WAC Beta v0.1 - Downloads, comments, suggestions

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nemetoad
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I;ve seen a few problems in Hircine's realm too. Went through that a bit today.

Well, first off: Are all animals supposed to have the red eyes? Because lions, wolves, etc. that spawn there do not. I'm assuming that's only with the normally peaceful enemies that the red eye occurs.

Next: Hircine. When I fought him, I had an easier time with him than the Fear King there. That thing can leap, mr. fear king that is. very frightening. Maybe pumping up his strength and giving him some enchantments on his spear may be a good idea to make Hircine more imposing?

The other thing I noticed is you have a few floating trees still too near the southern gate a bit. No idea where exact, my map was goofing up for some reason again. I think that's DarnUI's fault with the map though.

Also, the sigil stone has no "everything blows up" animation to it when you pick it up. Didn't know if this was intentional or not.

Overall, I have to say I enjoy Hircine's realm. Very scenic, quite fun, and full of wildlife that is hunting you. I'd love to see more "epic" creatures such as the Fear King in the final release, let alone cannot wait to see the other areas too. I do hope you change the water a bit at some point still though, the lava feels out of place to me.
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StarX
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Waalx wrote:Sorry for the lack of update last week, its going to be this way for the next two week as I'm on a contract right now.
Shadowcran wrote: Waalx, you know I can't mod due to my poor eyesight, but research I can do. I'm disabled, so I don't have any interference like a job or school to interfere and could use projects to research.

... Let me know what you would like to see me research first.
ok to be perfectly honest here..with all I still have that is yet to finish, I don't need more ideas. WAC isn't done, and I have yet things in mind that I do want to do (lots). Gladiator isn't made. RealSwords isn't complete. I have a lot that is started already, too much for my own good in fact.

Also, I do my own research for everything I do. Even if you pull me a list of things I still have to research it on my own end before doing anything. That's the way I work, and that's a part of my work I appreciate a lot too as I learn lots of stuff in the process.. A good artist gets good references before he start a project. A newb think he can do without, and that's why newb work look like crap. All masters will work with references unless they go for stylish or abstract stuff. Otherwise, the result suffer big deal. I'm not a master, but I'm no newb either. So that's the way it work. Even if you pull me pages of stuff, I'd still have to redo the search on each subject on my end.


If you want to contribute, I have something else though. I lost my best writer on the Chronicles of Steel last week because of real-life issues. I need writers.

I also need a person to tackle some sounds for the creatures. That doesn't need any experience, but it's a research on it's own as well to find the sound fx, and arrange them to fit in the game. Mixing and playing with SFX in a software like Audacity for example is very fun and easy to do, and the more original SFX I get for WAC, the better the experience when you meet a particular creature type..

So if either of those interest you, lets talk! This would help a lot more than pages of suggestions. I do have a good knowledge of mythology, history, and fantasy stuff, as well as a fertile imagination. Don't worry about me for the subjects! :) I as said I already have more than I can chew on.

Haruko wrote:I reinstalled, but some of the things like the Atlantian sword and the 7 leage boots don't show up. I'm confused because I transfered the data folder straight over, without changing anything...
I have no idea.

You seems to have lots of weird bugs man. Did you consider re-installing your whole system? That actually need to be done at least 3-4 times a years for me (as I do use my box a lot). For people who use their box less, reinstalling the whole thing should be done at least twice a year minimum. Otherwise, unknown bugs always arise, and speed goes down the longer you use your OS. That's the way it is with either a PC or a Appletoy.




So that's it, no updates! Sorry, real-life has me for the moment. I need money. Doesn't mean I'm not going to touch the mod in the next two weeks, but doesn't mean I will either.
Good to hear that you have a contract, Alex. Hope it's a fun job (or at least pays well!). Leaves me even more time to finish these dungeons.

I would love to help with the soundeffects (I already created one effect for the crows as you know), but creating the dungeons takes up a lot of time and I think creating sounds would distract me to much from that.

So come on fellow WAC-ers! Can anybody try to help out with the soundeffects? Let's help lighten the load a bit for Waalx! :D
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Conker343qc
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Well, i want to help ... but i have no sound making Xp at all . What programs do i need ? What resources do i need ? etc ... If you can give me insight on that , i might give it a try to see what i can dig up. :)
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Waalx
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I had no sound making experience at all either or barely..

