WAC Beta v0.1 - Downloads, comments, suggestions
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- Steady Sworduser
- Posts: 10
- Joined: March 8th, 2010
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I too had the 0beastmaster problem, when trying to build a bash patch, the fix afformentioned did indeed work, it let me rebuild fully without error, and also, for once, let me load a game with my patch active =P
If you are getting confused by the guide ill have a go, step-by-step:
1) Download and open TES4Edit.exe
2) In the menu that has popped up, titled Master/Plugin Selection, right click on any esp/esm and select "Select None"
3) Select all of the WAC esps and the esm, including the ones you dont need, click ok, and let the processing finish.
4) click the little + to the left of the Waalx Animals and Creatures.esm, then click the + next to the "eyes" subfolder
5) find the editorID for the value "eyeVampireYellowWAC" and right click it, then click change "FormID"
6) change the ID in this little pop-up to "0003B379" minus the quotes, click OK.
7) Select all the records that pop up in the next menu (I had 3), click OK.
8) Click ok again, this is just telling you the updating was successful.
9) Close TES4Edit with the X in the corner, click ok the save the changes.
10) Have fun running your patch =P
If you are getting confused by the guide ill have a go, step-by-step:
1) Download and open TES4Edit.exe
2) In the menu that has popped up, titled Master/Plugin Selection, right click on any esp/esm and select "Select None"
3) Select all of the WAC esps and the esm, including the ones you dont need, click ok, and let the processing finish.
4) click the little + to the left of the Waalx Animals and Creatures.esm, then click the + next to the "eyes" subfolder
5) find the editorID for the value "eyeVampireYellowWAC" and right click it, then click change "FormID"
6) change the ID in this little pop-up to "0003B379" minus the quotes, click OK.
7) Select all the records that pop up in the next menu (I had 3), click OK.
8) Click ok again, this is just telling you the updating was successful.
9) Close TES4Edit with the X in the corner, click ok the save the changes.
10) Have fun running your patch =P
- Maigrets
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Thanks Axah121,
That's much clearer and works.
I usually use TES4Gecko for tweaking and other edits and I was unfamiliar with TES4Edit.
That's much clearer and works.

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- Fumbling Sworduser
- Posts: 3
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4wIronBoots3R has no World Model,
Resulting in the giant yellow pyramid we all know and love
Incredible work,
please keep being awesome!
Resulting in the giant yellow pyramid we all know and love

Incredible work,
please keep being awesome!
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- Fumbling Sworduser
- Posts: 3
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OK turns out all the iron boots are missing their World Mesh, save 1.
Is this just a problem with my copy or are other people having this too?
Is this just a problem with my copy or are other people having this too?
- Maigrets
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Actually I never drop anything, except maybe sometimes vanilla clutter I picked up unintentionally, so I wouldn't know if any world models were missing without looking in the CS.iHeartGoblins wrote:OK turns out all the iron boots are missing their World Mesh, save 1.
Is this just a problem with my copy or are other people having this too?
If I don't want an item I usually put it in a chest or don't loot it in the first place, especially heavy armour because I don't use it. I could sell it, but I don't need the cash either.

Don't know why I picked up that habit, but probably due to some other custom armours and items mods that don't have world models, I think. Can be a problem if you are over encumbered and have to drop stuff though.
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- Fumbling Sworduser
- Posts: 2
- Joined: March 8th, 2011
I am interested in downloading this, but I have a question. Is this modular in any way? In other words can you choose to use certain creatures and disable others? If not is it possible just to delete the ones I don't like in the CS without it causing problems?
Thanks
Thanks
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- Fumbling Sworduser
- Posts: 3
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No it's not modular.I am interested in downloading this, but I have a question. Is this modular in any way? In other words can you choose to use certain creatures and disable others? If not is it possible just to delete the ones I don't like in the CS without it causing problems?
Your gonna have to edit it if there are some creatures you don't wan't.
I personally haven't found any I don't like though,
and the game really does need all the extra variety it can get!
Nope,Does this mod contain any water fowl like ducks, swans, cranes, egrets or anything? If not that would my suggestion when you can find time. I think swans and ducks swiming in the lakes would be very nice.
there are alligators though.
Actually maybe there are, and the alligators just end up eating them all before we get to see them...
I agree it would be awesome.
And goldfish for the ponds in IC.
And when you kill them they drop gold...
But when you kill the swans the queen of England comes and beats you upside the head with a goblin mace.
BAM!
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- Unsteady Sworduser
- Posts: 5
- Joined: January 2nd, 2008
Anyone else having trouble with the gargoyles? In my game they are just laying on the ground making sounds until I approach them.
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- Swordmaster
- Posts: 1451
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That is normal behavior for gargoyles as far as i know. When you approach them the first time they make that stone crackling sound and when close enough they come to live. When you kill them they appear to be dead, but they are not. When you enter and explore an Ayleid ruin and then leave the ruin they will have regenerated a bit of live and will come back to live so to speak if you wait to long. So when you notice that they regenerated a bit quickly kill them again, after that they will stay dead. 

