoll camp on Hammerfell's border. Well I'm an ATI user, and here's what I see there:
It isn't persistent- I can move around and the correct textures will pop back in. Anyway, it osunds like you are aware of a quirk in that area and you're working on it.Just wanted to add my two cents to the matter.
Also, I see you may be looking for voice actors- if you need a voice actress, please contact me. I have voice acted in a lot of mods- "Viconia 2", "Heart of the Dead", and "Dremora Companion" to name my recent jobs. as well as the upcoming "Dark Brotherhood Chronicles" and "Return to Sancre Tor". I am a narrator in real life- I record books for the blind. I love this mod, and would love to help in any way I can.
As a matter of fact YES! I'm working behind-the-scene with Anja The Wisperer, and the story for the mod she's doing is going to need a female voice. Not exactly your usual female tough, But I thing the subject may be of interest to you

Once Anja got her story done, I will contact you and show you what we need.


- greenwarden
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- Location: the Northwestern US
You know, that makes perfect sense to me. I'm going to be installing TES LODGen soon, maybe I can sort this out for myself and pass on my findings- no promises though, as I'm a slow learner of even the most exhaustively-documented programs.Waalx wrote: I think that can be due to terrain LOD, and as they are out the borders, there may not be an adequate thing to do for this... the place where the camps does this is a mountain in vanilla, I brought half that mountain cliff down to make this camp..I have to test this ans see if I can do something or not.

A female character who is not "usual" is music to my ears.As a matter of fact YES! I'm working behind-the-scene with Anja The Wisperer, and the story for the mod she's doing is going to need a female voice. Not exactly your usual female tough, But I thing the subject may be of interest to you
Once Anja got her story done, I will contact you and show you what we need.
!
