
WAC Beta v0.1 - Downloads, comments, suggestions
- Mormacil
- Exquisite Fencer
- Posts: 949
- Joined: June 12th, 2007
- Location: Netherlands
- Contact:
Nope. Ah well he'll turn up 

"Veni Vidi Castratavi Illegitimos"
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
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- Steady Sworduser
- Posts: 16
- Joined: November 19th, 2008
He always disappears for a while. He's probably fine, just busy with real life stuff.
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- Initiated Swordwielder
- Posts: 67
- Joined: August 29th, 2009
- Location: Upon a quantum string
Yes Modders usually disappear around this time of the year and reappear sometime next year. Even i just took down my Photobucket account to refresh my mind and start anew when the time beckons. What better time then around Halloween, a time to remember the dead and for many a new year
Cheers Waalx and may you be enjoying many a freaky horror movie this Halloween season

Cheers Waalx and may you be enjoying many a freaky horror movie this Halloween season

BLOOD
http://www.youtube.com/watch?v=7yB8Kuh5l2s
F.E.A.R. 3
http://www.youtube.com/watch?v=kRdB8l2WCGE
PRIEST
http://www.youtube.com/watch?v=qB034wjwp3o
Messiah of evil
http://www.youtube.com/watch?v=36nKCu1CkJ0
http://www.youtube.com/watch?v=7yB8Kuh5l2s
F.E.A.R. 3
http://www.youtube.com/watch?v=kRdB8l2WCGE
PRIEST
http://www.youtube.com/watch?v=qB034wjwp3o
Messiah of evil
http://www.youtube.com/watch?v=36nKCu1CkJ0
- Lorenzo
- Brother
- Posts: 4
- Joined: June 21st, 2007
- Location: Chicoutimi
Hi folks
Don't worry about my bro, he's fine and healthy! I've seen him lately for the show of kiss in Montreal and I speak to him on the phone a couple time each week. Something else is taking all of spare time, and he told me he'll be back on Wac pretty soon.
Don't worry about my bro, he's fine and healthy! I've seen him lately for the show of kiss in Montreal and I speak to him on the phone a couple time each week. Something else is taking all of spare time, and he told me he'll be back on Wac pretty soon.
Do You Know The Riddle Of Steel ?
- Mormacil
- Exquisite Fencer
- Posts: 949
- Joined: June 12th, 2007
- Location: Netherlands
- Contact:
Good to know, tell him I said hi 

"Veni Vidi Castratavi Illegitimos"
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
-
- Initiated Swordwielder
- Posts: 67
- Joined: August 29th, 2009
- Location: Upon a quantum string

BLOOD
http://www.youtube.com/watch?v=7yB8Kuh5l2s
F.E.A.R. 3
http://www.youtube.com/watch?v=kRdB8l2WCGE
PRIEST
http://www.youtube.com/watch?v=qB034wjwp3o
Messiah of evil
http://www.youtube.com/watch?v=36nKCu1CkJ0
http://www.youtube.com/watch?v=7yB8Kuh5l2s
F.E.A.R. 3
http://www.youtube.com/watch?v=kRdB8l2WCGE
PRIEST
http://www.youtube.com/watch?v=qB034wjwp3o
Messiah of evil
http://www.youtube.com/watch?v=36nKCu1CkJ0
- Haruko
- Vigilant Swordhand
- Posts: 219
- Joined: September 28th, 2007
- Location: Windurst
- Contact:
That's certainly good news,
for the update Lorenzo

It's a pally thing, you wouldn't understand.
http://gamercard.xbox.com/Haruko%20Hoshiko.card
http://gamercard.xbox.com/Haruko%20Hoshiko.card
- Haruko
- Vigilant Swordhand
- Posts: 219
- Joined: September 28th, 2007
- Location: Windurst
- Contact:
speaking of which, welcome to the forums Ailsa and Nytram
It's a pally thing, you wouldn't understand.
http://gamercard.xbox.com/Haruko%20Hoshiko.card
http://gamercard.xbox.com/Haruko%20Hoshiko.card
- Mormacil
- Exquisite Fencer
- Posts: 949
- Joined: June 12th, 2007
- Location: Netherlands
- Contact:
Welcome to everyone I forgot in the past two months 

