WAC Beta v0.1 - Downloads, comments, suggestions

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dp
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I'm loving how this mod looks more by the second! :lol:
But I have two questions:

1. Is it or will it be compatible with other mods? I'm pretty attached to the oblivion race balancing project, Lame spells project, and eye candy body mod.

2. I know that this one will probably annoy a lot of people so I'm sorry in advance.
Does anyone know when will the mod be version 1.0 ? Please don't say when its done. :-(
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Maigrets
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dp wrote:I'm loving how this mod looks more by the second! :lol:
But I have two questions:

1. Is it or will it be compatible with other mods? I'm pretty attached to the oblivion race balancing project, Lame spells project, and eye candy body mod.

2. I know that this one will probably annoy a lot of people so I'm sorry in advance.
Does anyone know when will the mod be version 1.0 ? Please don't say when its done. :-(
I'll answer number one so I don't have to answer number two.:lol: Except to say there's no reason not to play it now.

Totally compatible with Exnem. I use HGEC with no problems. I don't use LAME but I can't see why there would be any issues. I have Mighty Magic and Midas Magic. Not sure about the Race balancing Project...I don't have it.
Depends on what it actually does I would think, but is probably OK.

I have OOO and MMM deactivated on the profile for my WAC character, but I do have a pile of other mods that work just fine, including a leveling mod, several pose mods, COBL, custom races, and lots of others.
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NoName101
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Oh yes. It's perfectly fine with Race Balancing Project! I use the whole bg2408 mod collection!
FrostyBlade
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And if you're familiar with TES4edit you can have a look at it. WAC really has minimal incompatibilities with lots of other mods except for other large overhaul mods of course
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greenwarden
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Just adding to the chorus of "yeah, it's fine to use with LAME and RBP".


I'm a long time user of both of those mods, and both work just fine. Any new spells added by WAC are available through unique vendors( and afaik, only if you enable the relevant .esp) and WAC does not make changes to the magic system, so of course it's compatible. :D
keinPlan86m
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First think to say in my first post here, i love your work Waalx, simply great.

There is just a small incompatibility with our Skyrim Mod^^
The Camp in the Jerall Mountains, near the moonmoth Priests(?) is 3 cells away from the street to riften :-) and there is a small gap in the landscape^^.

And we are actually discussing if we would use the Waalx Animals & Creatures.esm as libary too.
I hope so, cause we already use the RS Nord and Breton and i love them :-) Not only the swords, but the other meshes too, they bring so much ...how to say... life and "reality" to the world, it's fantastic.

A small picture with some of your meshes.

So well whats left to say...i think... Thanks for everything :-)
dp
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Thank you all!!! I'll surly download it!
THANK YOU!!! thanks thanks thanks thanks :lol: :lol: :lol: :lol: :lol: :happy: :-) :-) :-) :-) :-)
Well I've installed it and I think that I spotted 2 bugs:

1.The guard at the front gate of Chadenhol starts to run when I get close to him, he starts summoning deadric armor on him and draws his sword and bow simultaneously and there are no enemies in sight.

2.I have gone in the khajit tower and the vendor doesn't sell me weapons or anything it's just free for the tacking...
FrostyBlade
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Is it a known issue for map markers to gone missing and the area that you're currently in still remained unexplored in certain area when viewed under the local map? At the moment I found two area, Vahtacen which is south-east of Cheydinhall and at Imperial city Waterfront. I narrow it down to WAC.esp. Any ideas on this?
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Haruko
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FrostyBlade wrote:Is it a known issue for map markers to gone missing and the area that you're currently in still remained unexplored in certain area when viewed under the local map? At the moment I found two area, Vahtacen which is south-east of Cheydinhall and at Imperial city Waterfront. I narrow it down to WAC.esp. Any ideas on this?
it's an issue with open borders, I noticed it too. At present I am not sure how to deal with it, though it's probably been discussed somewhere here in the forum already.
It's a pally thing, you wouldn't understand.
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FrostyBlade
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Haruko wrote:it's an issue with open borders, I noticed it too. At present I am not sure how to deal with it, though it's probably been discussed somewhere here in the forum already.
Are you sure about this mate? I tried to revert back the border region in the INI but doesnt seem to solve it, but deactivating the wac.esp do solve it, not really a solution though lol
Hellbishop
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First thank you for allowing me on your forum to enjoy the special work that is WAC. I just installed and gave WAC a brief play and i was filled with joy as i saw how balanced and fleshed out everything felt without feeling oversaturated and overwhelming.

Its great seeing much more neutral non-hostile wildlife roaming around. It was a cute tender moment when i stepped out of the imperial prison sewers for the first time and saw some grey white zebra stripped baby? lizards scampering and scooting about like little children chasing each other.

