WAC Beta v0.1 - Downloads, comments, suggestions

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Uzina
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i created a new save profile, and am only using unique landscaps and WAC, inm my experience, it even further enhaces unique landscapes with the new besties, its so much fun to see so many critters, it really feels like the plce is alive, i havent encountered any errors so far or anything worth pointing out, i did visit the goblin village i skyrim and it was empty, is this normal?
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Conker343qc
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MasterAub wrote:By the way I have not yet encounter some of the Battle Mage.

Any hints on their whereabout are welcome
At Arcane University :D .

By the way , i think i already mentionned this issue but sometimes spawns are acting in a wacky way. This morning i found a male and female Borgi-something giants in the middle of the road ... and i'm level 8 :shock: (you know these green giant xilivai) . Its just weird . i think those should be like one of a kind in a definite place . I presume they now are in the leveled list somehow . And i found myself in combat with a razorback . Pretty impressive fellow i must say :) .
- Agea haelia ne jorane emero laloria...
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Conker343qc
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Uzina wrote:i created a new save profile, and am only using unique landscaps and WAC, inm my experience, it even further enhaces unique landscapes with the new besties, its so much fun to see so many critters, it really feels like the plce is alive, i havent encountered any errors so far or anything worth pointing out, i did visit the goblin village i skyrim and it was empty, is this normal?
Yup it's normal :) Waalx didn't do it for v4 of the prealpha :D
- Agea haelia ne jorane emero laloria...
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At Arcane University :D .
Any place else I hate to kill my fellow Mages...
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Conker343qc
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MasterAub wrote:
At Arcane University :D .
Any place else I hate to kill my fellow Mages...
None that i know of ...
- Agea haelia ne jorane emero laloria...
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Waalx
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MasterAub wrote:Good day everyone.

One other thing I noticed with WAC v0.04.

When entering the Oblivion plans you get to see/fight at the Top of the main Oblivion Tower (the one with the Sigil Stone) a new breed of Dremora (a Lord Dremora). The problem is, sometimes this big fellow (the one with magma sword) is already dead when you reach the Top. :-o

they are place-holders like many stuff in the pre-alpha.
Uzina wrote:oh man i'm new here and I just installed this, so far this as been wow! i added it to my Fcom install plus some more 50 mods including unique landscapes. I did put some relev delev tags on the esp's on the bashed patch and everything seems to run just fine! with all those mods and also Qarl texture pck and some other texture replacers i had a hit on my vram and I notice some AI problems, bandits dont fight with me, sometims when I attack they ran off, but with WAC and FCom there are probably more than 600 critters in the game, i will continue testing on the unique landscapes and other mods i have that alter landscape and report back if i find any anomaly. Oh I loved the decor, the wheels were a really nice touch to make the game look more gloomy.

and again waalx!
There probably will be around 600 in WAC alone. If I count all the different references. the pre-alpha has 2500 new objects in either textures, models, and sounds. Here it's more.
MasterAub wrote:By the way I have not yet encounter some of the Battle Mage.
well, there should be black battlemages in evil places already, I think I have 4 or 5 different black robes, and two of them are battlerobes I think..
Other than this each magic schools have mages that are always in armors. And the Imperial battle mages at the University. Now if you want to get a battlerobe, in the pre-alpha your only chance is to kill it's bearer. So for good mages not wanting to kill their own kind, it leaves only the black robes ..for now.


I'm trying to figure a way so that the robes of each disciplines can conjure the armor over it with a spell. So far , no success.

Next version I will place robes and battlerobes that you can get in the magic schools. But that will be a temporary solution until I can get the armor to be summoned in battle. That summon should last long enough so it's interesting to use it. It's part of the robes design, something that make the school robes more than mere pieces of fabric.

Uzina wrote:i did visit the goblin village i skyrim and it was empty, is this normal?
yeah that a placeholder. Still is a placehodler as I didn't rework that yet.

