WAC Beta v0.1 - Downloads, comments, suggestions

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MasterAub
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killermax012 wrote:I want to know if there is a way to remove the beard of the mod.. I never liked beard and almost everyone got one. Well, thank you.

By the way, awesome mod!!!

KillerMax
Why don't you choose a character without beard? and if you are talking about the npc's beard well you can't take them away easely...you'll have to alter the mod with the CS I am afraid...

by the way...I love beards so...I guess to each is own taste... :P
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Mormacil
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Masterplan wrote:First of all:
Hello anyone, I am new with the forum and I was really interested with Waalx's mods (I am using all Realswords right now).
Finally I found this forum and I'm really happy to see that Waalx keeps working on his mods, but I didn't see in the readme any clue about compatibility, aside for the advice of "WAC - Overspawn.esp". Are the mod and the plugins compatible with overhauls such OOO and MMM?

Now a reply to a post:
lordof1war wrote:hate to be the odd man out, but i'm new at this and i have a question. could you perhaps specify on how to install it, i read how above but im afraid im still confused.
Extract WAC 005 in a temporary folder, the WAC.bsa, Waalx Animals & Creatures.esm and WAC.esp areneeded to this mod to work. the other esps are optional. After you made a choice, put the esps you choose, the esm and the bsa in your Oblivion\data folder.
Extract WAC 005a in a temporary folder, the choose the files wich are present in your data folder and overwrite them with the new ones
Do the same thing with WAC 005b

hope it will be useful and thanks in advance
There some fanmade patches I believe but WAC is not compatible with any overhaul and a lot of other mods.
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otis888
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There Are very few major conflicts from what I've seen, loading WAC last ensures it has priority, which makes some other overhauls completely obsolete, but I haven't had any catastrophic failures running WAC and OOO, tthough I ditched MMM in favor of this fabulous project.
"They tell you never to hit a man with a closed fist, however it is, on occasion, hilarious" --Cpt. Malcolm Reynolds
Equeon
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Along with more spawnpoints for the new creatures, the WAC add-on adds mutilated corpses and skeletons hanging or stuffed into cages- found outside of most cities.

What the hell is this? Who likes dead bodies outside of their cities? All I wanted was more diverse creatures!

Can someone PLEASE make a version of the WAC add-on without this crap? If not, how can I edit the file to get rid of them?
otis888
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It's easy enough to just go through the In-game console and type 'disable' with the offending object in view, but if you want a more permanent solution, open WAC in the construction set (which I assume you have basic knowledge of) and delete the static landscape objects. you could also painstakingly scan Cyrodiil and remove them all by hand, but that is on a different scale.
"They tell you never to hit a man with a closed fist, however it is, on occasion, hilarious" --Cpt. Malcolm Reynolds
Equeon
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otis888 wrote:It's easy enough to just go through the In-game console and type 'disable' with the offending object in view, but if you want a more permanent solution, open WAC in the construction set (which I assume you have basic knowledge of) and delete the static landscape objects. you could also painstakingly scan Cyrodiil and remove them all by hand, but that is on a different scale.
I'm guessing the command "disable" will not delete them permanently?
And "painstakingly" is right- they're all over the place.

Also, sadly I have zero knowledge of the construction set. Maybe you could point me to a tutorial or something?
Vacuity
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FWIW, displaying the corpses or partial remains of criminals was a fairly common practice in older times. Really infamous "criminals" would even be chopped up into multiple pieces and the various pieces sent to different cities so that the population could see what had happened to the criminal. In some cases the overriding purpose was to demonstrate to the population that justice had been done to a notorious criminal, in some cases the principle purpose was to quell a troublesome population by demonstrating what happened to political agitators, and I'm sure there was a fair degree of pandering to the lowest common denominator too (executions were widely regarded as a form of public entertainment). So, with regards to "who wants dead bodies outside their cities?" the simple answer is more like "why weren't they there to begin with?".

You can probably guess that I quite appreciate them.

Vac

Edit: Wow! My signature is out of date! I'd better fix that.
Equeon
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Vacuity wrote:FWIW, displaying the corpses or partial remains of criminals was a fairly common practice in older times. Really infamous "criminals" would even be chopped up into multiple pieces and the various pieces sent to different cities so that the population could see what had happened to the criminal. In some cases the overriding purpose was to demonstrate to the population that justice had been done to a notorious criminal, in some cases the principle purpose was to quell a troublesome population by demonstrating what happened to political agitators, and I'm sure there was a fair degree of pandering to the lowest common denominator too (executions were widely regarded as a form of public entertainment). So, with regards to "who wants dead bodies outside their cities?" the simple answer is more like "why weren't they there to begin with?".

You can probably guess that I quite appreciate them.

Vac
Yes, I guessed that much.

If you ask me, it sort of adds to the "wild" feel along old, abandoned side roads along Skingrad. However, in generally peaceful places such as Cheydinhal, where my eventual house will be bought, I'd rather not have hanging bodies just a few steps away. :x

Like I said before: Is the console command "disable" permanent? If so, this would be the best solution: for me to manually remove the few ones that bother me and leave the rest without requiring some sort of scripting knowledge.
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MasterAub
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So now people want WAC to be PG 14...

Over my dead body!!!!

I want my corpses hanging!!!
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Conker343qc
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First it's not crap, it's a realistic choice, like Vac told you.

