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RealSwords WACSHOP • View topic - Fixes for the Current Beta 1

RealSwords WACSHOP





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 Post subject: Fixes for the Current Beta 1
PostPosted: July 3rd, 2011 
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I was going to leave off making a separate thread for any fixes until the next version is ready and these would be redundant, but since they are hard to find in the main thread please look here first.

This is the fix for the Gnolls crash where the wrong skeleton was assigned to one of the creatures. It was originally posted by another user but that link has been unavailable for awhile now. I re-uploaded it to my own Mediafire account and at the time of typing has been downloaded 277 times as at August 31st. :)

Simply replace the esm and any other plugins you're using. Make sure your load order is correct afterwards.
http://www.mediafire.com/file/elqudqww9 ... Gnolls.rar

This is the fix for the vampire eye issue with the Arena Grand Champion where Wrye Bash chokes when making a Bashed Patch. You will need TES4Edit, but it's easy to do.

Download TES4Edit here:
http://www.tesnexus.com/downloads/file.php?id=11536

Code:
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.


Thanks to the people who originally posted these. thanks My apologies for not searching for your names, but you're welcome to point me in the right direction. :grin: Credit where credit is due.


Anyone else who has other fixes or edits they would like to add please do it in this topic so people can find them easily. :)

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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: July 20th, 2011 
Fumbling Sworduser
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Thanks! In the same theme, here is a fix I discovered for the problem where the Arena Gate won't open for the player:

Open up WAC - Gladiator.esp in the CS and make sure the following scripts look like I have them here:

ArenaSpectatorCombatantsScript
spoiler:
Code:
Scriptname ArenaSpectatorCombatantsScript

Begin GameMode

; Opens the Arena gates for both the Yellow Team and Blue Team combatants
if ArenaSpectator.GateDownFight == 1
   if ArenaSpectator.GateDown == 0
   if ArenaSpectator.Announce == 1
      if ArenaSpectator.OpenTimer > 12.5
      ;8.5
         ArenaPlayerGateRef.Unlock
         ArenaPlayerGateRef.Activate Player
         YellowGateRef.Unlock
         YellowGateRef.Activate Player
         refArenaBeastGateSpectator.Unlock
         refArenaBeastGateSpectator.Activate Player
         refArenaSlavesGateSpectator.Unlock
         refArenaSlavesGateSpectator.Activate Player
         set ArenaSpectator.GateDown to 1
         set ArenaSpectator.OpenTimer to 0
         endif
      endif
   endif
endif

End


ArenaSpectatorScript
spoiler:
Code:
Scriptname ArenaSpectatorScript

short BetTeam
short BetAmount
short ReadyToRumble
short Enabled
short GateDown
short FightOver
short Announce
short CityAnnounced
short ChorrolMatch
short SkingradMatch
short CheydinhalMatch
short ImperialCityMatch
short LeyawiinMatch
short AnvilMatch
short BrumaMatch
short BravilMatch
float CityTimer
short GateDownFight
float OpenTimer
short YellowDead
short BlueDead
short CombatantReset
Short DisableCombatants
Short ReadyMatch
Short Reset
Short DoOnce
Short DoOnce1
Short DoOnce2
Short DoOnce3
Short DoOnce4
Short DoOnce5
Short DoOnce6
Float fQuestDelayTime
short Lucky
short DoorLock
short BetTeams
short BothDead

Begin GameMode

if DisableCombatants == 0
   if ( ReadyMatch == 0 )
      ArenaYellowComRef.Disable   
      ArenaBlueComRef.Disable
      set DisableCombatants to 1
   endif
endif

if ( ReadyMatch == 1 )
   if GateDown == 1
      if ReadyToRumble == 0
         set ReadyToRumble to 1
      endif
   endif
endif

If BetTeam == 4
   ArenaGalleryMarkerRef.MoveTo xSpectatorRedTeam
elseif BetTeams == 1
   ArenaGalleryMarkerRef.MoveTo refChorrolArenaCarpet
endif

;this plays the announcer sound file for the appropriate city
if GateDown == 0
   If FightOver == 0
      If Announce == 0
         If CityAnnounced == 0
            If ArenaGalleryMarkerRef.GetDistance Player <= 400 && ChorrolMatch == 1
               Set DoorLock to 1
               ArenaGalleryMarkerRef.Say Announcer 1 ArenaMouth 1 1
               set CityAnnounced to 1
            endif
         endif
      endif
   endif
endif

if GateDown == 0
   If FightOver == 0
      If Announce == 0
         if CityAnnounced == 1
            set CityTimer to ( CityTimer + GetSecondsPassed )
         endif
      endif
   endif
endif