Conker343qc wrote:By the way , i think i already mentionned this issue but sometimes spawns are acting in a wacky way. This morning i found a male and female Borgi-something giants in the middle of the road ... and i'm level 8 (you know these green giant xilivai) . Its just weird . i think those should be like one of a kind in a definite place . I presume they now are in the leveled list somehow .
WAC is unleveled, so you get what you get at any level. Very few things spawn only at higher levels, usually anything can spawn from level 1.

Some adjustments will be made to the list that I placed so far. More will be added later and some creature will move or be removed from certain places.

The thing I would like to do is to make the world more savage the more you progress into the depth of it. Not dictated by your own ability, but by were you are in a matter of geography.
i.e. now you can meet a tiger anywhere I placed spawns that hail from Elsweir. That mean now you can find tigers in odd places like in your Green Giants example. Later what I'll do is make enough "medium level" encounter so that Apex predators will be more dangerous, and more sparse on the map than they are now.
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I take the Hircine Plane only works once you've finished the main Quest...

Why do I ask this?

I am not yet done with the main Quest and I have many Oblivion Gate spawning all arround.

But 1 out of 3 Oblivion Gates I encounter are...the Hircine Plane.

By the way and if I am allowed a critic...the Hircine Plane is so so...monotonous...and apart from killing animals, there are not many things you could do...Tough seing Hircine was a great experience...

My 2 cents
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Krigulv
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that's just for testing. getting hiricine plane through the gate should be around a 50/50 chance because only that one and that 1st gate are activated for the testing.
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Shadowcran
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How's everything been going? Sorry I've been dealing with a divorce, serious medical testing, and a lot of teeth removed. I don't even feel like myself anymore,lol.

Anyways, I've just been perusing the Bethesda site and it seems people are desperate to know how WAC is proceeding. They think it's been given up on. Anyways, let me do some reporting.

Ok, I've been testing out the armless after restarting. Is it normal that when using hand to hand that just hitting some of these can kill you? 1 in 2 of these I hit kill me.....is this supposed to happen?

Other than that, the creatures only have the same problems as we've all reported on already.

The funniest thing is I've been testing it with other mods....it's awesome how little these other mods are affected by or effect WAC. WAC doesn't bug any of them, which is a great trait. I have learned to put the 7 Leagues boots on the shelf quickly as that fast movement through the lands can get addictive. You might, after this is over or beforehand, want to put it in the god items section,lol.

The only mod that seems to be interacting a tad off with WAC is TIE. The ones in that mod seem to spend most of their time killing off WAC creatures. I think working on a fix with TIE's creators wouldn't be out of the question. They could make something so that theirs wouldn't attack WAC's. They've done it with seemingly every other mod created, lol.

There is a thread on Bethesda asking about WAC and if it's been cancelled or something. I wrote that WAC is going fine and you just keep finding great new things to add...which is the truth.

Lately, Since most of my alpha testing on WAC is just repetitive, I've developed some threads of my own. I've become quite adept at mod merging with TESIVGecko and others asked me to build a thread for that. I've also started a Performance enhancer thread involving mods that do increase performance...I'm serious, it makes that FPS go up pretty high. Here it is in it's entirety. Feel free to adapt some to your own.

To enhance performance I designed this guide:
Enhancing your Oblivion Performance.

What this attempts to do:
1- Limit CTD's(crashes to desktop) as much as possible.
2- Limit corrupted Saves as much as possible.
3- Limit in game freezes as much as possible.
4- Limit the "black screen" as much as possible.


You are an Oblivion player seeking to make a great game even greater through mods. However, problems in Vanilla Oblivion will follow into the mods if not addressed. CTD's, corrupted saves, game freezes, These and more are almost standard in any PC game and are completely unpreventable from ever happening. This means they will happen no matter what. The goal of this information contained herein is to cut down on them as much as possible and keep Oblivion a great playing experience, if not a perfect one.