And it's not a real good move on your behalf to just cry about corpses and saying nothing positive about this ton of nice work that our man, Waalx, has done. :-?

Just try to be more friendly next time. You don't come on a forum head on by complaining about this and that and asking help when you can't even be constructive.

My 2 cents. :roll:
- Agea haelia ne jorane emero laloria...
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Krimsyn Kane
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Equeon wrote:Along with more spawnpoints for the new creatures, the WAC add-on adds mutilated corpses and skeletons hanging or stuffed into cages- found outside of most cities.

What the hell is this? Who likes dead bodies outside of their cities? All I wanted was more diverse creatures!

Can someone PLEASE make a version of the WAC add-on without this crap? If not, how can I edit the file to get rid of them?
If you don't like that "crap", don't download it.
otis888
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To my knowledge, 'Disable' lasts permanently IN ONE SAVEGAME if you start a new game, you'll have to re-disable your selected corpses, which is not a small price to pay if you choose to remove something you find offensive.
"They tell you never to hit a man with a closed fist, however it is, on occasion, hilarious" --Cpt. Malcolm Reynolds
Vacuity
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Well, half the point of them was so that people *would* see them, so having them in residential and populated areas makes plenty of sense and is accurate to real world history.

On a more practical note for your personal issue:
Equeon wrote:Like I said before: Is the console command "disable" permanent? If so, this would be the best solution: for me to manually remove the few ones that bother me and leave the rest without requiring some sort of scripting knowledge.
Disable isn't permanent in the way that just removing them from the esp would be, but for your purposes it should be quite sufficient: I doubt anything's going to be using the "enable" command on them behind your back.

If you're familiar with TES4Edit, there are ways to do much the same job in that tool that is much faster than the CS or in-game and much more easily tweakable.

Vac
Equeon
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Krimsyn Kane wrote:
Equeon wrote:Along with more spawnpoints for the new creatures, the WAC add-on adds mutilated corpses and skeletons hanging or stuffed into cages- found outside of most cities.

What the hell is this? Who likes dead bodies outside of their cities? All I wanted was more diverse creatures!

Can someone PLEASE make a version of the WAC add-on without this crap? If not, how can I edit the file to get rid of them?
If you don't like that "crap", don't download it.
[font=sarcasm]I'm glad someone read my post...[/font]
And no, I don't want the game to be "PG 14..." I have NO problem with the dead criminals as long as they're not directly by my favorite city.

So I will simply disable the ones that are right by the stables and leave the rest.
Thank you all for your time.
Equeon
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Conker343qc wrote:First it's not crap, it's a realistic choice, like Vac told you.

And it's not a real good move on your behalf to just cry about corpses and saying nothing positive about this ton of nice work that our man, Waalx, has done. :-?

Just try to be more friendly next time. You don't come on a forum head on by complaining about this and that and asking help when you can't even be constructive.

My 2 cents. :roll:
I'm sorry for double posting, I don't know if you guys are strongly against it here or what, but there seems to be no way to put in more than one quote to your post.

Anyway, I'm sorry that had to be (practically) my first post. I LOVE just about every aspect of this mod. It adds so much diversity to the bland "Wolf, Imp, Slaughterfish" that vanilla Oblivion contained - as well as improving things beyond the creature system, such as merchants on the road, or extending dungeons.
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Krimsyn Kane
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Equeon wrote:Anyway, I'm sorry that had to be (practically) my first post. I LOVE just about every aspect of this mod. It adds so much diversity to the bland "Wolf, Imp, Slaughterfish" that vanilla Oblivion contained - as well as improving things beyond the creature system, such as merchants on the road, or extending dungeons.

A lot of us here have been following this mod's development literally for years. We've seen all the incredible amounts of time, energy, and skill that have gone into creating WAC, and I suppose we take it a little personally when someone shows up with a seemingly rude and entitled demand to change the mod.

That being said, I appreciate you taking the time to amend your post that way. I'm glad you love many of the aspects of this mod, and good luck modifying to fit your own personal taste, I hope it helps you enjoy the awesomeness of WAC even more!
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Conker343qc
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I'm going with Krymson... i've been here since 2008 and it's the SOLE reason why i still play oblivion, since i don't like the other overhauls, even if OOO is a real good piece of mod.

Good thing for the edit. Btw, welcome here. :P
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Wikinger
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Equeon wrote:Can someone PLEASE make a version of the WAC add-on without this crap? If not, how can I edit the file to get rid of them?
Why you do not open the Construction Set and delend all Gallow IDs by yourself you lazy Fool? Or replace it with pink bunny rabbits?

@Conker343qc
I know exactly what you are talking about.
Equeon
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Wikinger wrote:
Equeon wrote:Can someone PLEASE make a version of the WAC add-on without this crap? If not, how can I edit the file to get rid of them?
Why you do not open the Construction Set and delend all Gallow IDs by yourself you lazy Fool? Or replace it with pink bunny rabbits?

@Conker343qc
I know exactly what you are talking about.
Ironic how some of you were just talking about being more respectful.
Anyway, it's all solved now.



Hunting crocodiles and Fears in Blackwood is a really good moneymaker!
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MasterAub
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Like Krimsyn Kane "the wise" said

I too appreciate your editing and welcome any of your post Equeon.

Welcome to WAC
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