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.
I have not seen this. Dunno what to do here...
Psymon wrote:
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.
Not Sure what to do about this actually. The Beastmaster race works fine here.
note: To be able to train with the Beastmaster and see creatures in the BloodPit cages, you need to be an Arena Combatant already. The Beastmaster of the Arena can be found in-game in the BloodPit under the Blue Team BloodWorks, The Bloodpit entrance is a new door that is the bars in the center column. If you lift themetal plate it will reveal a semi-circular stairway. Like this:
The BloodPit is meant to be more...but at this time you can pay the Beastmaster to fight random beasts in the cages. Choose your cage number, and pay the fee, the Beastmaster will then leave to close the middle-ring and open the cage you chose via a lever. Don't follow him outside the middle-ring before he close it or you will be trapped with no way out.
If not in combat and the Beastmaster is roaming around, you can go upstairs and find the Room VII on the Blue side. It's yours with a bed and a chest, you get the key from Owyn once you join the Blue. Flavius upstairs in the Blue Team Bloodworks will later sell you some furnitures should you need some for you room.
If you empty the 10 cages in the BloodPit, you will win some gold. Each time you empty ten cages up to a certain maximum that is very high, you gain in some attribute (1 point), and more and more gold depending on how many ten cages you kill. The sum of your BloodPit kills is counted in a book you can find upstairs. Once you empty a cage it will remain empty and filled anew only if you empty all ten and leave the BloodPit a while.
For testing all this so far, of course the Beastmaster had to work, and... it does. The Vampire eyes problem you seems to have is rather confusing as it's only a different texture in a new formID, like I did for many other eye types in WAC. Some eyes also use a 'dual-eyes' set-up that use a different eyes mesh and apparently you have no problem with that one? Weird. WAC also change the Bosmer's so they all have dark eyes like in Morrowind, yet no problem here as well?
So maybe, the problem lie in the nomenclature of the eye texture and name, Maybe it's the word 'Vampire' that mess with something. So I changed the name for the next release. Let's see if that work for Wrye Bash users.
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.
well... it's a small world. Only thing to do is to remove one or the other, or to move one or the other away. As usual for me this type of problem is a bit finicky as I can't know of every mod there is. And beside that, the camp was in WAC since last year's version.
I win!
ztrathego wrote:There's an issue that show up with WAC - Legion.esp active
Why am I not seeing this armor in any of your screens? Your 'best' one is not wearing sandals!

Does everybody have the problem ztrathego have? Maybe it's something in your data folder? The legions have been changed a lot so far by many people, and in WAC you can chose between 2 different changes... not sure here. I made this mod on a whim... really.
Edit: I went to the arena to see if if there were any issues after these changes, but it all seemed fine. Also, I'm trying to determine what bash tags might be useful to add to the various esp's, and have so far noticed that WAC - Horses.esp could use the Graphics tag to make the bashed patch import all the new models. That along with the changes I posted for WAC - Legion.esp before is all I've come up with so far, but I'm not very good at this stuff so I'm sure someone must've figured out more than me so far.

for your time here. The problems of Vampire Eyes may be solved now, the legion is working fine here though.
Travelling to the Gnoll Meeting Camp (southeast of Kvatch) causes an immediate crash.
Yep. I must have hit the wrong button on the creature. I fixed it. Thanks for locating the error guys!
Vacuity wrote:WAC - Gladiator.esp needed the Delev tag to make sure it would remove items from the original arena leveled lists as intended.
Not sure here as I only run a handful of mod and thus have no use for BOSS so I don't know it. But what you are saying here raise a question for me.
The Gladiator .esp changes many things in vanilla and sometimes the (vanilla persistent references) gladiators themselves appear as if wearing vanilla stuff (sometimes over/under what I added). Did you fix something similar here or what?
Maxie wrote:Adding a mini bug to the list : icon missing for the Djiin spell; fixed it by using one I have from another mod.
Thanks I will see to it. Although I believe I still have many icons to do (ie: bandits). Boring stuff to me (icons):P
The Djiin should get an update soon. When I first did them I didn't know how to script at all. Now I guess I can do a better system for them. (like have the dark ones attack the player as I intended...).
Artfact wrote:
I just noticed in TES4Edit that a whole bunch of the weapons that the OOO patch balances are not using the WAC master.
Does this mean that all these weapons are no longer in use/have been switched with other form Id's?
This might explain that most Imperial Guards were having a missing mesh icon as their weapon...
Yes I indeed I may have messed around a bit with some items. Unfortunately I don't remember what I messed around with.

I believed it was important? Align a list of objects in the CS maybe... or Replacing something with something else but with a something else name (for the lists)?.

Lists management in WAC is becoming something though... :sad
So I figure I should give you a real "compatibility list" of WAC based on what is running when I test it meself, so here goes. Just that, and the occasional temporary esp I make for testing WAC stuff independently.
Code: Select all
OBMM
Oblivion.esm
Natural_Habitat_by_Max_Tael.esm
MathFunctions.esm
Waalx Animals & Creatures.esm
RAEVWD Cities.esp
Diverse Voices.esp
Active_Inventory_Spell_1.2.esp
Natural_Weather_HDR_by_Max_Tael.esp
Natural_Habitat_by_Max_Tael.esp
Natural_Water_by_Max_Tael.esp
Natural_Vegetation_by_Max_Tael.esp
Knights.esp
DLCShiveringIsles.esp
KT_CustomRaceFix.esp
Harvest [Flora].esp
Harvest [Flora] - Shivering Isles.esp
Harvest[Containers].esp
marcQuickChar.esp
NoLoad.esp
[GFX]_Initial_Glow-all.esp
WAC - BlackBootDungeon.esp
WAC - Dead Knights.esp
WAC - Player Summons.esp
WAC - Crowded Roads Revisited.esp
WAC - TCOS Shops.esp
WAC - Horses.esp
MathFunctions.esp
WAC - OverSpawn.esp
WAC - 8th Gate.esp
WAC - TCOS.esp
WAC - Legion.esp
WAC - Companions.esp
WAC - Birds&Insects.esp
WAC.esp
WAC - Gladiator.esp
The truth is, I haven't played Oblivion in a long time. Each time I enter the world is for testing, and retesting. There's quite a few good mods out there that I would add to the list. If I was playing... For testing this thing, I need more or less to see only vanilla Oblivion, What I add to my list doesn't interfere much with that.
I played a lot of games OTHER than Oblivion last year (Assassin Creed 2, Mass Effect 1 & 2, Batman, F3 New Vegas...) and it was a great distraction (total blast!) from this project of which I was lacking juice and interest a bit

, although WAC still evolved, slowly (and in short bursts of speed).
Still... I'm working on it.
I must say I am (or was) with a bet I took with myself about this forum and what it entail, last year. Well, I lost but...I must admit that it was a fun experiment though, if not just to see what people would say on the inter-web about me becoming the ghost of my own forum. Some people... that's all I can say.

Some great people.
I was always here, reading every posts and as it's still my gold that keep this forum going, obviously I can't have died or something. It was curiously 'awesome' to leave it all behind and sneak around. Something that nobody can do with a real business project, earning nothing is a bizarre key to freedom in that respect. Or a key to nothing, but ..yeah..
It was insane maybe? Maybe, but insane as well is the character I (and others) made stories of that few people enjoyed (so far). It was a habit of his though, to disappear entirely for years on-end and wake-up, decades or centuries later...
Thanks for keeping-up with me!