You need a brain, curiosity, and be able to understand how a rather simple software work by yourself.

then

Download Audacity

http://audacity.sourceforge.net/

search google for free sound fx websites like...
http://www.findsounds.com/
http://www.grsites.com/sounds/

many sites about this.. this is actually what's longer, finding interesting SFX. Sometimes with only one big SFX you can create many.

Then you need to edit the sound in audacity. Make the sound a mono file, apply effects, crop some parts if needed. change the pitch, tempo or whatever fit the subject at hand. Sounds need to be MONO and in WAV format.

Being able to understand how to retain quality and get an SFX that is not a big file in the end is a MUST. Otherwise it will lag in the game.

Save the sounds in a certain hierarchy based on what Bethesda did. For each actions there can be several SFX in each folders.

folders are named for each creature types::

ex: Ogre


in the folder Ogre you have 5 subfolders:

- Attack

- Aware

- Death

- Idle

- Injured

in each of those folders you need to find one appropriate SXF at least, preferably many. Ideally you can have like 5-6 different sounds in each folders to have an interesting variety to choose from. (for the Smurfs Greenies and Greylings I made each actions have around 10 SFX per folders, so attacking a gang of those is very interesting soundwise).

As for anything, if you want a quality result, it take time to do. So be prepared to invest yourself. Making an half-ass thing here is not an option.

that's it.
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Conker343qc
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Although i'll try , i'm not sure i can be a reliable source , cause i'm in a pretty heavy program at school and i work in the evening saturday and sunday ... i'll try to understand the program first , after we'll see what we could do .
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StarX
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Audacity is pretty easy to pick up and in my opinion very intuitive. Creating new sounds may very well become an adiction as it's so much fun to do. Just play around with the program first: load up a song you know and play around with the different effects and cropping tool to get an idea of it's capabilities. After that it's a matter of finding the right samples to play with, which is (as Waalx said), often the hardest part. Also try combing different soundeffects, to create your own unique sound. :-)
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Haruko
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Send me what sounds you need, I can even do some voice dialoge if you need it... I have some experience in this regard.
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Waalx
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easier for you to check this image...
Image

and then think that all the rest could use some love.

So far there are around 400 creatures instances in the WAC version you have now. Of course that's not 400 species, but the choices is yours on what's left. As you can see a lot could be done as I didn't do much of it. And in many species you have adults and youngs to consider.

the folders in that that bear the same names as vanilla creatures are not the same vanilla sounds. Xivilai in that for example is a female version that are much more creepy..

Lot to do, so take yer pick!

thanks
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Shadowcran
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Sorry for delayed update to alpha testing, but I was trying it from different angles. I used a high level first weeks ago, and my earlier reports were from that. I've since used a mid level and also started over with a beginning character.

Except for the earlier problems I reported, the rest seem fine. I"m sure this mod is going to be a major hit for several reasons.
1- It's content. People will love having all this content. The world can seem desolate sometimes, especially the wilderness even with MMM and others supposedly populating the wilderness and using "more wilderness life".

2- There hasn't been a good big mod like this one in a long time. All the new mods I've seen lately seem ...uninspired and seem to be mostly just addons to earlier mods.

3- The attention to detail. It's one thing to make a creature, it's another to make it look believable. WAC has done this for the most part.

I understand you do your own research and that's good. What I can provide instead of research is simply things you might want to research. But geez, your time has got to be spread thin as it is.

I can hardly wait to see your Gnolls and Death Knights added. Every time I've went through a fort, I imagine extra levels added on to them with a death knight waiting for me at the end. I haven't found ONE fort over 2 levels, so adding to them would be a great idea. I still think adding a WAC door for extra levels would be "boss"...to revive an old term.

Man, I wish my eyesight was better. I've had this idea lately for a "Gothic Horror TC" but of course, can't implement it. Least I can see if anyone else thinks it's a good idea.

In it, the area is set up like Gothic Victorian London only minus guns. Potential dungeons would be the Tower of London, infested with undead. The streets themselves, at night, might contain Mr Hyde or Jack the Ripper and also a plethora of cutthroats, thieves, and ne'er do wells. Of course, it being London, it would be foggy, adding to the scary atmosphere. Prostitutes try to lure you into alleys so their pimps can cut your throat while you're ...uh...occupied. Perhaps we could even add an element of Bram Stoker's Dracula to the mix.