The blue sea crabs are very nice. The texturing has a real aquatic feel to it which makes me feel as if am by some coastal beach. I wonder if Anvil will be a tad more populated with them or some other water species.

Bandits look great from their visual appearance like the hair and tatoos to the varied armor which is very stylish yet roguish in an almost gypsy kind of way. Love the different colored scarves i have found on them along with their scary poisoned arrows acttack which surprised me when it happened :shock:

The new potions with their old england style to them looks great and adds alot of atmosphere along with the great heavy armors and rustic horned helms.

Am using the body mod HGEC GUTS version along with Facial Textures by Enayla and IFT VERSION 2.1
BY SHADY TRADESMAN (Improved Facial Textures) alongside all the WAC esps minus the Quiet Feet which am seeing if i will need depending on my frames. So far though everything is running great. Am also using all the Bethesda DLCs and THE SHIVERING ISLES Expansion.

Infinite thanks for this work of art Waalx which feels very polished and not at all like a work in progress. :happy:
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Maigrets
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A couple of days, maybe less and Cypress House is ready to go. I just have to finish a couple of pages of the history books and check through everything to make sure I haven't made any errors.

However, the last part of a certain part (cryptic hat on here) more than likely won't be how I wanted it because I can't script it. I asked on the BGS CS forums yesterday for help but had no replies. Anyway, I'll work something out. :-(

Most likely it will have to wait to be released until the next version of WAC is ready anyway. Waalx has kindly made some added resources for me and they need to go in the ESM and BSA otherwise there will be extra files to install.

I sent a test version to a member who PM'ed me a couple of weeks ago asking if they could Beta test it, but I haven't heard anything back except for an initial reply regarding a look at the house and it's surrounds and a couple of suggestions. There have been significant changes made since then so things are different to that test version. Additions made and things removed, but thank you for having a look. I did make one of those changes. :)

Anja. :)
kschenk
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Hello :)
Anja The Whisperer wrote:However, the last part of a certain part (cryptic hat on here) more than likely won't be how I wanted it because I can't script it. I asked on the BGS CS forums yesterday for help but had no replies. Anyway, I'll work something out. :-(
What's kind of script do you need? I may be able to write scripts for you if you can describe requirements clearly.
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Maigrets
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kschenk wrote:Hello :)
Anja The Whisperer wrote:However, the last part of a certain part (cryptic hat on here) more than likely won't be how I wanted it because I can't script it. I asked on the BGS CS forums yesterday for help but had no replies. Anyway, I'll work something out. :-(
What's kind of script do you need? I may be able to write scripts for you if you can describe requirements clearly.
Thank you for the kind offer. :)
I'll PM you the details as I outlined it at the CS forum so as not to give away spoilers, if that's OK.

EDIT:

Problem solved.. :-) :-)

kschenk has put the scare factor where it's supposed to be!!!
Hellbishop
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Wow the wildlife in WAC is amazing in its realism. I love how so much of it runs away from the player when drawing near just as they would in real life. The animations are top notch. Spawn locations feel great as if thats just where a certain species would dwell. This is starting to feel like TES 2 DAGGERFALL with its incredible feel of authenticy in design. A fantasy simulator merging reality and fantasy into a believable tangible possibility.

Ingrediants on animals are very nice and reminds me of MARTIGEN'S MONSTER MOD with Corepc's excellent attention to the little details that make a big whole.

Well gotta go enjoy some more of WAC which may verily become the ultimate mod for me the one i will use all the time alongside Bethesda's DLCs and Shivering Isles Expansion.

Salute! :celebrate:
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Haruko
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FrostyBlade wrote:
Haruko wrote:it's an issue with open borders, I noticed it too. At present I am not sure how to deal with it, though it's probably been discussed somewhere here in the forum already.
Are you sure about this mate? I tried to revert back the border region in the INI but doesnt seem to solve it, but deactivating the wac.esp do solve it, not really a solution though lol
just going by what I recall, I remember some people having that issue after chaning the .INI. It will take someone more talented than me to fix I suppose.
It's a pally thing, you wouldn't understand.
http://gamercard.xbox.com/Haruko%20Hoshiko.card
FrostyBlade
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Haruko wrote:just going by what I recall, I remember some people having that issue after chaning the .INI. It will take someone more talented than me to fix I suppose.
No problem, found the solution on page 91, luckily someone pointed it to me, I was reading the forum from page I should have read it backwards :lol:
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MasterAub
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Hi everyone,

Long time since we last conversed. Hope everything is fine with you.

I have a question for those who mod with Waalx...How do you guys use the Spawn list?

I mean how are they set up...I want spawning to occur everytime (with no consideartion of the player level ect...)

I tought by dropping the spawning point here and there, that would work but no spawning occur...

What do I do wrong? :-?
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TheDaywalker
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Download of version 0.05 doesn't work for me. The download link opens for some seconds and then jumps back to the forum site automatically. Is the link still ok?! :?


