OBMM's conflict reporter is... err, not to put too fine a point on it: useless.
TES4View is the only really reliable way to check through conflicts, except for 3d clipping/collision conflicts which need to be checked in the CS.
Try disabling each WAC esp one at a time and attempting to laod up. That should show you which one is preventing you from loading.
Vac
WAC Beta v0.1 - Downloads, comments, suggestions
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Vacuity
- Avid Swordlearner

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- Waalx
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Did you install the v0.05a & v0.05b in release order over the base files of v0.05??Wolfy wrote:.........
Wolfy
And why are you doing an Omod with something that is already in a BSA archive? This defy the logic of having an installation based on a BSA archive.

- Waalx
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many places, some I made myself chopping SFX.Vacuity wrote:
I love the sounds for the Greenies, where did you get them from?
Vac
I have gathered a small collection of SFX over the years, and I made a couples searches on free SFX websites and grabbed what worked for WAC or what beastie I was looking for..
Sound FX in WAC isn't yet as extensive as I would like it to be, yet I did made a bigger effort with Greenies so they can have an already large SFX bank to play.
(greenies are my babies) In case you wonder, the greenies dress-up is loosely based on a character of mine, one I've been drawing for years. (those are very old)



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Azchar111
- Fumbling Sworduser
- Posts: 1
- Joined: July 27th, 2007
Waalx,
I really like the Worgs, they'd make good pets/companions (they are cute but vicious). Greenies are neat - I followed some chasing a road runner and ended up in Weye where they proceeded to a little wreck havok. It was really funny. When they turned on me, I found out how useful water is.
My favorites so far are the various armless - they look like small dinosaurs. Also rhinos look magnificent; very life-like.
Overall I like everything I've seen so far (I'm only level 8). Lots of beautiful animals. The only incongruity I've seen is the number of apex predators (tigers & lions) in small areas; but I suppose vanilla Oblivion has the same problem.
I like how you sometimes mix tough creatures (both hostile & friendly) in relatively close proximity. The white lions have saved my bacon a few times.
I only use WAC as my monster mod so I'm seeing the mod in all it's glory. Excellent job!
Thanks for sharing your hard work,
Bill
I really like the Worgs, they'd make good pets/companions (they are cute but vicious). Greenies are neat - I followed some chasing a road runner and ended up in Weye where they proceeded to a little wreck havok. It was really funny. When they turned on me, I found out how useful water is.
My favorites so far are the various armless - they look like small dinosaurs. Also rhinos look magnificent; very life-like.
Overall I like everything I've seen so far (I'm only level 8). Lots of beautiful animals. The only incongruity I've seen is the number of apex predators (tigers & lions) in small areas; but I suppose vanilla Oblivion has the same problem.
I like how you sometimes mix tough creatures (both hostile & friendly) in relatively close proximity. The white lions have saved my bacon a few times.
I only use WAC as my monster mod so I'm seeing the mod in all it's glory. Excellent job!
Thanks for sharing your hard work,
Bill
- Waalx
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Azchar111 wrote:Waalx,
I really like the Worgs, they'd make good pets/companions (they are cute but vicious). Greenies are neat - I followed some chasing a road runner and ended up in Weye where they proceeded to a little wreck havok. It was really funny. When they turned on me, I found out how useful water is.
My favorites so far are the various armless - they look like small dinosaurs. Also rhinos look magnificent; very life-like.
Overall I like everything I've seen so far (I'm only level 8). Lots of beautiful animals. The only incongruity I've seen is the number of apex predators (tigers & lions) in small areas; but I suppose vanilla Oblivion has the same problem.
I like how you sometimes mix tough creatures (both hostile & friendly) in relatively close proximity. The white lions have saved my bacon a few times.
I only use WAC as my monster mod so I'm seeing the mod in all it's glory. Excellent job!
Thanks for sharing your hard work,
Bill
Beauty must be in the eyes of the beholder for sure if you think the worgs are cute...
Yes, the Apex predators are indeed a problem insofar with WAC. I plan to change that later, where new lvld lists will take care of them. There will still be a small chance that some can spawn nearby, but mostly they will be far off in the forests and near the regions borders. So that will make going deeper inland much more dangerous. Roads will be the real safe way, except from medium and small foes, and rarely, an apex could venture more toward civilization.... but the idea is to have them a bit further from the roads and cities.
What's great with WAC is I can modify my lists (custom spawn points) and change creatures spawns (by regions) in a blink. So when I get to it it won't take very long. And as you may know WAC.esp spawns are placed by geography, instead of vanilla 'by terrain type'.

