WAC Beta v0.1 - Downloads, comments, suggestions

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Tlo1048
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Awesome sabers Waalx! It'll be fun to test.
Only...for the Dragonmaster, can you make it where you attack with the straight side, instead of the sererated side? I think it'd look better for Dunmer. :)
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Waalx
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sageofcyrodiil wrote:That's definitely a dunmer bow, IMO. I like the texture, I like the look--it's really clean, elegant, what I imagine native weaponry would look like.

As for an orc bow--is there any way you can add "accoutrements" to it? Something like beadwork, or feathers?
Yeah alright I made it a Dunmer bow! (as 3 answers about it suggested it was the right choice).

so it's not an orc bow, but yeah feathers and stuff are all possible. although for this it need different models for each bows as they are animated.
Conker343qc wrote:Well i wanted to know if there was any way to go in Hircine's realm with the coc command ??? what's the code for the place ??
not sure..

try coc Gate01 ?
Thlo1048 wrote:for the Dragonmaster, can you make it where you attack with the straight side, instead of the sererated side? I think it'd look better for Dunmer.
Dragonmaster is an orc blade. Beside the serated edge is on the backside as for the Dragonclaw of Orc which is essentially a cheap version of the Dragonmaster.

it's the Goblin Saw that is serated on the cutting side. I don't know how you looked at it to think that, and I know you didn't read the text I wrote that say "Dragonmaster in RealSwords Orc" :P
I actually made some adjustment to it and now that one have a claw on the pommel and I made the serated side less angular and more round.
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sageofcyrodiil
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Sweet. I should've said "Morrowind's native weaponry", but eh--a mistake now and then won't hurt too much, will it? ;)

As for why I asked about beads and feathers and such: The reason I asked was, if I remember correctly, the Orcs from ES lore were tribal until they took Orsinium, right? (I'll check later to verify) So, before they had roots, they were a nomadic people. Maybe they had traditions, tribal superstitions and the like? Maybe certain decorations and symbolism meant certain things? Beads, arrows--do some research into Native American mythology and symbolism and you'll see what I'm talking about. I think you'd be pleasantly surprised with the look!

If not? Well, you know how it is. Just throwin' my two cents in. Keep up the good work, dude!
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"I have the 8th gate installed and so far every random gate I come across goes to Hercine's. When I take the 8th gate out ie. uncheck using Wrybash, I can no longer save without crashing. I use Marts Monster Mod (reduced reduced), but I don't use Frans, OOO, or NOM. I have numerous other mods they maybe conflicting as well. I did not start a new character after installing. The only other problem I have seen so far is when you walk from the sewers toward Gibbins hill part of the cliff side vanishes until you are standing on it. I had a picture of where it is, but I think It accidentally got overwritten. I will take another pic when I am back in that area.
Other than those, I have not found any problems. I really enjoy the new critters and the atmosphere, with all the criminals running around you have at least partially explained why the prisons aren't full. Glad to finally know it is not incompatant guards.
Sorry I put it in the wrong place, unlike Dews I shy away from them because I don't know the protocols. :-(
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Waalx
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Working on some more stuff now.. and fixing stuff at the same time. I'm mostly on RealSwords and adding to it.

RealSwords isn't even complete in what's out, many things to fix in that as well. I'm probably going to introduce some weapons I made for the arena in the next release too. Although I'm holding on the armors as they are pretty much not finished at all. Making many armors is a very long process. Just for one you need both sex. in case of arena armors they are full suits, so it should be less work than something with separate pieces.

Haruko wrote: what's that damn sound thing?
hey is that a sound like if you hear something 'craking' weirdly, like craking rock? not in always for me, but I happen to hear that very loud at places where I don't know where it come from.
Blackberry wrote:I have the 8th gate installed and so far every random gate I come across goes to Hercine's. When I take the 8th gate out ie. uncheck using Wrybash, I can no longer save without crashing. I use Marts Monster Mod (reduced reduced), but I don't use Frans, OOO, or NOM. I have numerous other mods they maybe conflicting as well. I did not start a new character after installing.