The moors would be home to werewolves and various undead. Perhaps other famous London landmarks could 'suddenly' be infested as well.

The other day I encountered an imp but it had the name "kobold" attached to it. Kobolds are not implike. They're cowardly dog like creatures that would be perfect for low levels to fight. Another low level creature that would be good to implement would be Gibberlings.

http://en.wikipedia.org/wiki/Kobold_(Du ... &_Dragons)

Appearance
The first impression of gibberlings[who?] is of a writhing mass of fur and flesh. The pandemonium is actually a mass of pale, hunchbacked humanoids, with pointed ears, black manes and grinning faces. Their eyes are black, and shine with a maniacal gleam.


[edit] Combat
Gibberlings attack in great numbers, uttering ghastly howls, clicks, shrieks, and insane chattering noises[who?]. The screaming mob is completely disorganized in form, and random in direction. They usually carry short swords in their overly long arms. Where they get these swords is unknown[who?], and they may instead wield crude weapons made from bone.

The horde's forward motion slows only long enough to kill anything moving, and then continues forward, their bloodlust apparently unabated. They always fight to the death[citation needed]. All food in their path is devoured, including the fallen among their own number, and any unfortified building or objects are generally wrecked.


[edit] Habitat and Society
It is difficult to imagine[who?] a gibberling social structure. It can be roughly compared{{Who}] to the social structure of a school of piranha in a feeding frenzy. There is no sense, no organization, and no individuality. Though they clearly have a primitive means of communicating among themselves, they have no discernible language.

The only true hope of survival, should a herd of gibberlings be encountered[who?], is to take strategic advantage of their fear of bright light. The gibberlings generally frequent only dense forests and subterranean passages, loathing bright light of all kinds, and are particularly afraid of fire. If found during the day gibberlings awake, but generally cower in fear at the bright light surrounding them.

In the original 2nd Edition Monster Manual, it was left unclear how or when or even if gibberlings procreate. The mysteries of gibberling reproduction were revealed in the module "The Gates of Firestorm Peak". The module mentioned a second form called the brood gibberling, which gives birth to larvae called gibberslugs, which writhe beneath the skin of the brood gibberling. They are injected into the flesh of anyone the brood gibberling bites, including other gibberlings. The slugs then grow steadily and consume the body of their host from the inside, eventually bursting out through the skin. A brood gibberling can actually control those it has created, leading to the development of "clans" of the monsters[original research?].

Again, these 2 are just suggestions. It's just when I started over I noticed the lack of variety in creatures to kill. Seems all mods concentrate on the higher level stuff.
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Mormacil
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Gibberings almost sound like Bosmer :P
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Haruko
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Gibberings, did you mean like the Gibbering Mouther from D&D Shadowcran? I'll get to work asap on some of those sounds Waalx, just please if anyone else is doing sounds post which ones so I can skip them.
It's a pally thing, you wouldn't understand.
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Shadowcran
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Haruko wrote:Gibberings, did you mean like the Gibbering Mouther from D&D Shadowcran? I'll get to work asap on some of those sounds Waalx, just please if anyone else is doing sounds post which ones so I can skip them.
yep, Gibberlings are from D & D. They're a low level type creature who pretty much act in a group like it's one unit of a snarling, gibbering mass of fur and claws, and even the occasional rusty knife or sword they picked up somewhere.
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Haruko
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Shadowcran wrote:
Haruko wrote:Gibberings, did you mean like the Gibbering Mouther from D&D Shadowcran? I'll get to work asap on some of those sounds Waalx, just please if anyone else is doing sounds post which ones so I can skip them.
yep, Gibberlings are from D & D. They're a low level type creature who pretty much act in a group like it's one unit of a snarling, gibbering mass of fur and claws, and even the occasional rusty knife or sword they picked up somewhere.
Those things are so much fun to throw at low level characters with poor will saves i.e. Fighers and Barbarians lol. I wonder if we could put one of those in Ob... it'd take a LOT of work, not just on the model but on the sounds, and the effects it would have.