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Vacuity
- Avid Swordlearner

- Posts: 34
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- Location: Taiwan
Still haven't seen any worgs, but I concur that the armless look great. I think from what I've seen the armless and fears both seem to have made the biggest improvements from v0.04. From what I've seen! Which isn't that much, yet. Would you have any issue with me taking a few screens of animals and posting them in the Bethsoft boards, you know, stir things up a little bit?Azchar111 wrote:My favorites so far are the various armless - they look like small dinosaurs. Also rhinos look magnificent; very life-like.
Vac
- Waalx
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Do as thou wilt.Vacuity wrote: Would you have any issue with me taking a few screens of animals and posting them in the Bethsoft boards, you know, stir things up a little bit?![]()
Vac

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Siegfried
- Steady Sworduser
- Posts: 20
- Joined: August 16th, 2008
They're supposed to be that size? That's good then, I 1st met them and at a distance thought they were wolverines, got up close and didn't realize they were seperate from wargs, thought there must be a bug. That's good though they're the way they're meant to be.Waalx wrote:not the Wargs..the Worgsstupidhobo12345 wrote:i met a huge Worg in the camp in Skyrim... it was scary.Waalx wrote:Nobody has met a group of Worg yet? Or the Fears??
@poettt666
Dunmer, Battle Mage
Worgs are tiny and fat and usually spawn in groups of 6 to 8 I think..
But in my test the Fears where my favorite. They can appear in almost all terrains but there are more near the Black March in case you want to see.
And about fears, I like them, but I feel like they spawn way to often (20% of the new enemies I meet are fears). They also feel a bit out of place, in mountain regions, being reptilian.
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Vacuity
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- Posts: 34
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You can never have too much of a good thing! Err... Well, ok, I've only been in Blackwood and I was meeting a good variety of stuff there.Siegfried wrote: And about fears, I like them, but I feel like they spawn way to often (20% of the new enemies I meet are fears). They also feel a bit out of place, in mountain regions, being reptilian.
Thanks for the permission Waalx, I'll have to actually take those shots of course; I'm always far too busy... >_<
Vac
- Waalx
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there,s something in the spawn process (not by me), and for a while it can spawn several instance of the same creature type in an area. Don't know what cause this.Siegfried wrote:And about fears, I like them, but I feel like they spawn way to often (20% of the new enemies I meet are fears). They also feel a bit out of place, in mountain regions, being reptilian.
Fears are numerous though. They are one of the few species that I hand-placed spawn all around the map only for them. another of this are the Armless. And I made it with the armless in mind as well. The Armless and Fears both share the same texture although they don't have the same bodies. Fears are not armless, but their arms are so tiny that they could in fact be adult Armless (and with this we could suppose that they grow small arms later-on in their life-cycle.)
So you may encounter a lot of Fears, but for 95% of them it come from their own spawn points and it doesn't affect the rest of WAC beasts spawns. I could lower their spawn probability easily in a patch..
3 yetis? I am not aware of somewhere were I have spawns that have multiple Yeti instances..normally it should spawn alone. I will check on this ...MasterAub wrote:Last night I burned alive 3 yetis...poor creatures...

- Lord Spyro
- Steady Sworduser
- Posts: 14
- Joined: November 5th, 2008
ok I finally got some time to play today and I took many screens so ill post them
possible glitches
the beard texture at the bottom cuts off looks kinda out of place p.s. nice job on the giant

not sure if its a glitch but why are there spots on the mace?

the greaves have no icon or world model

I unequipped the helmet and it didnt unequipped on the npc...(it said it was equipped in the menu)

scarves dont show up with black bandit hood,leather(plain) or necromancer robes



blue team arrows on a bandit......strange

guess who I equipped!
the lords or atleast the one I killed (the one with the blue sword) are Equipping


looks like the dingos missing an eye

wrong color lighting

general awesomeness:
awsome glowy sword being used to kill people yay!!!!

bitchen light mage armor

a giant on the Hunt!

I love what you did with the eye's

Mmmmm crawfish.....

Now THATS a real battle mage

glad I wasnt bitten

even though its a pic...dude great job with the flag animation seriously give yourself a pat on the back

doesnt that just look awsome

nice greaves world model

I think it wanted my skooma....

least it died happy

strate up montage

there cute kinda like pandas.

who says size matters

now admit it I look cool...you know im right

ok now thats just well done man very nice!

dont know why its at bruma but that thing is cool as

I just had to mention how well the beard looks on him

love this screen shot

the undead now look more.....undead and evil great job man

RUN AWAY KILLER DEAR!!!!

possible glitches
the beard texture at the bottom cuts off looks kinda out of place p.s. nice job on the giant

not sure if its a glitch but why are there spots on the mace?

the greaves have no icon or world model

I unequipped the helmet and it didnt unequipped on the npc...(it said it was equipped in the menu)

scarves dont show up with black bandit hood,leather(plain) or necromancer robes



blue team arrows on a bandit......strange

guess who I equipped!


looks like the dingos missing an eye

wrong color lighting

general awesomeness:
awsome glowy sword being used to kill people yay!!!!

bitchen light mage armor

a giant on the Hunt!

I love what you did with the eye's

Mmmmm crawfish.....

Now THATS a real battle mage

glad I wasnt bitten

even though its a pic...dude great job with the flag animation seriously give yourself a pat on the back

doesnt that just look awsome

nice greaves world model

I think it wanted my skooma....

least it died happy

strate up montage

there cute kinda like pandas.

who says size matters

now admit it I look cool...you know im right

ok now thats just well done man very nice!

dont know why its at bruma but that thing is cool as

I just had to mention how well the beard looks on him

love this screen shot

the undead now look more.....undead and evil great job man

RUN AWAY KILLER DEAR!!!!