Using a valuable savegame to test a mod in preAlpha is not a good idea. I said that in the readme. What you have is a savegame that probably hold data to the 8th gate world, and it can no longer find it. Or something that the 8th gate added and is part of your save now. with the 8th gate esp unckecked, try to wait at least more than 3 days, or more depending on what other mod you have that modify the respawn rate..wait the ammount of time needed to reset the world (in an closed cell), and see if that can solve your problem with that save. Others shouldn't be affected at all..
The only other problem I have seen so far is when you walk from the sewers toward Gibbins hill part of the cliff side vanishes until you are standing on it. I had a picture of where it is, but I think It accidentally got overwritten. I will take another pic when I am back in that area.
This is most probably due to Unique Landscape. Already reported as such.
As for why I asked about beads and feathers and such: The reason I asked was, if I remember correctly, the Orcs from ES lore were tribal until they took Orsinium, right? (I'll check later to verify) So, before they had roots, they were a nomadic people. Maybe they had traditions, tribal superstitions and the like? Maybe certain decorations and symbolism meant certain things? Beads, arrows--do some research into Native American mythology and symbolism and you'll see what I'm talking about. I think you'd be pleasantly surprised with the look!
Native American mythos and stuff I always liked.. Can't say I'd be 'surprised' as I did many research on that already in my life. Although each new search bring something new..

it's already my plan to make a few tribes. Orcs.. that can be an interesting choice, but many could as well. Bosmers, Argonians, Khajiit, Dunmers. the tribes people will be a second step in Beyond the Borders. and then there will be a native tribe in Hircine realm, maybe more than one.
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e39042
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Just took this thing for a quick spin. Here's a few things I noticed that I thought were off/could be improved:

1. Armless seem pretty harmless low priority critters, but when I went charging towards the pair of bandits stationed outside Vilverin, the poor Archer's buddy seemed to think it was more important to hunt them down than deal with me. Needless to say she died quickly. I would suggest making it so that these things are ignored by Bandits.

2. I noticed some item naming inconsistancies; 'Iron Cuirass', 'Bronze Cuirass', 'Cuirass Iron Bronze Pauldrons' that sort of thing. Not a big deal, but I like an orderly inventory. :P

3. You are probably already planning to address this, but compared to the diversity present in the new animal life and reoutfitted Bandits, the Skeletons are rather lacking. Many of the overhauls have Skeletons wearing decayed armour, and I think that would be in keeping with everything I've seen of this mod so far.

Otherwise I am very impressed by everything I have seen, and at least so far it seems to be exactly the mod I have been looking for.

-------------------------------------

Edit: Put in a bit more time, and stumbled across some more strangeness.

1. Ran into a pair of Lionesses that were attacking each other. At first I thought they were just playing, but the Golden Man Eater (something like that) was killed by a White Lioness. Strange behaviour considering there are usually several Lionesses to a pride. It occured to me that if you were able to turn off friendly fire between them this could actually be a feature - if you managed to stop them from "play fighting" after a while, or if they spot the player.

2. I then tried to kill the White Lioness, but after hitting it about 40 times I gave up. Peculiarly the White Lioness did not attack me back during this time and simply continued to walk away.

3. The fallen Lioness had 8 or so items in her inventory. The percentages of each item appearing need to be substantually decreased if they are to fit in with the other creatures found in Oblivion.

4. Stumbled across an invisible Gargoyle. Upon death it became visible again. Perhaps this was a spell and therefore intentional, but I saw none of the hallmarks of the Chameleon spell and it struck me as odd.

