WAC Beta v0.1 - Downloads, comments, suggestions

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Smoking
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Nobody has an answer so you can play this amazing mod?
Axah121
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I too had the 0beastmaster problem, when trying to build a bash patch, the fix afformentioned did indeed work, it let me rebuild fully without error, and also, for once, let me load a game with my patch active =P
If you are getting confused by the guide ill have a go, step-by-step:
1) Download and open TES4Edit.exe
2) In the menu that has popped up, titled Master/Plugin Selection, right click on any esp/esm and select "Select None"
3) Select all of the WAC esps and the esm, including the ones you dont need, click ok, and let the processing finish.
4) click the little + to the left of the Waalx Animals and Creatures.esm, then click the + next to the "eyes" subfolder
5) find the editorID for the value "eyeVampireYellowWAC" and right click it, then click change "FormID"
6) change the ID in this little pop-up to "0003B379" minus the quotes, click OK.
7) Select all the records that pop up in the next menu (I had 3), click OK.
8) Click ok again, this is just telling you the updating was successful.
9) Close TES4Edit with the X in the corner, click ok the save the changes.
10) Have fun running your patch =P
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Maigrets
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Thanks Axah121,

That's much clearer and works. :) I usually use TES4Gecko for tweaking and other edits and I was unfamiliar with TES4Edit.
iHeartGoblins
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4wIronBoots3R has no World Model,
Resulting in the giant yellow pyramid we all know and love :)

Incredible work,
please keep being awesome!
iHeartGoblins
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OK turns out all the iron boots are missing their World Mesh, save 1.
Is this just a problem with my copy or are other people having this too?
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Maigrets
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iHeartGoblins wrote:OK turns out all the iron boots are missing their World Mesh, save 1.
Is this just a problem with my copy or are other people having this too?
Actually I never drop anything, except maybe sometimes vanilla clutter I picked up unintentionally, so I wouldn't know if any world models were missing without looking in the CS.

If I don't want an item I usually put it in a chest or don't loot it in the first place, especially heavy armour because I don't use it. I could sell it, but I don't need the cash either. :)

Don't know why I picked up that habit, but probably due to some other custom armours and items mods that don't have world models, I think. Can be a problem if you are over encumbered and have to drop stuff though.
oc3
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I am interested in downloading this, but I have a question. Is this modular in any way? In other words can you choose to use certain creatures and disable others? If not is it possible just to delete the ones I don't like in the CS without it causing problems?

Thanks
oc3
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Does this mod contain any water fowl like ducks, swans, cranes, egrets or anything? If not that would my suggestion when you can find time. I think swans and ducks swiming in the lakes would be very nice.
iHeartGoblins
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I am interested in downloading this, but I have a question. Is this modular in any way? In other words can you choose to use certain creatures and disable others? If not is it possible just to delete the ones I don't like in the CS without it causing problems?
No it's not modular.
Your gonna have to edit it if there are some creatures you don't wan't.
I personally haven't found any I don't like though,
and the game really does need all the extra variety it can get!
Does this mod contain any water fowl like ducks, swans, cranes, egrets or anything? If not that would my suggestion when you can find time. I think swans and ducks swiming in the lakes would be very nice.
Nope,
there are alligators though.

Actually maybe there are, and the alligators just end up eating them all before we get to see them...

I agree it would be awesome.
And goldfish for the ponds in IC.
And when you kill them they drop gold...

But when you kill the swans the queen of England comes and beats you upside the head with a goblin mace.
BAM!
Drelagh Khan
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Anyone else having trouble with the gargoyles? In my game they are just laying on the ground making sounds until I approach them.
Fessels
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That is normal behavior for gargoyles as far as i know. When you approach them the first time they make that stone crackling sound and when close enough they come to live. When you kill them they appear to be dead, but they are not. When you enter and explore an Ayleid ruin and then leave the ruin they will have regenerated a bit of live and will come back to live so to speak if you wait to long. So when you notice that they regenerated a bit quickly kill them again, after that they will stay dead. :)
dmvo1
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For the gladiator mod you should get rid of the thing where you can't enter the arena without placing a bet and make the fights scheduled instead of happening whenever the pc places a bet. the arena is way too player-centric.
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far327
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Anyone try WAC with War Cry Demensions? The two seem like they would go well together. The War Cry Demensions readme said that it was compatible with WAC as long as the Overspawn.esp was not active.
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Maigrets
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For the gladiator mod you should get rid of the thing where you can't enter the arena without placing a bet and make the fights scheduled instead of happening whenever the pc places a bet. the arena is way too player-centric.
The vanilla arena is a joke. That's player centric. :) Go in, kill someone, come out and do it over again with no purpose at all besides being able to do the final quest. This way it works like the gladiator arenas of ancient times. Much more immersive IMO.

I have a question which may have been answered somewhere in the 100 and more pages, but I'm not going through them all to see. :)

Has anyone used WAC with Valenwood Improved? WAC adds a camp inside the Valenwood border, so I'm wondering if this affects anything before I install another huge mod. I'm hoping it doesn't.

