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WAC compatibility

Posted: June 29th, 2011
by Illusionist
I looked at WAC screenshots and descriptions, and I loved them. :woot: I would like to try it out.
But before I wanted to ask about compatibility.
I'm interested in compatibility with Better Cities, Unique Landscapes and big quest modes(like Lost spires and others).

P.S.
Sorry for bad english.

Re: WAC compatibility

Posted: June 29th, 2011
by MasterAub
Illusionist wrote:I looked at WAC screenshots and descriptions, and I loved them. :woot: I would like to try it out.
But before I wanted to ask about compatibility.
I'm interested in compatibility with Better Cities, Unique Landscapes and big quest modes(like Lost spires and others).

P.S.
Sorry for bad english.
Hi,

No problem with Lost Spire, never installed better cities but I guess you should not have problems, no problem with any quest modes in theory. Problems with MMM and OOO. The best is to list all the mods you have or want and posters on here will tell you if they are compatible or not.

Cheers mate

Re: WAC compatibility

Posted: June 30th, 2011
by Bizzy
The only problem with Waalx and sutch mods, i see are the new crature spawns an the camps form the WAC esp., there it conflict with some Mods especially the Creature Spawns, but these problems are more logical Proplem, for example: "What make these Deers in the Castle?".

But big conflicts exists only with the Overpswan esp. an other Mods which edit the Levellists.


And sorry for my english ^^.

Re: WAC compatibility

Posted: June 30th, 2011
by Fessels
There is one thing i know of between WAC and the quest mod Kragenir's Death Quest. WAC places a Goblin camp right smack in front of the "Dwarves" house. And that looks pretty weird, since i think that KDQ raises the land at that place so several tents are partially in the ground. While other parts are above the land in certain parts of the camp.

Mind you tough, that this not mean you can not reach the Dwarves house, you can do all the quests they have for you. It just looks weird with that Goblin Camp, and it becomes hazardous to visit the Dwarves House. :D

Bizzy wrote:The only problem with Waalx and sutch mods, i see are the new crature spawns an the camps form the WAC esp., there it conflict with some Mods especially the Creature Spawns, but these problems are more logical Proplem, for example: "What make these Deers in the Castle?".

But big conflicts exists only with the Overpswan esp. an other Mods which edit the Levellists.


And sorry for my english ^^.
Deers in a castle, what is happening in your game? That should not be happening, are you using a Bashed Patch? And the problem with the camps is known and some where on these forums there are people who explained how to fix it...well till Waalx fixes it in a new release from WAC.

Re: WAC compatibility

Posted: July 1st, 2011
by Bizzy
Fessels wrote: Deers in a castle, what is happening in your game? That should not be happening, are you using a Bashed Patch? And the problem with the camps is known and some where on these forums there are people who explained how to fix it...well till Waalx fixes it in a new release from WAC.
The castles haven't there own exteriors, so there simply in the Cyrodiil worldspace.

For example, greenlings in Hoarfrost Castle.

Or in an fortress oft the german mod "the Order"(orden.xerxes-design.de/

Re: WAC compatibility

Posted: July 2nd, 2011
by Maigrets
The thing is every mod can't be made compatible with every other mod out of the many 1000's available, but many people do their own editing with the Construction Set or TES4Edit to fix or change things to suit themselves. Sometimes we have to pick what we want the most.
The castles haven't there own exteriors, so there simply in the Cyrodiil worldspace.
Which castles do you mean? WAC does not add any castles unless you mean the small towers along some of the roads. They are not meant to be entered so they have no interiors.

Re: WAC compatibility

Posted: July 2nd, 2011
by Illusionist
Thank you all. I will definitly try WAC.
How about Unique landscapes? Are the goblin camps from WAC ok with it?

Re: WAC compatibility

Posted: July 2nd, 2011
by Fessels
Bizzy wrote:
Fessels wrote: Deers in a castle, what is happening in your game? That should not be happening, are you using a Bashed Patch? And the problem with the camps is known and some where on these forums there are people who explained how to fix it...well till Waalx fixes it in a new release from WAC.
The castles haven't there own exteriors, so there simply in the Cyrodiil worldspace.

For example, greenlings in Hoarfrost Castle.

Or in an fortress oft the german mod "the Order"(orden.xerxes-design.de/
Ah yes Hoarfrost Castle would do that, it has been a while ago since i used that one so i did not think about that Castle. :)


@Maigrets:

Bizzy just means this mod. :)

Hoarfrost Castle

Re: WAC compatibility

Posted: July 2nd, 2011
by Salimbene
Two links for other Unique Landscapes users:

Viltuska made two WAC-patches for UL-Dark Forest und Chorrol Hinterland. I have forgotten them in my last installation and saw Sweetwater Camp today flying in the air

http://www.tesnexus.com/downloads/file.php?id=36486

And Derridar's Lost Coast patch, which I didn't find last week:

http://tesnexus.com/downloads/file.php?id=34607

Re: WAC compatibility

Posted: October 10th, 2011
by Makhnovist
Found a big conflict - WAC conflicts with Enchanced Vegetation [110%] giving the game a huge CTD near Anga.

Re: WAC compatibility

Posted: October 10th, 2011
by Maigrets
Makhnovist wrote:Found a big conflict - WAC conflicts with Enchanced Vegetation [110%] giving the game a huge CTD near Anga.
Isn't that from Natural Environments? If it is all that does is increase the size of the trees and bushes so there's no reason at all why it should cause a CTD. If it's from another mod there still shouldn't be a reason for it to cause a crash if it only affects vegetation.

I'd suggest checking load order or other mods affecting vegetation or more likely spawn points of creatures and NPC's.

Re: WAC compatibility

Posted: October 11th, 2011
by Makhnovist
No, I used WAC-patched Natural Environments and still using them.
When I disabled just Enchanced Vegetation [110%], my game is working pretty stabe.

Re: WAC compatibility

Posted: April 30th, 2012
by Gekko64
I don't crash around Anga with Ehnanced Vegetation 110 % , I think you have some dirty mods messing up your install. BOSS will tell you about them.

Re: WAC compatibility

Posted: June 7th, 2012
by anolbee
I'm not sure it could conflict with leveled creature mods not famous.