5. Not sure if this is a bug in your mod or not, but when wearing the Leather Gauntlets, a red beam appears every now and then when casting the heal spell. I tried to get a screenshot but it's appearance was too unpredictable.
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Mormacil
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sageofcyrodiil wrote:Sweet. I should've said "Morrowind's native weaponry", but eh--a mistake now and then won't hurt too much, will it? ;)

As for why I asked about beads and feathers and such: The reason I asked was, if I remember correctly, the Orcs from ES lore were tribal until they took Orsinium, right? (I'll check later to verify) So, before they had roots, they were a nomadic people. Maybe they had traditions, tribal superstitions and the like? Maybe certain decorations and symbolism meant certain things? Beads, arrows--do some research into Native American mythology and symbolism and you'll see what I'm talking about. I think you'd be pleasantly surprised with the look!

If not? Well, you know how it is. Just throwin' my two cents in. Keep up the good work, dude!
Isn't their history based on nomadic Altmer as they're simply cursed Altmer or was it Aldmer?
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e39042
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The Chimer were cursed by Azura as punishment when the Tribunal defied her orders and used Kargenac's Tools on the Heart of Lorkhan to become Gods. The result is the blue/grey appearance of the Dunmer. I think the Chimer had a strong resemblance to the Altmer, but I'm not really sure.
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Waalx
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e39042 wrote:Just took this thing for a quick spin. Here's a few things I noticed that I thought were off/could be improved:

1. Armless seem pretty harmless low priority critters, but when I went charging towards the pair of bandits stationed outside Vilverin, the poor Archer's buddy seemed to think it was more important to hunt them down than deal with me. Needless to say she died quickly. I would suggest making it so that these things are ignored by Bandits.

2. I noticed some item naming inconsistancies; 'Iron Cuirass', 'Bronze Cuirass', 'Cuirass Iron Bronze Pauldrons' that sort of thing. Not a big deal, but I like an orderly inventory. :P

3. You are probably already planning to address this, but compared to the diversity present in the new animal life and reoutfitted Bandits, the Skeletons are rather lacking. Many of the overhauls have Skeletons wearing decayed armour, and I think that would be in keeping with everything I've seen of this mod so far.

Otherwise I am very impressed by everything I have seen, and at least so far it seems to be exactly the mod I have been looking for.

-------------------------------------

Edit: Put in a bit more time, and stumbled across some more strangeness.

1. Ran into a pair of Lionesses that were attacking each other. At first I thought they were just playing, but the Golden Man Eater (something like that) was killed by a White Lioness. Strange behaviour considering there are usually several Lionesses to a pride. It occured to me that if you were able to turn off friendly fire between them this could actually be a feature - if you managed to stop them from "play fighting" after a while, or if they spot the player.

2. I then tried to kill the White Lioness, but after hitting it about 40 times I gave up. Peculiarly the White Lioness did not attack me back during this time and simply continued to walk away.

3. The fallen Lioness had 8 or so items in her inventory. The percentages of each item appearing need to be substantually decreased if they are to fit in with the other creatures found in Oblivion.

4. Stumbled across an invisible Gargoyle. Upon death it became visible again. Perhaps this was a spell and therefore intentional, but I saw none of the hallmarks of the Chameleon spell and it struck me as odd.

5. Not sure if this is a bug in your mod or not, but when wearing the Leather Gauntlets, a red beam appears every now and then when casting the heal spell. I tried to get a screenshot but it's appearance was too unpredictable.

1. Armless behavior is probably due to their number or something. That have been reported and answered often.

2. Nomenclature is sometimes not done or temporary.. I'm double checking on everything since a while now. Next version should have almost no error in that.

3. The monsters types I haven't yet touched I will later. Undead will get a big overhaul from me. I already made some zombies around a dozen types I think. Skeletons need a special care as well. I have an idea about that too.

1&2) white lions and Man-eater are enemies. and they are both found at wayshrines. normal that they attack each other on sight. White lions are friendly. Usually they should retaliate if you attack them though.. but they are Imperial beast. again I explained that a couple times in this thread.

3) Technically all part of an animal could be used. Lions are supposed to be great foes, hence they have great loot.

4) No idea, but the gargoyles are chnaged here now.