I'd also like to put in Gelatnus enemies in the dungeons, that'd be fun to work on.
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Shadowcran
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um. I recommended Gelatinous Cubes to CorePC a week ago and he said he'd probably implement them, so no need for Waalx to worry with it. CorePC was looking for ways to extend the creatures that MMM has already made so I recommended a lot of slime options and He was interested in 2 of them, maybe all, but I know of 2 for sure. The Gelatinous Cube and the Metal slimes(from Dragon Quest series)
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Shadowcran wrote:Sorry for delayed update to alpha testing, but I was trying it from different angles. I used a high level first weeks ago, and my earlier reports were from that. I've since used a mid level and also started over with a beginning character.
no problem.

I always played it only with a brand new character so far.
Except for the earlier problems I reported, the rest seem fine.
cool, the version you all have now is too old anyway..I should have released an update, but as I'm adding more content to it, it's not only a matter of just upgrading an esp. the next update should be... soon.
I"m sure this mod is going to be a major hit for several reasons.
1- It's content. People will love having all this content. The world can seem desolate sometimes, especially the wilderness even with MMM and others supposedly populating the wilderness and using "more wilderness life".

2- There hasn't been a good big mod like this one in a long time. All the new mods I've seen lately seem ...uninspired and seem to be mostly just addons to earlier mods.

3- The attention to detail. It's one thing to make a creature, it's another to make it look believable. WAC has done this for the most part.
1- The thing is taking form... when the arena (s), will be there as well...it will be a better ambiance than it is now.

2- bigger than I though it would be... it was just supposed to complement a suit of armor that isn't even part of it now. Weird. It also ate RealSwords and that was the big project I had.

3- I'm working on the "less" part! :P
I understand you do your own research and that's good. What I can provide instead of research is simply things you might want to research. But geez, your time has got to be spread thin as it is.
the problem is that each time you add something it risk to add to what I want to do, and I have a lot to do only to finish what is already started. It's a neverending flow of I want to do that.
I can hardly wait to see your Gnolls and Death Knights added. Every time I've went through a fort, I imagine extra levels added on to them with a death knight waiting for me at the end. I haven't found ONE fort over 2 levels, so adding to them would be a great idea. I still think adding a WAC door for extra levels would be "boss"...to revive an old term.


The goal for now is to have at least 3 gnoll camps. And occupy 7 forts with the Dead Knights (meaning I will clear some vanilla stuff and give it to Dead knights. Deead Knights will be an esp on it's own I think. It's a quest, and it's an evil one. :)
Man, I wish my eyesight was better. I've had this idea lately for a "Gothic Horror TC" but of course, can't implement it. Least I can see if anyone else thinks it's a good idea.

In it, the area is set up like Gothic Victorian London only minus guns. Potential dungeons would be the Tower of London, infested with undead. The streets themselves, at night, might contain Mr Hyde or Jack the Ripper and also a plethora of cutthroats, thieves, and ne'er do wells. Of course, it being London, it would be foggy, adding to the scary atmosphere. Prostitutes try to lure you into alleys so their pimps can cut your throat while you're ...uh...occupied. Perhaps we could even add an element of Bram Stoker's Dracula to the mix.

The moors would be home to werewolves and various undead. Perhaps other famous London landmarks could 'suddenly' be infested as well.

That's not in the scope of this project now. but some elements you describes like cuthtroats and evils doers I want to make some of them. A couple of semi-evil npc that can trigger trouble at some places. Even now only in vanilla I need to redesign the look but also I want some system for the bandits so there is somekind of interaction between their gang and between the marauders as well. And the highwayman, for witch I have an idea also. I always felt the highwayman were a joke and underdone.

For most part I try to stay away from other franchise characters in WAC, except for minor exceptions like the Smurfs, and in a way Dragonlance Death Knights since I was inspired by the Parkison painting..

The Boba Fett armor isn't part of WAC itself, and I'm probably going to make it's separate as will the Smurfs and Dead Knights. The greenies and Greylings are part of the main esp though.

