WAC Beta v0.1 - Downloads, comments, suggestions

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VinlandViking
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Joined: November 19th, 2008

Waalx quit hiding and come out with the next version already!
papill6n
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It's a question or a answer? :)
localhosed
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I was getting corrupt downloads, two times in a row today of the main WAC mod file in Google Chrome. I'm on windows XP Sp3. I downloaded it a third time in Internet Explorer 8, and it works. Just to anyone who might be getting the same trouble, I guess google chrome might have something to do with it for now. ? If it wasn't chrome I guess maybe windows low free space notification might have had something to do with it, I always had enough disk space but guess maybe the notification itself might have been interfering?

Thank you anohosikara, I'll try your mod. I have never used WAC before. Thanks Waalx!
ohnoitsmangofett
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Excellent mod, but I'm experiencing a glitch were when ever I go to a camp or village that was added my game crashes. Could you separate the camp from the WAC esp or fix the glitch.
thanks

Also there is a small conflict with Dragon Captions' County Sutch Reborn were Animals spawn inside the city.
washington
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ohnoitsmangofett wrote:Excellent mod, but I'm experiencing a glitch were when ever I go to a camp or village that was added my game crashes. Could you separate the camp from the WAC esp or fix the glitch.
thanks

Also there is a small conflict with Dragon Captions' County Sutch Reborn were Animals spawn inside the city.
Hi, you do understand that it's a privilege to play WAC alpha and that in order to make it more or less fully usable and suitable for your own load order, you'll need to 'get your hands dirty' meaning that it's expected that you have some knowledge in using TES4Edit and the Construction Set to make necessary edits yourself.

You can get support here in form of advices etc, but don't expect that you'll get updated files next week.

The solution I offer you is to use FormID Finder or Refscope and find out in which cell you have animals spawning in the city and (or with console 'tdt' then 'sdt 31') and delete them or move them in the CS or TES4Edit.

Can't help you about the crash though, sorry.
yanazake
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Joined: December 15th, 2010

Ok, hi there guys~

I wanted new creatures in my TESIV game, and people sugested MMM. I haven't installed it yet, because I not only wanted more creatures, but I also wanted LESS undeads and ghosts... That thing adds even more and frightening ones DX

Then someone suggested this mod - I had to sign up just for it, because some screens were VERY inviting! I should ask... Is there a Griphon? I totally wanted one with some quest and functions like the Akatosh mount mod...

But anyway, I'm getting this. I hope it's not gigantic.
Also, is it compatible with MMM? I've heard it can be...

--------edit---------
Hm.... Could someone share this elsewere, or in a splitted file? The thing IS gigantic... I'm going to take 18 hours to download it ç_ç
Imma here fo dem critters!
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MasterAub
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Hi yanazake

WAAC is an overhaul it does much more than adding some animals here and there. Please feel free to check the thread explaining what WAAC is. As such it is quite huge files.

But its rewarding as I really think WAAC is one of the top 3 mods out there.

This mod is NOT designed to be compatible with MMM, although it can be. But you will end up with a big sand box with a creature every 5 meters...It's up to you though.

Hope it helps, enjoy and please feel free to post your comments.

Mery Christmas
un ami qui cesse de l'être ne la jamais été
yanazake
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Hmm, yep I can see that happening , and it wouldn't be good. Good thing that I'm reinstalling oblivion and I got MMM to try out, so it isn't installed already.

What I could see is: MMM adds a lot of items, new monsters from common rpg scene like slimes and a few others. While it does have a lot of compatibility and adds up a lot of new enemies and equipment, the main problem in it for me is that there are MORE undeads. It seems there are some options regarding that tho. I tried to read as much I could about the mod, but THERE ISN'T ENOUGHT INFO.

As of WAC, it actually does the same from what I could see. Differences? The creatures seem to be more variated when it comes to species, and add some wildlife that seems more fantasy-like. That's certainly more to my tastes, but I couldn't see much info about WHAT is added besides some new creatures and new equipment.


Thing is, the creators should really give more info on what is modified. Also, there should be some info on compatibility. For example, things like Curse of Hircine and Slof's horses, and of course, Shivering Islands.

I couldn't find enought info on the first page of this post, and no other link for more info also. But the screens do some serious talking. Too bad they're humongous and I can't load all on my super slow internet =p


Cheers on a great and creative modm anyway.
Imma here fo dem critters!
Psymon
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Uhh yeah this is an alpha project.

The various esp are described in the first post. You can also look into the mod via the CS or TEs4edit.

As for MMM - just go to the source: http://forums.bethsoft.com/index.php?/t ... se-3-relz/ they will answer whatever questions you have.

MMM for both Oblivion and Fallout3 have the same format in a lot of ways - both take the existing creatures and then add variations from vanilla low level up to much higher than what vanilla can offer. MMM and WAC add spawn points and that can be a lot - I'd recommend not using both.

I'd say MMM has more patches and integration into Wrye Bash too.

This is for those that kinda already know what they are doing.
TineyDem0n
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Location: Menasha, WI

So, I've been hoping for some time for Waalx to respond to the permissions request I sent him a week and a half ago, through e-mail and on this site, and I was wondering... Should I just give up? I was reading through this site, and apparently he's gone incognito.
washington
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TineyDem0n wrote:So, I've been hoping for some time for Waalx to respond to the permissions request I sent him a week and a half ago, through e-mail and on this site, and I was wondering... Should I just give up? I was reading through this site, and apparently he's gone incognito.
Be patient, I'm sure He'll reply you.
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anohosikara
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Location: japan

There is a site where information on WACCTD was brought together in Japan and it is very convenient.
I do not experience CTD with WAC so much.