5) no idea on that.
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e39042
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Sorry, I skimmed through most of this thread but didn't read in any detail.
One more thing I forgot to say is that I think the Wolf sounds don't fit the Wargs very well.
Perhaps Bear sounds would be better?
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Mormacil
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e39042 wrote:The Chimer were cursed by Azura as punishment when the Tribunal defied her orders and used Kargenac's Tools on the Heart of Lorkhan to become Gods. The result is the blue/grey appearance of the Dunmer. I think the Chimer had a strong resemblance to the Altmer, but I'm not really sure.
Yes yes I know, I was referring to Orcs, orcs are cursed or tricked by Malacath
This information is also written in "The True Nature of Orcs":

"Orcs were born during the latter days of the Dawn Era. History has mislabeled them beastfolk, related to the goblin races, but the Orcs are actually the children of Trinimac, strongest of the Altmeri ancestor spirits. When Trinimac was eaten by the Daedroth Prince Boethiah, and transformed in that foul god's insides, the Orcs were transformed as well. The ancient name for the Orcs is 'Orsimer,' which means 'The Pariah Folk.' They now follow Malauch, the remains of Trinimac."
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Sethsryt
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Orcs followed Malacath, though he then had another name.
Orcs of then looked like Elves, but were more warlike.
They were the warriors so to say.

When Malacath got devoured and changed, his people, the Orsimer or Orcs got changed too.
After Malacath was released from the being that ate him, he was called Malacath.

Not sure though, must be more on the imperial library and such.
e39042
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I have isolated the cause of the strange red line that appears when casting a heal spell while wearing brown leather gauntlets. It only occurs when you have blood on your hands. This might just be a problem with Oblivion's engine but I thought I may as well mention it.

I met a Vanir Giant outside an Ayleid ruin. He hit hard, so it's a good thing he got stuck in a ruined arch:
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Was able to stand back and pepper him with fireballs. He never escaped. Might be an idea to adjust his scale a bit so that he doesn't get stuck like that. It really took away from the "Holy Crap!" factor. After killing the Giant I went up to inspect it, and noticed a hole between its head and helmet where they don't fit together properly and was able to see the sky through. Not a big deal, probably doesn't need addressing but I'm a nitpicker.

Found a scattering of placement errors (floating trees and boulders) in the region between Bruma and Chorrol. I don't have any other mods running that would cause this unless they were caused by the UOP. I found some more placement errors in the Goblin Village to the North East of Bruma (Skyrim Border). I even took a couple of pics:
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As you can see every one of the containers is clipping through the ground.
ps. What's the deal with that Efreet Newborn? It was following me around for a while but was slain in battle by a plain old run-of-the-mill wolf in just two hits...

---

Overall I am loving the atmosphere, but am not a fan of all these Lions! I'm using a mod that drains your fatigue as you run, and as such almost every time I come across a hostile one I end up dying. Such is the life of a newbie Adventurer I guess; unless we're talking about Vanilla Oblivion of course.
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Haruko
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just wow... I'm gone for a couple days and suddenly the updates pour in. I love the new weapons Waalx, and think things are just going absolutely great, it's neat how WAC caused you to finally work on the swords again. Hail to the Smithy, he's done goon on them swords.