Vampire are already in Oblivion, not sure what I will do if I do something there.. Werewolves will be there, the Gnoll is kind of like a wherewolf, with a hyena werewolvish head.
The other day I encountered an imp but it had the name "kobold" attached to it. Kobolds are not implike. They're cowardly dog like creatures that would be perfect for low levels to fight. Another low level creature that would be good to implement would be Gibberlings.

http://en.wikipedia.org/wiki/Kobold_(Du ... &_Dragons)

Appearance
The first impression of gibberlings[who?] is of a writhing mass of fur and flesh. The pandemonium is actually a mass of pale, hunchbacked humanoids, with pointed ears, black manes and grinning faces. Their eyes are black, and shine with a maniacal gleam.


[edit] Combat
Gibberlings attack in great numbers, uttering ghastly howls, clicks, shrieks, and insane chattering noises[who?]. The screaming mob is completely disorganized in form, and random in direction. They usually carry short swords in their overly long arms. Where they get these swords is unknown[who?], and they may instead wield crude weapons made from bone.

The horde's forward motion slows only long enough to kill anything moving, and then continues forward, their bloodlust apparently unabated. They always fight to the death[citation needed]. All food in their path is devoured, including the fallen among their own number, and any unfortified building or objects are generally wrecked.


[edit] Habitat and Society
It is difficult to imagine[who?] a gibberling social structure. It can be roughly compared{{Who}] to the social structure of a school of piranha in a feeding frenzy. There is no sense, no organization, and no individuality. Though they clearly have a primitive means of communicating among themselves, they have no discernible language.

The only true hope of survival, should a herd of gibberlings be encountered[who?], is to take strategic advantage of their fear of bright light. The gibberlings generally frequent only dense forests and subterranean passages, loathing bright light of all kinds, and are particularly afraid of fire. If found during the day gibberlings awake, but generally cower in fear at the bright light surrounding them.

In the original 2nd Edition Monster Manual, it was left unclear how or when or even if gibberlings procreate. The mysteries of gibberling reproduction were revealed in the module "The Gates of Firestorm Peak". The module mentioned a second form called the brood gibberling, which gives birth to larvae called gibberslugs, which writhe beneath the skin of the brood gibberling. They are injected into the flesh of anyone the brood gibberling bites, including other gibberlings. The slugs then grow steadily and consume the body of their host from the inside, eventually bursting out through the skin. A brood gibberling can actually control those it has created, leading to the development of "clans" of the monsters[original research?].

Again, these 2 are just suggestions. It's just when I started over I noticed the lack of variety in creatures to kill. Seems all mods concentrate on the higher level stuff.
There's the greenies now in WAC that already spawn in small groups, and more. . I agree there's a lack of medium level stuff in your version. but consider me I have more here.:P

Gibberling's sound fun. making them react according to D&D lore is a bit more hard. You just cannot control a large group of critters at the same time. To be able to have a playable thing it need to stay in numbers that will still allow the creature AI to register. Or its AI Overload, and that you can now already see this at work in WAC at some place..

even with the game setting that should permit more AI to be processed.

the sky isn't the limit here.
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well, the Gibbering mouther is a subteranian dweller, only in deep caves and dungeons that connect to them, same with the cube, so no outside spawning would be involved. Don't think I'm trying to get you to do stuff though, I know your thing about suggestions I was just throwing out what was in my head "need something to do whilst I am at the workplace" Speaking of work, it may take me some time to get to those sounds, but I will.
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Wouldn't it work better if you made it one high poly monster? :P
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Good day everyone.

One other thing I noticed with WAC v0.04.

When entering the Oblivion plans you get to see/fight at the Top of the main Oblivion Tower (the one with the Sigil Stone) a new breed of Dremora (a Lord Dremora). The problem is, sometimes this big fellow (the one with magma sword) is already dead when you reach the Top. :-o
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oh man i'm new here and I just installed this, so far this as been wow! i added it to my Fcom install plus some more 50 mods including unique landscapes. I did put some relev delev tags on the esp's on the bashed patch and everything seems to run just fine! with all those mods and also Qarl texture pck and some other texture replacers i had a hit on my vram and I notice some AI problems, bandits dont fight with me, sometims when I attack they ran off, but with WAC and FCom there are probably more than 600 critters in the game, i will continue testing on the unique landscapes and other mods i have that alter landscape and report back if i find any anomaly. Oh I loved the decor, the wheels were a really nice touch to make the game look more gloomy.

and thanks again waalx!
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By the way I have not yet encounter some of the Battle Mage.

Any hints on their whereabout are welcome
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