The following additions take into account low end machines as well. The advice I'm going to give is designed to help ALL the different computers and their Oblivion playing.

Step 1: DL and Install The Latest Oblivion patches. If you are playing with Shivering Isles(SI) then download the patches for this as well.You get these OFFICIAL patches off of the Bethesda site.

Step 2: DL and Install the Latest Unofficial patches. If you use Shivering Isles and Knights of the Nine, get the unofficial patches for these as well.


Unofficial Oblivion Patch v3.2
http://www.strategyinformer.com/pc/thee ... 27022.html

Unofficial Shivering Isles Patch
http://www.tesnexus.com/downloads/file.php?id=10739

Unofficial Knights of The Nine Patch
http://www.tesnexus.com/downloads/file.php?id=12146

Step 3: For load order, Dl and install FCOM helper with the LATEST database for it. This is a small mod that fixes your load order in mere seconds.
FCOM Helper. Download the 1st and 4th file on the link.
http://www.tesnexus.com/downloads/download.php?id=31497

Step 4: DL and install Wrye Bash. Seriously, I can't stress using this utility enough. Learn to use it slowly if it seems too complex. Before long, you'll master the use of it and realize all it's benefits.Wrye Bash contains some utilities to "clean up" your saves. It contains ways to look at your mods in detail. It has a NVIDIA fog fix that you can use on all your mods and thus prevent that. It has a ton of useful utilities.
Wrye Bash requires the DL of 3 small mods. Don't forget to get Python and wxPython so that Wrye bash will work.
http://www.uesp.net/wiki/User:Wrye

http://www.python.org/download/releases/2.5/

http://sourceforge.net/project/download ... rror=voxel

Step 5: Dl and install the latest OBSE(Oblivion Script Extender)
http://obse.silverlock.org

Step 6: DL and install the latest OBMM(Oblivion Mod Manager) when you first start playing with mods, you may mistakenly think that only this is needed to add mods. I cannot stress getting out of dependance of this mod as soon as you can and get used to Wrye Bash. Wrye Bash does a ton of things that help out in fixing later on that OBMM doesn't. Plus Obmm reads conflicts where there are none.
http://www.tesnexus.com/downloads/file.php?id=2097

Step 7: DL and install Streamline 3.0. Do not get the 3.1 version as it has too many problems that will NOT be addressed or fixed in the future. Streamline also has an alternative to Quick and auto saves. Quick and auto eventually lead into CORRUPTED SAVES, so I stress not using them and instead use manual or streamlined saves instead.

http://www.tesnexus.com/downloads/file.php?id=10400

Step 8: Learn to make BSA files for the textures, sounds, and mesh folders that come with most mods. I've been doing this for the past few weeks and not only do I have almost no "missing textures or meshes" I also seem to have better performance. It's actually simpler than it looks. The Oblivion Mod Manager has utilities that do this better than the BSA commander.

Step 9: The following mods will help performance by usually getting rid of a component you truly don't need in the game or one that is a resource hog like the high polyed grass that Vanilla Oblivion contains.

Low Poly Trees:
http://oblivionmodgods.de/rpg-blackdrag ... -t245.html

Low Poly Grass:
http://www.tesnexus.com/downloads/file.php?id=12280

No lights flicker:
http://www.tesnexus.com/downloads/file.php?id=6150

No Wind:
http://www.tesnexus.com/downloads/file.php?id=2578

Quiet Feet:
http://www.tesnexus.com/downloads/file.php?id=13016

Oblivion Poly Overhaul:
http://www.tesnexus.com/downloads/file.php?id=6981

Optimized Illumination:
http://www.tesnexus.com/downloads/file.php?id=6331

Operation Optimization:
http://www.tesnexus.com/downloads/file.php?id=6331

Hrmns Oblivion Script Optimization:
http://www.tesnexus.com/downloads/file.php?id=13092

Duke Patricks Script Effect Silencer:
http://www.tesnexus.com/downloads/file.php?id=15677

OAF (Oblivion Animation Fixer)
http://www.tesnexus.com/downloads/file.php?id=5127

Step 10: Avoid the major texture mods if you have a low end machine. You may have "the best looking Oblivion ever" but that's small comfort if you can only see it for 5 seconds before it crashes.