Refraining from the introduction of WAC with CTD is sad...
yanazake
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Posts: 8
Joined: December 15th, 2010

Psymon wrote:Uhh yeah this is an alpha project.

The various esp are described in the first post. You can also look into the mod via the CS or TEs4edit.

As for MMM - just go to the source: http://forums.bethsoft.com/index.php?/t ... se-3-relz/ they will answer whatever questions you have.

MMM for both Oblivion and Fallout3 have the same format in a lot of ways - both take the existing creatures and then add variations from vanilla low level up to much higher than what vanilla can offer. MMM and WAC add spawn points and that can be a lot - I'd recommend not using both.

I'd say MMM has more patches and integration into Wrye Bash too.

This is for those that kinda already know what they are doing.
Ok, I can understand the problem with an overmobed oblivion, but the question about horse armor remains - I just want to make sure the horses in this mod accept horse armor and slofs horses. I'll make a topic to discuss this.
Imma here fo dem critters!
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Waalx
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Hey guys...

I'm not going to answer to people now as I really have no time, but you can head to the

other sticky I just added on top of this post in the forum

and get yourself a taste of the latest WAC.

:D
Image
moonsun
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Joined: December 10th, 2010

Everything seen to be working okay. Thank! The only issue I have is the Crayfish Goblin Camp near Crayfish Cave?. There seen to be a land issue. This is the only new spawn from WAC which I have visited.
washington
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moonsun wrote:Everything seen to be working okay. Thank! The only issue I have is the Crayfish Goblin Camp near Crayfish Cave?. There seen to be a land issue. This is the only new spawn from WAC which I have visited.
Probably a conflict with some other mod. Sue FormID Finder, or Refskope, or console SDT then TDT 31 I think to find out in which cell are you and write down it's form id.
Then load all your mods in TES4Edit and search for that form ID and check which other mod changes 'landscape'. If you know how to do that. (it's not hard)
Psymon
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Unfortunately with the new beta release I'm having bashed patching issues.

the bashed patch error:

From what I can tell this is very similar to the vampire eye issue. The race that is having the issue is 0Beastmaster and that is from the WAC -Gladiator.esp

If I understand things correctly then I need to either assign a mesh to the eye texture or reassign the eye for that race. Unlike the vampire race issue - deleting the race from the esp does not seem like a good idea as it seems it may be used.

So what do i do? Currently not using the Gladiator esp so I can bash patch and move on.

============================

And very unfortunate to report a mod conflict with a pretty cool mod - Shezries Towns: http://tesnexus.com/downloads/file.php?id=35908

Seems the towns mod places a village right square on top of the Abacean Goblin camp. The town has quests related to other villages and the Goblins make quick work of the villagers.

Hopefully some form of patch can be worked out.
Tosky87
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Psymon wrote:...Unfortunately with the new beta release I'm having bashed patching issues....vampire eye....
Personally speaking, i resolved that issue by replacing the bashed patch.esp with the "Bashed Patch, 0.esp" inside "C:\.... Bethesda Softworks\Oblivion\Mopy\Extras" - EDIT: Or disabling TRAP in "Race Records"

- About WAC beta1: THAT' S ROCK :-)

And the new version of Gladiator it's great, I love E-V-E-R-Y-T-H-I-N-G of that mod.

Thanx Waalx for your work :)
Psymon
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Tosky87-
Are you referring to the vampire eye problem or the one I reported above about the new WAC gladiator esp? I don't use TRAP but always Race Balancing Project.

I just tested again with a fresh bashed patch and I still cannot bash with WAC gladiator active.

I could with RS gladiator though.

This is with Bash 291.

Here is the bashout error:

Code: Select all

Traceback (most recent call last):
  File "I:\Games\Oblivion\Mopy\basher.py", line 5021, in Execute
    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
  File "I:\Games\Oblivion\Mopy\bosh.py", line 15419, in buildPatch
    patcher.buildPatch(log,SubProgress(subProgress,index))
  File "I:\Games\Oblivion\Mopy\bosh.py", line 27965, in buildPatch
    raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006955) in race 0Beastmaster
ztrathego
Unsteady Sworduser
Posts: 9
Joined: November 27th, 2010

The bashed patch works fine with WAC - Gladiator.esp active on a completely empty install - so there definitely seems to be something of a compatability issue between the esp and RBP/TRAP.

Bug report:

There's an issue that show up with WAC - Legion.esp active. This is on a game with only DarkUI DarN, SI and WAC installed, no other mods (The Legion esp was loaded last as mentioned in the readme):

http://img.ihack.se/images/12129336320210.jpg
The main problem here is with the cuirass, the greaves show just fine before I equip it. The gauntlets however did not show with or without the cuirass equipped.

Without the WAC - Legion.esp active it works fine, as seen here:
http://img.ihack.se/images/6129336323116.jpg

After examining the file in tes4edit, the source of the problem appears to be this:
http://img.ihack.se/images/212933637336.jpg

After changing the biped flags to only Upper Body for LegionCuirass and ImperialPalaceCuirass, the NPC looks much more like it should:
http://img.ihack.se/images/14129336366914.jpg

Also important to get this file to work correctly if using Wrye Bash is that you need to add the Graphics-tag, or else it will end up looking like this: http://img.ihack.se/images/14129336599713.jpg

Loading the file after the Bashed Patch also works however, if you don't wish to add the Graphics-tag.
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