Well since then I cut out my little finger...papill6n wrote:.......My litte finger is telling me he will be back soon...

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Hello
So I've been experimenting with using Waalx Animals and Creatures in my latest load order, It is alpha and there are issues that I've been slowly hashing out. The forums for WAC are near dead and this seems more a bash issue so here goes.
I'm trying WAC.esm bashed with these tags:
Actors.AIData
Actors.AIPackages
Actors.Spells
Factions
Invent
Names
Relations
Scripts
Stats
...so far mostly copying MMM type tags. These could be overkill, so I'm slowly trying out things till I see some success.
Concerning The fear creature that uses clanfear model FormID ##01068c in WAC.esm. These fear creatures come out with missing heads as the bashed patch has the wrong model tes4edit entry here: http://i361.photobucket.com/albums/oo54/psymon11b/WAC-FearBashissue.jpg Wrye Bash assigns the wrong head model.
No other esp except WAC.esm and bashed patch.esp touch this creature.All meshes in a BSA too. Which tag could be causing that and why?
In fact combing over the meshes for WAC - there is no wac_fear1head1.nif ... only wac_fear1head.nif - so why is bash assigning the extra 1?
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Found another instance with creature again based off the clanfear called a brown armless (small armless lizards) - well these were invisible in game and so checking bash patch against WAC I see that bashed patch assigns wac_armlesslizard6.nif (a nif that does not even exist) to the creature when it should be wac_armlesslizardbodybrown.nif
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Then also looking a few other creatures that are supposed to drop ingredients (like WACDogHound01 is supposed to have a brain that is an ingredient) - but these don't get merged.
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Further examination and it seems this is happening to creatures that have similar names.
So the editor ID for Brown Armless is CreatureWACArmless2 and bash assigns wac_armlesslizard2.nif (doesn't exist)
The editor ID for Red Armless is CreatureWACArmless3 and bash assigns wac_armlesslizard3.nif (doesn't exist)
check out this mod:4 - Animal Taming
or 'Is there a way that the animal could be temporarily tamed'. not all of them of course, but many of them could be activated as a temporary companion. I'm not looking for something deep here. I'm thinking about maybe just a script that activate a follow package if the character has the requisite and he click on the beast (and the beast is in passive state). A bit of a druidic power of some sort that could use maybe personality as a base. I don't know..something simple anyway, just one script we could paste on some critters, or a package. since WAC spawn lions near shrines, these are on the top of my list for this idea. You should be able to go and 'hire' yourself a white lion/lioness at a shrine if you want, or if they are there and not some Man-Eater instead... What I'm thinking here is only temporary companions. ones that can actually die, and you have to go for another one if he's defeated.
First of all, top of the tower should be inside subspace (that blue box).9 - The archers up in the camp Towers. If they go down they can't travel back up sometimes and get stuck in 'The Loop' (they get stuck in a loop). In the same thing, I have that bug that if I come to sweetwater by foot from the east (by the Imperial Bridge), all 3 archers don't get up their towers and suffer 'The Loop'!. Or if they go down to fight or something they can't get back up, or sometimes they do. very weird.