There is a few mods that are all great mods, but you should never have both of them running at the same time due to occupying the same or too near the world space. I recommend getting both mods I list of these, but of course not running them together.
Save one for another game.

Cybiades and Abacean Pirates. Cybiades is an awesome quest mod, Pirates a good faction mod. However, the boat to Cybiades is too close to the Pirates base of operations.

Haunted House(The dungeon mod, not the quest one) and Tumbderdon. These mods are almost right on top of each other. Use only one at a time.

Mithril Island and The Dragon Citadel. Believe it or not, you can actually run these 2 at the same time, but it'll look and act goofy. They occupy basically the same world space but since the Citadel is accessible by magic ring, this is negated. The citadel will appear OVER the mithril Island mod. You'll notice odd occurances because of this like fish spawning on land, but except for a few minor things, they both work....wierd, I know.

If you know of any more PERFORMANCE enhancing mods, please feel free to list them. I can't have possibly covered them all. Your help will be appreciated by me and probably by anyone who reads this and wants to boost their game.
Who knows what evil lurks in the hearts of men?

The Shadow Knows!

Sympathy for the guilty is treason to the innocent.
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Conker343qc
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Yup i read that topic on the Bethesda Site . Good Job i must say, shadowcran . Actually, i was wondering if you add to change many things for a BSA to work ... I tried once with PPyFI'ed (somethin' like that lol) vanilla meshes and i was not even sure that it worked . My game loaded but it didn't show something and it crashed . Dunno if it was BSA related of PPyFI related tough... I was wondering if you had tried that method and if i had QTP3 Optimized it would change something . I think that all QTP3-O meshes are already cleaned up but not sure though . I don't know if you can find a complete guide to BSA cuz in OBMM , the help section is kinda short , at least i think it's not complete, if i must say . I should have done a BSA for my QTP3 and my other mods that adds a lot of Meshes and textures . Just for the sake of not having to delete the complete folder to start from scratch . ;-((
- Agea haelia ne jorane emero laloria...
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Haruko
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I had to reinstall OB, and now I have the fun job of trying to figure out why OB works, and all my mods are there (it even sees them in the launcher and the mod manager...) but as far as I can tell, only the .esms are loading.
It's a pally thing, you wouldn't understand.
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Lord Spyro
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dude I cant believe I just read 39 pages...wtf is wrong with me...oh well least I Know more now..

anyway theres only one thing a found that wasn't already covered like 3 or 4 times though very minor theres a rice
bag that needs to be moved slightly to the right in the bandit camp north of cheydinhal though I don't think it matters I figured I would point it out if it did anyway...

any who nice job on the dead knights and greenies and swords especially the ruby looking part on the hilt of the death knight swords :)

though I read earlier that you use xsi correct.. thats kinda funny cause I started learning xsi mod tool about a month ago and made a few things if you want you could have some of my weapons I made or I could make some small Items for you like Ingredients for you to make your job a little simpler..since you need some anyway

my modeling skills aren't as good as yours like for instance I cant make creatures or people that look...less that shit

but small things like fangs fins meat maybe that kinda thing I can make and save you the time if needed...
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Waalx wrote: well it's not actually making it, it's just moving stuff around in fact. Get Blender and the nifscript for it (assuming you don't already), and Nifscope.

lets do the 'WAC_Bongo_horns.nif' that hail from \meshes\creatures\deer in the BSA archive.

...snip

- Exit edit mode with your object now on the ground. Now, you need to remove the reference to the skeleton. (I will post a screenshot here.) (this can be done anytime, even in edit mode in fact.)