;Plays another announcer message about the fight
if GateDown == 0
   If FightOver == 0
      If Announce == 0
         if CityTimer > 8
            If ChorrolMatch == 1
               ArenaGalleryMarkerRef.Say Announcer 1 ArenaMouth 1 1
               set GateDownFight to 1
               Set Announce to 1
               set CityTimer to 0   
             endif
         endif
      endif
   endif
endif

If Announce == 1
   set OpenTimer to ( OpenTimer + GetSecondsPassed )
endif


; Opens the Arena gates for both the Yellow Team and Blue Team combatants
if GateDownFight == 1
   if GateDown == 0
   if Announce == 1
      if OpenTimer > 13
      ;8.5
         ArenaPlayerGateRef.Unlock
         ArenaPlayerGateRef.Activate ArenaBlueComRef
         YellowGateRef.Unlock
         YellowGateRef.Activate ArenaBlueComRef
         refArenaBeastGateSpectator.Unlock
         refArenaBeastGateSpectator.Activate Player
         refArenaSlavesGateSpectator.Unlock
         refArenaSlavesGateSpectator.Activate Player
         Playsound "AMBArenaCrowdCheerWin"
         set GateDown to 1
         set OpenTimer to 0
         endif
      endif
   endif
endif

if ArenaSpectatorCombYellow == 1 && ArenaSpectatorCombBlue == 1 && BothDead == 0
   set BothDead to 1
endif

if ArenaSpectatorCombYellow == 1 && ArenaSpectatorCombBlue == 1 && BothDead == 1
   set ArenaSpectator.BlueDead to 2
   set ArenaSpectator.YellowDead to 2
   Playsound "AMBArenaCrowdCheerWin"
   ArenaGalleryMarkerRef.Say Announcer 1 ArenaMouth 1 1
   set BothDead to 2
endif

if BlueDead == 1 && BetTeams == 1
   Playsound "AMBArenaCrowdCheerWin"
   ArenaGalleryMarkerRef.Say Announcer 1 ArenaMouth 1 1
   set BlueDead to 2
endif

if YellowDead == 1 && BetTeams == 1
   Playsound "AMBArenaCrowdCheerWin"
   ArenaGalleryMarkerRef.Say Announcer 1 ArenaMouth 1 1
   set YellowDead to 2
endif

End


Basically this just re-orders the gate opening sequence so the player's gate is activated first. So far I've made it to myrmidon with no trouble whereas before I was locked out by the third match or so.


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: July 21st, 2011 
Unsteady Sworduser
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My first script looks like this:

spoiler:
Code:
Scriptname ArenaSpectatorCombatantsScript


Begin GameMode

; Opens the Arena gates for both the Yellow Team and Blue Team combatants
if ArenaSpectator.GateDownFight == 1
   if ArenaSpectator.GateDown == 0
   if ArenaSpectator.Announce == 1
      if ArenaSpectator.OpenTimer > 12.5
      ;8.5   
         refArenaBeastGateSpectator.Unlock
         refArenaBeastGateSpectator.Activate Player
         refArenaSlavesGateSpectator.Unlock
         refArenaSlavesGateSpectator.Activate Player
         ArenaPlayerGateRef.Unlock
         ArenaPlayerGateRef.Activate Player
         YellowGateRef.Unlock
         YellowGateRef.Activate Player
         set ArenaSpectator.GateDown to 1
         set ArenaSpectator.OpenTimer to 0
         endif
      endif
   endif
endif



End


Is that a problem? Mine looks more befitting for the Gladiator.esp ...

*Edit: I'll change it if you think it needs it. When I had a quick test play through of the Gladiators plugin, I only ran into trouble just before fighting the Grey Prince: I spoke to Ysabel Andronicus (Now in the Blood Team's Bloodworks) about fighting the Grand Champion. The match was arranged and Agronak seemingly headed to the Arena. I went back to the Blue Team's Bloodworks to head up to commence the battle and the large Bloodwork's gate wouldn't open...


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: July 21st, 2011 
Fumbling Sworduser
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I apparently messed up and posted the stock Oblivion scripts. I edited my original post with how they should look. O.o


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: July 21st, 2011 
Swordmaster
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So we would have to replace this script...

sgaileach1 wrote:
ArenaSpectatorCombatantsScript
spoiler:
Code:
Scriptname ArenaSpectatorCombatantsScript