PS: You did a really great job on this mod. I'm not a fan of Oblivion at all, but I was curious, when I saw the screens and just had to get here!!! :lol: What I especially liked was the biped hyenas, would it be possible to make them a playable race?! 8-)


Greets, TheDaywalker!!! :P
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Waalx
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dp wrote:
2. I know that this one will probably annoy a lot of people so I'm sorry in advance.
Does anyone know when will the mod be version 1.0 ? Please don't say when its done. :-(
I'd like to know that person who know when I'll be over, but for/from me, that's a secret!
1.The guard at the front gate of Chadenhol starts to run when I get close to him, he starts summoning deadric armor on him and draws his sword and bow simultaneously and there are no enemies in sight.
Never saw that on here... will have to go in-game to see.

2.I have gone in the khajit tower and the vendor doesn't sell me weapons or anything it's just free for the tacking...

The Khajiit Tower is fixed in the next version.
keinPlan86m wrote:The Camp in the Jerall Mountains, near the moonmoth Priests(?) is 3 cells away from the street to riften Smile and there is a small gap in the landscape^^.
I'm not sure it's WAC that is the problem. This place must not have changed under WAC except from dropping new spawn points... 3 cells away?? I have problem to imagine/see it in my head. What is 'riften' ? A city of Skyrim mod?
And we are actually discussing if we would use the Waalx Animals & Creatures.esm as libary too.
I hope so, cause we already use the RS Nord and Breton and i love them Smile Not only the swords, but the other meshes too, they bring so much ...how to say... life and "reality" to the world, it's fantastic.
If you use it as a library, there's already Skyrim Lists as you may already know. Those will grow bigger in time as well... Some new stuff for Nord in the Next version. (nothing but two more textures for the Nord arrows).

Other than this, overtime there will be a lot of new props to be found in the WAC master file..

FrostyBlade wrote: Is it a known issue for map markers to gone missing and the area that you're currently in still remained unexplored in certain area when viewed under the local map? At the moment I found two area, Vahtacen which is south-east of Cheydinhall and at Imperial city Waterfront. I narrow it down to WAC.esp. Any ideas on this?
map markers are fixed in the next version.

unexplored areas I'm not sure here. It may have to do with the cell 3,3 bug that removed the map markers. I fixed that here, so I will head to the Waterfrond for a quick look about this. Hopefully it's related to the map markers bug and now fixed already :)
Hellbishop wrote: First thank you for allowing me on your forum to enjoy the special work that is WAC.
I'm not allowing you a favor, it's open to everybody :) I'm just trying to keep the source file a bit harder to get since its still incomplete and I don't want people to start taking this as a finished thing...
I just installed and gave WAC a brief play and i was filled with joy as i saw how balanced and fleshed out everything felt without feeling oversaturated and overwhelming.
well the balance of WAC is a debatable point as of now ;)
Anja wrote: On Cypress House...
Most likely it will have to wait to be released until the next version of WAC is ready anyway.
Cypress House kind of need the next update to work for you folks... Some custom stuff was made for it!

Anja wrote:EDIT:

Problem solved.. Smile Smile

kschenk has put the scare factor where it's supposed to be!!!
indeed? yeah! Can't wait for the next version... :)
HellBishop wrote:The animations are top notch.
that's not by me. Except for the facial animations, I did that a lot. Creatures body anims I never got to work. I can open a file, modify an animation like I want , save, test and it work. then start doing the rest, and invariably have a bug with the next or the other. So I model and texture, only. And try to glue it in the CS.
FrostyBlade wrote:No problem, found the solution on page 91, luckily someone pointed it to me, I was reading the forum from page I should have read it backwards
yeah this forum topic is growing old... the info below the first post is outdated. Maybe I will add a note about this there.. Or maybe I could close the topic and start a new one, but I like this big one. 33188 views for a topic on a private forum like this is fun, it's been seen almost as much as the RealSwords Gallery in half the time.
MasterAub wrote:How do you guys use the Spawn list?
you've been PM'd. ;)
TheDaywalker wrote:Download of version 0.05 doesn't work for me. The download link opens for some seconds and then jumps back to the forum site automatically. Is the link still ok?! Confused
Confused as well.. I checked and here cliking the link lead me to the download site. Try again, and tell me if it work now, otherwise message me and I will provide an alternative download point.

PS: You did a really great job on this mod. I'm not a fan of Oblivion at all, but I was curious, when I saw the screens and just had to get here!!!
Not a fan of Oblivion at all..? thanks that's a cool thing to hear that WAC can bring you to it! I suggest you download RS - Gladiator pre-alpha. :D
What I especially liked was the biped hyenas, would it be possible to make them a playable race?!
Possible, but not in the plan for now... that's a rather long process.


I'm back on WAC,... by the way :)
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