What happened to "Waalx Animals & Creatures" mod

Post » Fri May 13, 2011 7:34 am

Anyone know what's going on with this mod? It's suppose to add over a hundred unique animals and creatures.

Here's a picture I found showing all the creatures: http://waalx.com/Downloads/allanimals.jpg

I hope this mod is still in progress .. looks amazing!
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Schel[Anne]FTL
 
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Post » Fri May 13, 2011 7:47 pm

Anyone know what's going on with this mod? It's suppose to add over a hundred unique animals and creatures.

Here's a picture I found showing all the creatures: http://waalx.com/Downloads/allanimals.jpg

I hope this mod is still in progress .. looks amazing!


Walx is apparently on an extended leave of absence from the modding scene. You can get what is done from his forums; http://waalx.com/RealSwordsForum/index.php

I've been dying to try it myself, but cant imagine it would work at all with FCOM.
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Jonny
 
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Post » Fri May 13, 2011 3:34 pm

lol Theirs 2 smurfs in the bottom middle of the picture. I hope the mod isn't permanently abandoned it looks good, and if it works with FCOM that would be awesome.
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Dina Boudreau
 
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Post » Fri May 13, 2011 6:53 am

Walx is apparently on an extended leave of absence from the modding scene. You can get what is done from his forums; http://waalx.com/RealSwordsForum/index.php

I've been dying to try it myself, but cant imagine it would work at all with FCOM.


Great, thanks for the forum link =)
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Silencio
 
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Post » Fri May 13, 2011 2:04 pm

Walx is apparently on an extended leave of absence from the modding scene. You can get what is done from his forums; http://waalx.com/RealSwordsForum/index.php

I've been dying to try it myself, but cant imagine it would work at all with FCOM.


The basic mod should work with FCOM or other overhauls fine since it only adds new spawn points and doesn't change existing leveled lists. I tested the first alpha a while ago and the amount of new creatures is really awesome. You constantly see creatures you've never seen before. And with new I mean really new, not just 200 recolors of the same mesh/texture like in some other mods.

There are still some small bugs and inconsistencies though, but I don't think there is anything that would completely break immersion or even something that would break the game. At least I didn't find anything like that.

It is unlikely that the mod will ever be 100% complete and unfortunately it's not a resource either, so it's a good idea to get what is available now and give it a try.
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electro_fantics
 
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Post » Fri May 13, 2011 3:44 pm

I suspect Waalx found a real 3D -modelling job (one that actually let's you buy food at the end of the month!) and is either to occupied with it, or stays away from WAC for his own protection, as he can be quite a work-a-holic when it comes to modding.

I'm pretty sure he will be back sooner or later. I hope sooner as he's one of the best modelers/texturers around and he managed to teach me a few things! :foodndrink:
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Nauty
 
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Post » Fri May 13, 2011 3:33 pm

The basic mod should work with FCOM or other overhauls fine since it only adds new spawn points and doesn't change existing leveled lists. I tested the first alpha a while ago and the amount of new creatures is really awesome. You constantly see creatures you've never seen before. And with new I mean really new, not just 200 recolors of the same mesh/texture like in some other mods.

There are still some small bugs and inconsistencies though, but I don't think there is anything that would completely break immersion or even something that would break the game. At least I didn't find anything like that.

It is unlikely that the mod will ever be 100% complete and unfortunately it's not a resource either, so it's a good idea to get what is available now and give it a try.

There is an OOO patch for WAC that is probably as beta (or alpha) as the rest of WAC (or because of WAC) on page 99 of the comments thread for WAC on that forum by C. Nail DeMencha. Others have reported using it with success. Uncertain about full FCOM, but having tried a relatively new character with WAC I can say that WAC makes the world very busy and dangerous place as it is focused on unleveled encounters. Combined with FCOM you would be encountering something every 20 feet.

I'm more interested in a WAC/TIE combination as they both are unleveled approaches and await CorePC's ne TIE4Mods to try and combine them.
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J.P loves
 
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Post » Fri May 13, 2011 8:50 am

I hope he comes back soon


He should let this become a Modders resource if he doesn't continue work on it :sadvaultboy:
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jenny goodwin
 
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Post » Fri May 13, 2011 3:53 pm

I have used the Waalx creatures mod for some time and I can vouch for it's brilliance. The creature models are excellent. It also adds quite a lot of new content which makes it more of a overhaul mod. One of the best things it does is add gallows and gibbets with skeletons and corpses in cities and on the roads. Brilliantly done. Having said that, I don't use it anymore because I did not like some of the creatures added. One of the most common creatures you encounter is the Greenie which is basically a garden gnome. I couldn't take them seriously as proper enemies. A lot of the other creatures I saw were African type wildlife including Zebras, Rhino and chimpanzees. I just felt the creatures were not so appropriate for Tamriel. For these reasons I don't use the mod anymore. Still, you should be able to get the mod at his website but you have to register to get it.
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Astargoth Rockin' Design
 
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Post » Fri May 13, 2011 3:20 pm

The basic mod should work with FCOM or other overhauls fine since it only adds new spawn points and doesn't change existing leveled lists. I tested the first alpha a while ago and the amount of new creatures is really awesome. You constantly see creatures you've never seen before. And with new I mean really new, not just 200 recolors of the same mesh/texture like in some other mods.

There are still some small bugs and inconsistencies though, but I don't think there is anything that would completely break immersion or even something that would break the game. At least I didn't find anything like that.

It is unlikely that the mod will ever be 100% complete and unfortunately it's not a resource either, so it's a good idea to get what is available now and give it a try.



There is an OOO patch for WAC that is probably as beta (or alpha) as the rest of WAC (or because of WAC) on page 99 of the comments thread for WAC on that forum by C. Nail DeMencha. Others have reported using it with success. Uncertain about full FCOM, but having tried a relatively new character with WAC I can say that WAC makes the world very busy and dangerous place as it is focused on unleveled encounters. Combined with FCOM you would be encountering something every 20 feet.

I'm more interested in a WAC/TIE combination as they both are unleveled approaches and await CorePC's ne TIE4Mods to try and combine them.



Well that is interesting indeed, and thanks for pointing it out. I think if I can get my install stabilized I'm going to remove everything with extra spawns aside from the core FCOM (More Wildlife, etc.), pop WAC in and see how she goes. I like the idea of making the world even more dangerous.

I've never tried TIE, but I keep reading about it and it sounds pretty damn cool. I especially like the idea that you will run into unleveled creatures; sometimes the best strategy is knowing when to RUUUUUUUN!
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Peter P Canning
 
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Post » Fri May 13, 2011 10:52 am

good to know that it works with FCOM if only activate the basic mod =)
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JERMAINE VIDAURRI
 
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Post » Fri May 13, 2011 2:25 pm

I've been using WAC with OOO, Arma Complete, LAME, allot of Unique Landscapes and a whole plethora of other mods.
It's simply a bliss and works fine when Bash-Patched.

The only Unique Landscape I found conflict with is Arius Creek.
Allot of the new items are still a bit unbalanced and most are generally more powerful than those of OOO.
But this all makes for an even more challenging world, so that's only a pro for me.
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Krystina Proietti
 
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