I ran into a lot of wolves and lions, at level 5 they seem to pounce when I'm barely within view of them, and my settings are all the way up... but that's not really an issue, though getting killed when I have the odds stacked in my favor is a little humiliating. Still can't figure out the sound issue, ran with just your mods on and it still persists.
It's a pally thing, you wouldn't understand.
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Waalx
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e39042 wrote:I have isolated the cause of the strange red line that appears when casting a heal spell while wearing brown leather gauntlets. It only occurs when you have blood on your hands. This might just be a problem with Oblivion's engine but I thought I may as well mention it.
It could be the model too. I will check it.
I met a Vanir Giant outside an Ayleid ruin. He hit hard, so it's a good thing he got stuck in a ruined arch:
e an idea to adjust his scale a bit so that he doesn't get stuck like that.
If it was just me, the giants would be bigger instead. The fact that the creatures have poor AI is not something I can do much about. It's the same as if an ordinary rock stand between you and a creature and it can't go over it and run forever while you pelt it with arrows or spells. use that to your advantage if you want, or...or give a chance to the big guy and move in the clear where he can he can follow.
Found a scattering of placement errors (floating trees and boulders) in the region between Bruma and Chorrol. I don't have any other mods running that would cause this unless they were caused by the UOP.
unless it's around a goblin or bandit camp or for watchtowers like by the big bridge, , I didn't touch the landscape or trees.
.
I found some more placement errors in the Goblin Village to the North East of Bruma (Skyrim Border).
ps. What's the deal with that Efreet Newborn? It was following me around for a while but was slain in battle by a plain old run-of-the-mill wolf in just two hits...
Nordor is not even made. barely started. The fire newborn there was to test something at the time. and since he's supposed to only appear as a summon and follow you, it's natural he follow. Newborn are the weakest Djiins they grow in size and change appearance each 6 levels up to level 30. then it's a Magus Djinn that can be called.

---
Overall I am loving the atmosphere, but am not a fan of all these Lions! I'm using a mod that drains your fatigue as you run, and as such almost every time I come across a hostile one I end up dying. Such is the life of a newbie Adventurer I guess; unless we're talking about Vanilla Oblivion of course.
you mean the shrines lions? They are a basic idea I have for the mod and that stay like this. If you talk of the other beasts however, in the next release the beast you can find in the wild will not automatically attack you. unless you are too close to them, they will tolerate your presence up to a point. and then if you decide to run away an can make it far enough they will let you go.

not only lions will kill you at level one... by the way! :P everything can spawn at level 1.
Haruko wrote:it's neat how WAC caused you to finally work on the swords again.
Yeah well it had to come into a whole one way or the other, and now WAC is bigger than RealSwords, so RealSwords is absorbed by WAC. Being able to use the weapons I made for RS on NPC in WAC I had no choice anyway. and this way it's easier, ...One mod to rule them all!


So you too had a problem with lions? Lions per see or felines in general?

Well,... don't go near lions until you know what' you're doing. That's all I can say :)

Wolves? are easy! that's why they always spawn in numer (the grey ones). Timber wolves will usually spawn in solo. White wolves can be dangerous. Dingo and Maned wolves are more pesky than scary. Hyenas can be more though than wolves if in a pack. Wargs are the worst I think. Dogs... dogs are a joke.

Nah!.

Dogs were a joke.

No more.

Meet the Great Imperial (dog). yeah. It's an armored mangy cur, for you, dogs!


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Armor fit my dogs models of WAC but not the wolves, vanilla wolves nor vanilla dog that is kinda lika wolf. The furry neck they have doesn't fit the gentle collar of this elegant assortment. you can also see the Dunmer Bow on my back.

(there it goes for the Dogs of War StarX!).
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Mormacil
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I.. I... I want a doggy! ^_^ It looks great Waalx, in one word great :)
"Veni Vidi Castratavi Illegitimos"

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Haruko
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Holy crap Waalx, that dog is the coolest dog ever! Even my fiance wants to have it, and she hasn't played OB since I first installed the Vanilla OB.
It's a pally thing, you wouldn't understand.
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StarX
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(there it goes for the Dogs of War StarX!).
Woopsa! Finally some real badass looking dogs! :-)

Looks awesome, man!
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Krimsyn Kane
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Nice, I'm really digging the war dog concept, good work.
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Conker343qc
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Awesome idea for the doggy ! It's a Half-life 2 "Dog" (some of you may know him) in level of bad-assery and it fits in Oblivion ! :grin: I think we can't wait for your next update , waalx ... and for the NHL season to start too... :-D-)
- Agea haelia ne jorane emero laloria...
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