"Veni Vidi Castratavi Illegitimos"
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
-
- Unsteady Sworduser
- Posts: 6
- Joined: September 16th, 2009
OoOh good news. Thanks for telling.Lorenzo wrote:Hi folks
Don't worry about my bro, he's fine and healthy! I've seen him lately for the show of kiss in Montreal and I speak to him on the phone a couple time each week. Something else is taking all of spare time, and he told me he'll be back on Wac pretty soon.
- shingouki
- Admin
- Posts: 89
- Joined: October 2nd, 2008
On a random side note, about Waalx's request for sharks floating up with their dorsal fins. I just remembered that when NPCs die in oblivion ontop of water, they actually stay there a bit. Perhaps the code that keeps the bodies there, can be used somehow to aid with the sharks? Just an idea that came to mind.
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- Unsteady Sworduser
- Posts: 9
- Joined: October 6th, 2009
All right, I've been playing with WAC in my savegame for a while, but I haven't posted here at all yet, mostly out of laziness. I'm posting now primarily out of guilt because I'm not contributing anything to this fantastic mod, but also because I'm bored and have free time on my hands. I haven't actually played in a while due to a personal project I'm working on right now. However, this is what I noticed so far about WAC.
For one thing, the creatures all look great. In fact, I'd say that they almost clash with vanilla a bit because of how much more interesting they are to the eye. They automatically draw all attention to themselves, and while this makes for great fun just standing around and staring at the cute little things, I can already see the whole "immersion" bandwagon starting to tear this mod down. That's their problem though. The camps actually fit very well into the world, they blend much more nicely with vanilla, as do your goblins and those other goblin similar creatures standing on two legs (I've forgotten their name, sorry). The wooden platforms and scouting towers are very cool, although my first thought was that it might be a bit of a complicated construction for mere goblins. I walked into the human encampment with the butcher and I don't think it would be difficult to create quests/scripts for a hunting/butchering game mechanic, but I wouldn't trust myself to implement it properly. The one thing that is currently lacking in WAC, which I believe everyone is aware of, is balance. All the creatures are completely leveled it looks like, and I rarely saw any of the bigger, tougher creatures in my testing, but obviously this is of lesser priority and will all be fixed later on.
However, since I absolutely cannot live with vanilla leveling, I also decided to install OOO alongside WAC and along the way figure out a thing or two about compatibility and overhauls. WAC and OOO are at the moment almost completely compatible in spirit- if it weren't for that silly rule of one. WAC makes a lot of changes to clothes and inventories as well as creature models, while OOO mostly changes stats, so depending on which you load last, you get either stats or inventories. However, this kind of stuff is very easily fixed with TES4EDIT, and so I hacked together a quick patch for OOO and WAC. I pretty much went by these guidelines: WAC does models and inventory when it adds new stuff, OOO does stats always, OOO items overwrite vanilla items when WAC keeps vanilla and I kept WAC's "amount" of items in an inventory. For example, if a barbarian has a RS sword and a vanilla dagger in WAC (this is all purely hypothetical) and in OOO that same barbarian has a worn steel sword, a worn steel dagger and a mace, then what I do is
1) Give the Barbarian OOO's stats
2) WAC's armor and models (if it's not vanilla, otherwise OOO)
2) Give him the RS sword (WAC) and the worn steel dagger (OOO) (But only 2 weapons as per WAC instead of 3 in OOO)
these are only general rules of thumb however, and I preferred giving an NPC (if he was unique) more items rather than deleting too many. I know that Wrye Bash can merge inventories, but that's just what it says: merging, thus it stuffs all the items together. Thus wrye bash keeps everything, but any kind of thought out spreading of loot is washed down the drain. I also fixed AI packages, scripts and various other things that wrye bash doesn't catch.
So here's the patch for download, if you want it: http://www.filefront.com/14907189/WAC-OOO.esp
It requires WAC - TCOS and Wac - Overspawn and Oscuro's_Oblivion_Overhaul. Load it after WAC and OOO and unless you want all the loot stuffed together again, after the bashed patch, or I guess you could delete OOO's invent tag or something.
Have fun with it. Oh yeah, you can do with it what you want, change it, fix it, improve it, do whatever you want. Please though, try to keep this in the group of people on this forum. It's intended primarily for users of WAC that would like to continue to use OOO, not OOO users looking for extra content. I feel the latter somewhat diminishes Waalx' work and I would be unhappy if it were used that way. Please do not upload it to any of the Oblivion Mod sharing sites like TexNexus or Planet Elder Scrolls. If you intend to make changes to improve this patch, please upload it to some other site like filefront and post it HERE, not on the Bethesda forums. I obviously do not have control over what people do with this, but please, be courteous. In doubt, just post here.
For one thing, the creatures all look great. In fact, I'd say that they almost clash with vanilla a bit because of how much more interesting they are to the eye. They automatically draw all attention to themselves, and while this makes for great fun just standing around and staring at the cute little things, I can already see the whole "immersion" bandwagon starting to tear this mod down. That's their problem though. The camps actually fit very well into the world, they blend much more nicely with vanilla, as do your goblins and those other goblin similar creatures standing on two legs (I've forgotten their name, sorry). The wooden platforms and scouting towers are very cool, although my first thought was that it might be a bit of a complicated construction for mere goblins. I walked into the human encampment with the butcher and I don't think it would be difficult to create quests/scripts for a hunting/butchering game mechanic, but I wouldn't trust myself to implement it properly. The one thing that is currently lacking in WAC, which I believe everyone is aware of, is balance. All the creatures are completely leveled it looks like, and I rarely saw any of the bigger, tougher creatures in my testing, but obviously this is of lesser priority and will all be fixed later on.
However, since I absolutely cannot live with vanilla leveling, I also decided to install OOO alongside WAC and along the way figure out a thing or two about compatibility and overhauls. WAC and OOO are at the moment almost completely compatible in spirit- if it weren't for that silly rule of one. WAC makes a lot of changes to clothes and inventories as well as creature models, while OOO mostly changes stats, so depending on which you load last, you get either stats or inventories. However, this kind of stuff is very easily fixed with TES4EDIT, and so I hacked together a quick patch for OOO and WAC. I pretty much went by these guidelines: WAC does models and inventory when it adds new stuff, OOO does stats always, OOO items overwrite vanilla items when WAC keeps vanilla and I kept WAC's "amount" of items in an inventory. For example, if a barbarian has a RS sword and a vanilla dagger in WAC (this is all purely hypothetical) and in OOO that same barbarian has a worn steel sword, a worn steel dagger and a mace, then what I do is
1) Give the Barbarian OOO's stats
2) WAC's armor and models (if it's not vanilla, otherwise OOO)
2) Give him the RS sword (WAC) and the worn steel dagger (OOO) (But only 2 weapons as per WAC instead of 3 in OOO)
these are only general rules of thumb however, and I preferred giving an NPC (if he was unique) more items rather than deleting too many. I know that Wrye Bash can merge inventories, but that's just what it says: merging, thus it stuffs all the items together. Thus wrye bash keeps everything, but any kind of thought out spreading of loot is washed down the drain. I also fixed AI packages, scripts and various other things that wrye bash doesn't catch.
So here's the patch for download, if you want it: http://www.filefront.com/14907189/WAC-OOO.esp
It requires WAC - TCOS and Wac - Overspawn and Oscuro's_Oblivion_Overhaul. Load it after WAC and OOO and unless you want all the loot stuffed together again, after the bashed patch, or I guess you could delete OOO's invent tag or something.
Have fun with it. Oh yeah, you can do with it what you want, change it, fix it, improve it, do whatever you want. Please though, try to keep this in the group of people on this forum. It's intended primarily for users of WAC that would like to continue to use OOO, not OOO users looking for extra content. I feel the latter somewhat diminishes Waalx' work and I would be unhappy if it were used that way. Please do not upload it to any of the Oblivion Mod sharing sites like TexNexus or Planet Elder Scrolls. If you intend to make changes to improve this patch, please upload it to some other site like filefront and post it HERE, not on the Bethesda forums. I obviously do not have control over what people do with this, but please, be courteous. In doubt, just post here.
- Mormacil
- Exquisite Fencer
- Posts: 949
- Joined: June 12th, 2007
- Location: Netherlands
- Contact:
Using stuff from other mods is a touchy subject here. Waalx wants to make it all himself for several reasons and I agree with him on it for the most part.
But have fun with the mod. Modding is where it's all about
But have fun with the mod. Modding is where it's all about