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- Fumbling Sworduser
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For the gladiator mod you should get rid of the thing where you can't enter the arena without placing a bet and make the fights scheduled instead of happening whenever the pc places a bet. the arena is way too player-centric.
- Maigrets
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The vanilla arena is a joke. That's player centric.For the gladiator mod you should get rid of the thing where you can't enter the arena without placing a bet and make the fights scheduled instead of happening whenever the pc places a bet. the arena is way too player-centric.

I have a question which may have been answered somewhere in the 100 and more pages, but I'm not going through them all to see.

Has anyone used WAC with Valenwood Improved? WAC adds a camp inside the Valenwood border, so I'm wondering if this affects anything before I install another huge mod. I'm hoping it doesn't.
BTW the TES4Edit fix for the vampire eyes works perfectly


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- Initiated Swordwielder
- Posts: 69
- Joined: June 16th, 2009
I have installed it. Do you mean the WAC-Goblin camp on the coast, Anja.? Valenwood Improved inserts a bandit camp nearby but they don't disturb each other technically.
And there is an Oblivion Gate in the vicinity, but that is another story...

UL Cliffs of Anvil on the other side ot the coast has half buried one of WAC's watchtowers. But dunes are wandering hills of sand, so maybe that is only a sign of a "living" Oblivion and don't count as a mod conflict.

And there is an Oblivion Gate in the vicinity, but that is another story...


UL Cliffs of Anvil on the other side ot the coast has half buried one of WAC's watchtowers. But dunes are wandering hills of sand, so maybe that is only a sign of a "living" Oblivion and don't count as a mod conflict.

- Maigrets
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That's the camp I mean, yes.Salimbene wrote:I have installed it. Do you mean the WAC-Goblin camp on the coast, Anja.? Valenwood Improved inserts a bandit camp nearby but they don't disturb each other technically.
And there is an Oblivion Gate in the vicinity, but that is another story...![]()
UL Cliffs of Anvil on the other side ot the coast has half buried one of WAC's watchtowers. But dunes are wandering hills of sand, so maybe that is only a sign of a "living" Oblivion and don't count as a mod conflict.


As far as Oblivion Gates they don't exist in my game.

That WAC tower actually looks quite natural buried in the sand as though the sand is taking is taking the landscape back to nature. Or something like that.

OK, off to install Valenwood Improved then...
@ far327
That's an odd one as palidoo says with a small mod list. I have all WAC esps running with a huge mod list and I mean huge.
If it happens also when you use something from the inventory it sounds like more than something added by WAC. Perhaps try rebuilding your Bashed Patch as well as the advice already given.
I haven't ever used any of the vanilla DLC's besides SI, but are you sure your load order is correct. Some of those DLC's are buggy themselves even with their Unofficial patches. Like the sitting bug after playing Knight of the Nine which I assume the UOP's fixed.
I have heard of CTD's when enemies hit and spells cast but I'm afraid I don't know the solution.

- far327
- Steady Sworduser
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- Joined: April 11th, 2010
So I've determined the crashing wasn't from WAC. I have a Vanilla Oblivion install I keep archived in case I need to replace my current install on-the-fly. So I removed all OSBE plugins and generated log files etc... Basically had a "like new" install.
I loaded SI, DLCs, all UOP patches, WAC (all .esps), OBSE 20.5b, BOSS, OBMM Extended, Wrye Bash. Ran BOSS and loaded a new game without creating a bashed patch. Seems to work now. SO, the issue is either something to do with my bashed patch, or perhaps an OBSE plugin or OBGE file. I will know more tonight as I test for the crash after loading files one by one.
I loaded SI, DLCs, all UOP patches, WAC (all .esps), OBSE 20.5b, BOSS, OBMM Extended, Wrye Bash. Ran BOSS and loaded a new game without creating a bashed patch. Seems to work now. SO, the issue is either something to do with my bashed patch, or perhaps an OBSE plugin or OBGE file. I will know more tonight as I test for the crash after loading files one by one.