Begin GameMode

; Opens the Arena gates for both the Yellow Team and Blue Team combatants
if ArenaSpectator.GateDownFight == 1
   if ArenaSpectator.GateDown == 0
   if ArenaSpectator.Announce == 1
      if ArenaSpectator.OpenTimer > 12.5
      ;8.5
         ArenaPlayerGateRef.Unlock
         ArenaPlayerGateRef.Activate Player
         YellowGateRef.Unlock
         YellowGateRef.Activate Player
         refArenaBeastGateSpectator.Unlock
         refArenaBeastGateSpectator.Activate Player
         refArenaSlavesGateSpectator.Unlock
         refArenaSlavesGateSpectator.Activate Player
         set ArenaSpectator.GateDown to 1
         set ArenaSpectator.OpenTimer to 0
         endif
      endif
   endif
endif

End



With this one?

sgaileach1 wrote:
ArenaSpectatorScript
spoiler:
Code:
Scriptname ArenaSpectatorScript

short BetTeam
short BetAmount
short ReadyToRumble
short Enabled
short GateDown
short FightOver
short Announce
short CityAnnounced
short ChorrolMatch
short SkingradMatch
short CheydinhalMatch
short ImperialCityMatch
short LeyawiinMatch
short AnvilMatch
short BrumaMatch
short BravilMatch
float CityTimer
short GateDownFight
float OpenTimer
short YellowDead
short BlueDead
short CombatantReset
Short DisableCombatants
Short ReadyMatch
Short Reset
Short DoOnce
Short DoOnce1
Short DoOnce2
Short DoOnce3
Short DoOnce4
Short DoOnce5
Short DoOnce6
Float fQuestDelayTime
short Lucky
short DoorLock
short BetTeams
short BothDead

Begin GameMode

if DisableCombatants == 0
   if ( ReadyMatch == 0 )
      ArenaYellowComRef.Disable   
      ArenaBlueComRef.Disable
      set DisableCombatants to 1
   endif
endif

if ( ReadyMatch == 1 )
   if GateDown == 1
      if ReadyToRumble == 0
         set ReadyToRumble to 1
      endif
   endif
endif

If BetTeam == 4
   ArenaGalleryMarkerRef.MoveTo xSpectatorRedTeam
elseif BetTeams == 1
   ArenaGalleryMarkerRef.MoveTo refChorrolArenaCarpet
endif

;this plays the announcer sound file for the appropriate city
if GateDown == 0
   If FightOver == 0
      If Announce == 0
         If CityAnnounced == 0
            If ArenaGalleryMarkerRef.GetDistance Player <= 400 && ChorrolMatch == 1
               Set DoorLock to 1
               ArenaGalleryMarkerRef.Say Announcer 1 ArenaMouth 1 1
               set CityAnnounced to 1
            endif
         endif
      endif
   endif
endif

if GateDown == 0
   If FightOver == 0
      If Announce == 0
         if CityAnnounced == 1
            set CityTimer to ( CityTimer + GetSecondsPassed )
         endif
      endif
   endif
endif

;Plays another announcer message about the fight
if GateDown == 0
   If FightOver == 0
      If Announce == 0
         if CityTimer > 8
            If ChorrolMatch == 1
               ArenaGalleryMarkerRef.Say Announcer 1 ArenaMouth 1 1
               set GateDownFight to 1
               Set Announce to 1
               set CityTimer to 0   
             endif
         endif
      endif
   endif
endif

If Announce == 1
   set OpenTimer to ( OpenTimer + GetSecondsPassed )
endif


; Opens the Arena gates for both the Yellow Team and Blue Team combatants
if GateDownFight == 1
   if GateDown == 0
   if Announce == 1
      if OpenTimer > 13
      ;8.5
         ArenaPlayerGateRef.Unlock
         ArenaPlayerGateRef.Activate ArenaBlueComRef
         YellowGateRef.Unlock
         YellowGateRef.Activate ArenaBlueComRef
         refArenaBeastGateSpectator.Unlock
         refArenaBeastGateSpectator.Activate Player
         refArenaSlavesGateSpectator.Unlock
         refArenaSlavesGateSpectator.Activate Player
         Playsound "AMBArenaCrowdCheerWin"
         set GateDown to 1
         set OpenTimer to 0
         endif
      endif
   endif
endif

if ArenaSpectatorCombYellow == 1 && ArenaSpectatorCombBlue == 1 && BothDead == 0
   set BothDead to 1
endif

if ArenaSpectatorCombYellow == 1 && ArenaSpectatorCombBlue == 1 && BothDead == 1
   set ArenaSpectator.BlueDead to 2
   set ArenaSpectator.YellowDead to 2
   Playsound "AMBArenaCrowdCheerWin"
   ArenaGalleryMarkerRef.Say Announcer 1 ArenaMouth 1 1
   set BothDead to 2
endif

if BlueDead == 1 && BetTeams == 1
   Playsound "AMBArenaCrowdCheerWin"
   ArenaGalleryMarkerRef.Say Announcer 1 ArenaMouth 1 1
   set BlueDead to 2
endif

if YellowDead == 1 && BetTeams == 1
   Playsound "AMBArenaCrowdCheerWin"
   ArenaGalleryMarkerRef.Say Announcer 1 ArenaMouth 1 1
   set YellowDead to 2
endif

End


Basically this just re-orders the gate opening sequence so the player's gate is activated first. So far I've made it to myrmidon with no trouble whereas before I was locked out by the third match or so.