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Guest
North, about where the Frostcrag Tower is located...3 yetis? I am not aware of somewhere were I have spawns that have multiple Yeti instances..normally it should spawn alone. I will check on this ...
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stupidhobo12345
- Avid Swordlearner

- Posts: 30
- Joined: August 1st, 2008
i was fighting a yeti and it ran away and then a ferret killed it, then i went to that camp north of Cheydinhal and i almost died but a fear saved me... then it killed me.
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qutini
- Unsteady Sworduser
- Posts: 5
- Joined: December 10th, 2008
I'm sorry if this already been said, but for now I don't have patience to read through all the posts
but how do I defrag, and what is it?
and, to make the hanged people flow with the wind, can't u use what they use to the signs in vanilla?
but how do I defrag, and what is it?
and, to make the hanged people flow with the wind, can't u use what they use to the signs in vanilla?
- Waalx
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http://support.microsoft.com/kb/314848qutini wrote:I'm sorry if this already been said, but for now I don't have patience to read through all the posts![]()
but how do I defrag, and what is it?
and, to make the hanged people flow with the wind, can't u use what they use to the signs in vanilla?
the gibbets cages and bodies already sway. there's no physics attached to them though, it's an animation and it's not over-the-top, but they are moving. check again..

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Guest
By the way I could not find the Djinn Summon Spell. 
It's suppose to be in a small chest near the boat in front of the sewer but well I could not put my hands on it...
EDIT: Oh and by the way have you seen this:
http://www.tesnexus.com/downloads/file.php?id=24917
It's suppose to be in a small chest near the boat in front of the sewer but well I could not put my hands on it...
EDIT: Oh and by the way have you seen this:
http://www.tesnexus.com/downloads/file.php?id=24917
- greenwarden
- Steady Sworduser
- Posts: 10
- Joined: June 4th, 2009
- Location: the Northwestern US
I was able to play for an hour or so last night, and I played a bit this morning. Here are my impressions.
It feels really good and really refreshing to play with an overhaul (for lack of a better word) that has a cohesive aesthetic. Enemy faction gear, MG faction robes according to rank, weapon design, creature design- they are all working together so beautifully, adding a richness that I have not previously experienced in my Oblivion game. I love the fact that this mod does not feel like it was made by committee.
I'm particularly pleased by the folkloric elements- wizened men and women, their patchy old robes festooned with talismans, malevolent fey that appear near rune stones, feral creatures whose eyes glitter in the darkness- archetypes of myth and fairy tales. They belong in this setting, and I am glad to see them.
But that's enough gushing.
Here are a couple of things I wanted to bring up:

As you can see, there's a little tear in the shoulder of this robe, just on the side I'm showing here. One can peer into it, and find no body beneath. A bit eerie.
Also, this may or may not be by design, but some Greenies popped up in the yard of the Brina Cross Inn, near Anvil. That's quite near the location of one of the Mages Guild initiate quests, and could be problematic if something more threatening were to spawn there in the future. Perhaps I'm being overcautious, but it felt like something worth mentioning.
I've noticed some conflict with New Roads and Bridges Revised, particularly on City Isle, where the crucifixion grounds are.
I've noticed that encounters have been "unleveled", so to speak. But in my reading of the 60 + pages of this thread, and the read-mes, I didn't find any posts regarding the loot tables- does this mod affect them?
That's all I have for now. Not much, but if I save all these "little things" up for one big report, I risk forgetting half of what I've observed.
Thanks for this beautiful work of art.
It feels really good and really refreshing to play with an overhaul (for lack of a better word) that has a cohesive aesthetic. Enemy faction gear, MG faction robes according to rank, weapon design, creature design- they are all working together so beautifully, adding a richness that I have not previously experienced in my Oblivion game. I love the fact that this mod does not feel like it was made by committee.
I'm particularly pleased by the folkloric elements- wizened men and women, their patchy old robes festooned with talismans, malevolent fey that appear near rune stones, feral creatures whose eyes glitter in the darkness- archetypes of myth and fairy tales. They belong in this setting, and I am glad to see them.
But that's enough gushing.

As you can see, there's a little tear in the shoulder of this robe, just on the side I'm showing here. One can peer into it, and find no body beneath. A bit eerie.
Also, this may or may not be by design, but some Greenies popped up in the yard of the Brina Cross Inn, near Anvil. That's quite near the location of one of the Mages Guild initiate quests, and could be problematic if something more threatening were to spawn there in the future. Perhaps I'm being overcautious, but it felt like something worth mentioning.
I've noticed some conflict with New Roads and Bridges Revised, particularly on City Isle, where the crucifixion grounds are.
I've noticed that encounters have been "unleveled", so to speak. But in my reading of the 60 + pages of this thread, and the read-mes, I didn't find any posts regarding the loot tables- does this mod affect them?
That's all I have for now. Not much, but if I save all these "little things" up for one big report, I risk forgetting half of what I've observed.
Thanks for this beautiful work of art.