BTW the TES4Edit fix for the vampire eyes works perfectly thanks to the people who posted it. Now I have everything Bashed together and running like a dream. :-)
Salimbene
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I have installed it. Do you mean the WAC-Goblin camp on the coast, Anja.? Valenwood Improved inserts a bandit camp nearby but they don't disturb each other technically.
And there is an Oblivion Gate in the vicinity, but that is another story... :)

Image

UL Cliffs of Anvil on the other side ot the coast has half buried one of WAC's watchtowers. But dunes are wandering hills of sand, so maybe that is only a sign of a "living" Oblivion and don't count as a mod conflict.

Image
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far327
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Hi all

Does anyone know why I experience a CTD every time a druid heals me or any enemy hits me?
Is this a known bug? Below is my load order
spoiler:
Code:
Active Mod Files:
00 Oblivion.esm
01 Waalx Animals & Creatures.esm
02 Unofficial Oblivion Patch.esp [Version 3.3.3]
03 DLCShiveringIsles.esp
04 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
05 WAC - Crowded Roads Revisited.esp [Version 1.1]
06 DLCHorseArmor.esp
07 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]
08 DLCOrrery.esp
09 DLCOrrery - Unofficial Patch.esp [Version 1.0.4]
0A DLCVileLair.esp
0B DLCVileLair - Unofficial Patch.esp [Version 1.0.6]
0C DLCMehrunesRazor.esp
0D DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.5]
0E DLCThievesDen.esp
0F DLCThievesDen - Unofficial Patch.esp [Version 1.0.7]
10 WAC.esp
11 WAC - OverSpawn.esp
12 WAC - BlackBootDungeon.esp
13 WAC - Dead Knights.esp
14 WAC - Player Summons.esp
15 WAC - Birds&Insects.esp
16 WAC - Companions.esp
17 WAC - Horses.esp
18 WAC - TCOS.esp
19 WAC - TCOS Shops.esp [Version 03]
1A WAC - 8th Gate.esp
1B WAC - Legion.esp
1C WAC - Gladiator.esp
1D WAC - Magic.esp
1E DLCBattlehornCastle.esp
1F DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.5]
20 DLCFrostcrag.esp
21 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.5]
22 Knights.esp
23 Knights - Unofficial Patch.esp [Version 1.1]
24 Bashed Patch, 0.esp
palidoo
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With a minimal load order like that it's weird you'd have crashes. All I can suggest is disabling each WAC component one at a time until it stops happening. I've only got the base mod installed and don't experience any issues.
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far327
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Will do Palidoo. Crash happens anytime I try to ingest something from inventory such as ale or food.
very weird.
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Maigrets
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Salimbene wrote:I have installed it. Do you mean the WAC-Goblin camp on the coast, Anja.? Valenwood Improved inserts a bandit camp nearby but they don't disturb each other technically.
And there is an Oblivion Gate in the vicinity, but that is another story... :)

Image

UL Cliffs of Anvil on the other side ot the coast has half buried one of WAC's watchtowers. But dunes are wandering hills of sand, so maybe that is only a sign of a "living" Oblivion and don't count as a mod conflict.

Image
That's the camp I mean, yes. :) Sounds good then. Thanks! Another mod to add to my collection. Thank goodness for Wrye Bash and deactivated mods making room for more esps. :lol:

As far as Oblivion Gates they don't exist in my game. :) I gave up doing the main quest years ago and I don't want to see another one.

That WAC tower actually looks quite natural buried in the sand as though the sand is taking is taking the landscape back to nature. Or something like that. :)

OK, off to install Valenwood Improved then...


@ far327

That's an odd one as palidoo says with a small mod list. I have all WAC esps running with a huge mod list and I mean huge.

If it happens also when you use something from the inventory it sounds like more than something added by WAC. Perhaps try rebuilding your Bashed Patch as well as the advice already given.

I haven't ever used any of the vanilla DLC's besides SI, but are you sure your load order is correct. Some of those DLC's are buggy themselves even with their Unofficial patches. Like the sitting bug after playing Knight of the Nine which I assume the UOP's fixed.

I have heard of CTD's when enemies hit and spells cast but I'm afraid I don't know the solution. :-(
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far327
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So I've determined the crashing wasn't from WAC. I have a Vanilla Oblivion install I keep archived in case I need to replace my current install on-the-fly. So I removed all OSBE plugins and generated log files etc... Basically had a "like new" install.
I loaded SI, DLCs, all UOP patches, WAC (all .esps), OBSE 20.5b, BOSS, OBMM Extended, Wrye Bash. Ran BOSS and loaded a new game without creating a bashed patch. Seems to work now. SO, the issue is either something to do with my bashed patch, or perhaps an OBSE plugin or OBGE file. I will know more tonight as I test for the crash after loading files one by one.
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