- Now you have a mesh that is not linked to nothing but itself. Which doesn't mean much for Oblivion engine yet.

- With your object selected, export it with the nifexport script.

Object in Oblivion need a collision box. that can take many shapes, boxes, capsules, and custom collision meshes.

that's where it's becoming harder.

you have two choices.

but before I write a tutorial on collision. and that's not going to be much because I understand it but, not entirely. Try to do the first part!

(I'm weary of writing tonight!).
Hi again!

About 30 pages later and after creating hundreds of magic weapons for trollf, taking hundreds of screenshots for Galahaut as well as doing a few updates for my own mod I have finally got around to getting Blender to work. Sorry I took so long over this!

Anyway, I've managed to take the bongo horns and arrange them so they're either lying just above or just below the ground. Not sure which... :shock:

How do I remove the reference to the skeleton? You never explained that. I'll have a look at creating a collision box once I have the item separated from the skeleton. After that, I'll see what I can actually create for you in the way of loot items for the creatures.

Vac
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Haruko
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*listens to crickets chirp* it's too quiet here... where'd everybody go? :-o

maybe I'm lucky and this means Waalx is about to unveil something cool. :-D-)
It's a pally thing, you wouldn't understand.
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Shadowcran
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I don't know. It makes me want to concoct some conspiracy theory as to where all the others went....

The creators of the various FCOM mods, aware of the awesomeness of WAC, conspired to murder all those involved and only you and I are left. Lucky for me, I live in the sticks in Mississippi surrounded by my gun owning kinfolk, so murdering me will be harder than most...

I'm J/K. I don't know what happened. I check in from time to time on the site, but nobody posts anymore.
Who knows what evil lurks in the hearts of men?

The Shadow Knows!

Sympathy for the guilty is treason to the innocent.
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Mormacil
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I'm here :P
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

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starduks
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Mormacil wrote:I'm here :P
same
yes my avatar is toolio
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Mormacil
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Still fiddling some tunes? :P
"Veni Vidi Castratavi Illegitimos"

"why would I be bound by rules if I can see so far beyond them?"

co-leader TES4 Valenwood
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dewshine
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I've been working on a mod myself with another modder, and playtesting from time to time. Nothing major to report so I thought I'd not spam the board.

those Argonian Giants sure are tough. Not this is bad, mind you.

Here's some teaser screens of what I've been up to (there's more info at the WormHole in my personal forum there)
Image

Image
Shadowcran
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Looks good Dewshine. Btw, are you the one who took over Francescos? I'm just coming out of a coma like sleep due to Loritab(had 3 teeth removed) but I seen to recall that.

nice to see others are still around. Perhaps we should try to post ever so often to let others know we're still alive.

Man walks into a bar. On the bar he sees a little man, about a foot tall, playing a little piano.

Mystified, the man goes to the bartender and asks about the little guy playing piano. The bartender replied, "Oh, I got him from the genie".

"Genie?" asked the man.

"yeah, you rub it and he grants a wish but..."

The man didn't wait anymore, he rushes over to the bottle at the other end of the bar, rubs it and out pops a Genie.

WHADDAYA WANT!

The man stutters incomprehinsibly

I SAID WHADDAY WANT!

The man manages to blurt out A million bucks!

GRANTEd! The genie then disappears back into the bottle.

The man, trying to regain his composure suddenly notices the doors to the bar fly open and ducks start flying in, thousands and thousands of ducks. A million ducks.

The man, now irate, wades through the ducks to the bartender, grabs him by the shirt, and asks," WTF is wrong with that stupid genie of yours! I asked for a million bucks, not a million DUCKS!.

The bartender just shrugs and says, "You don't really think I asked for a 12 inch pianist, do you?"
Who knows what evil lurks in the hearts of men?

The Shadow Knows!

Sympathy for the guilty is treason to the innocent.
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