"Veni Vidi Castratavi Illegitimos"
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
"why would I be bound by rules if I can see so far beyond them?"
co-leader TES4 Valenwood
-
- Unsteady Sworduser
- Posts: 9
- Joined: October 6th, 2009
I'm aware of that. I just posted the patch so that others could make use of it without having to do the same sort of sifting through Tes4Edit that I did. I don't want it integrated into WAC, bundled or whatever, and in fact I also realize that due to WAC's developement it will be very much outdated soon. I merely wanted to help the people that like me love WAC, but just can't give up on OOO, and since I'd say a healthy 80% of conflicts are not clean overrides but conflicts that can be merged without having to overrule one mod, I think that minimizing these kind of issues is a good thing.
In fact I only posted the patch because I already had it sitting around in my Oblivion folder- I made it for my own use, but thought that others might find use in it. This is also a reason why I didn't put it on the Nexus. It's not a mod release or anything like that.
Hi there, by the way
In fact I only posted the patch because I already had it sitting around in my Oblivion folder- I made it for my own use, but thought that others might find use in it. This is also a reason why I didn't put it on the Nexus. It's not a mod release or anything like that.
Hi there, by the way

- Conker343qc
- Enthusiast Swordbarer
- Posts: 142
- Joined: December 17th, 2007
- Location: Near Montreal, Quebec
And that's the philosophy we have around here... Welcome aboard mate ! 
Good thing for your patch though, keep it that way. As long as you don't release on Nexus or on the Beth's boards, i'm ok with it ! Good job

Good thing for your patch though, keep it that way. As long as you don't release on Nexus or on the Beth's boards, i'm ok with it ! Good job

- Agea haelia ne jorane emero laloria...