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: July 21st, 2011 
Unsteady Sworduser
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No. I think sgaileach1 meant that the respective scripts need to look at detailed in the links :)


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: July 22nd, 2011 
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Initiate33 wrote:
No. I think sgaileach1 meant that the respective scripts need to look at detailed in the links :)

Correct. Two separate scripts need changing. The changes for each are in the spoiler under its script name.


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: April 26th, 2012 
Disciplined Swordwielder
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love how you've condensed the fixes in one easy to browse topic :)

I also remember a couple other issues in the main thread, one with weird head textures of a couple creatures and one with the Legion plugin not working as it should... anyone remembers the details ?


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: April 26th, 2012 
Disciplined Swordwielder
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another fix, this for WAC - TCOS shops: viewtopic.php?p=6013#p6013


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: April 27th, 2012 
Disciplined Swordwielder
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can anybody upload fixed Gladiator.esp?

I do not have CS and I am afraid of breaking something with it.

if it's against waalx's wishes please ignore. but I'd like to use Gladiator esp also, it is awesome :)


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: April 28th, 2012 
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I don't think anyone actually uploaded a fixed esp. The instructions are in the 2nd post in this thread though, but if you don't feel comfortable with using the CS you can actually just use the in game console and toggle clipping (tcl) to get through the gate, if that's the issue you're referring to.

I know it works because I used it before the above script change was posted here and it doesn't mess up the actual quest parts.

The Arena is pretty much finished in the final version of WAC I believe, but I have no idea when or if it will ever be uploaded.

_________________
Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: April 28th, 2012 
Disciplined Swordwielder
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I hadn't thought of using tcl, great idea :)


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: April 30th, 2012 
Disciplined Swordwielder
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Gekko64 wrote:
another fix, this for WAC - TCOS shops: viewtopic.php?p=6013#p6013



can someone who's handy with TES4edit write down a step-by step guide to how to fix this issue, as was done with the googly eyes and Gladiator gate in the above posts?

I'd love to fix this myself, but I'm afraid to mess up the plugin :D


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: April 30th, 2012 
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Gekko64 wrote:
Gekko64 wrote:
another fix, this for WAC - TCOS shops: viewtopic.php?p=6013#p6013



can someone who's handy with TES4edit write down a step-by step guide to how to fix this issue, as was done with the googly eyes and Gladiator gate in the above posts?

I'd love to fix this myself, but I'm afraid to mess up the plugin :D


I'm afraid you'll have to wait and see if someone posts some instructions and I wouldn't hold your breath. I'm not trying to be mean, but it's pretty quiet around this forum and most people just look in and go again without a by your leave or a hello.

I haven't played Oblivion in almost a year and more than likely won't again unless the final WAC is ever released so I can at least check it out before I uninstall the game. I didn't really have much need for TES4Edit, unlike almost every other tool and utility, although it is pretty easy to use.

Maybe take a browse through this site which has tutorials and instructions for most of Oblivion's tools, managing mods and a lot more. You might find some help there.
http://tescosi.com/wiki/Main_Page

What's the problem with the shops esp anyway? Maybe I missed whatever was in the link you added since I just scanned through it, but as far as I remember there was no issue with the shops esp, or at least I didn't experience any.

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Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: April 30th, 2012 
Disciplined Swordwielder
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there's a wild edit that turns a dremora cuirass mesh into the chainmail cuirass mesh :)


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: May 1st, 2012 
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Gekko64 wrote:
there's a wild edit that turns a dremora cuirass mesh into the chainmail cuirass mesh :)


You could fix that in 30 seconds in the CS (after the editor is loaded of course.) :P

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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: May 1st, 2012 
Disciplined Swordwielder
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what happened to your avatar? :D

anyway, I'm not going to use it for the time being since it's incomplete, I definitely WILL give it a try later on though :)


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 Post subject: Re: Fixes for the Current Beta 1
PostPosted: May 1st, 2012 
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Joined: Oct 2 2008
Posts: 1557
Location: Australia
Gender: Female
Born in: 1954
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what happened to your avatar? :D


lol, I wondered if anyone would notice. I felt like a change and that's how my dog looks at me when she wants something. It's not her though, just a random pic I found.

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Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett


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