Oblivion WarCry

Post » Thu Sep 02, 2010 12:22 am

1. About Oblivion WarCry (http://www.worldofelderscrolls.de/?go=dlfile&fileid=12 from v.1.05, scroll down to 'Trailer')

Oblivion WarCry is a mod, that should enhance fun and long-run motivation to play the game.
This is achieved by an improved balance of the Oblivion world and by new game content like
additional opponents/creatures and items. In particular highlevel characters will get their
money's worth.

Oblivion WarCry offers numerous new items and opponents, moreover, items and
opponents of the original game have been re-balanced. Level scaling, that causes
opponents to adapt to the power of the player character has been removed from
standard opponents entirely.
In other words, every opponent's power level remains
the same disregarding the current level of the player character. The settings of weapons
and armors have been revised slightly to provide a better balance between existing and
new objects.
CAUTION: In general this mod alters the game to be more difficult but it enhances fairness also.

1.1 New content

- More than 250 new items altogether, most of them supplied with new meshes/textures.

- 6 new standard weapons per material (iron, steel, silver, etc): http://img66.imageshack.us/img66/1240/weapbastardschwerterbn5.jpg, http://img66.imageshack.us/img66/9847/weapgroschwerternl3.jpg,
http://img66.imageshack.us/img66/9198/weapbartxtewe7.jpg, http://img66.imageshack.us/img66/3202/weapgroxtedd9.jpg, http://img66.imageshack.us/img66/4547/weapstreithmmeryh7.jpg, http://img66.imageshack.us/img66/5734/weapschwerestreithmmerbi4.jpg. The outcome of this are 48 new
standard weapons.

- 8 new, complete standard armors.

- 25 novel standard weapons - wielded as a left handed parry weapon - instead of a shield.

- 9 different, novel, standard mage's armors (light armor) which provide a bonus to magicka.

- 9 different, new trophies which can be found at the opponents listed below:
-Mudcrab
-Skeleton
-Zombie
-Scamp
-Goblin
-Mountain Lion
-Clannfear
-Black Clannfear
-Daedroth

- More than 150 new opponents, creatures & special boss opponents with many innovations not yet
seen in any other mod.

1.2 Changes to the original game

- All of the standard opponents (Bandits, Marauders etc.) do not level with the player anymore, their
power always remains the same. Moreover, the balance of many opponents has been improved.
Opponents of the arena are excepted from this, they still level with the player.
This is intended to be changed in upcoming versions.

- Stats of every two-handed weapon and some armors have been changed to improve balance.

- The icons of enchanted items in the inventory have been reduced in size.

- Speed of arrows has been increased so their flight quality is more realistic.
- Rats now have a realistic size and are less aggressive, they attack less often.

- The look of every potion to restore health, magicka and fatigue has been changed to better distinguish
them from other potions in the inventory and game world.

- Sneak attack damages have been adjusted more to the level of the sneak skill:

Sneak attacks, melee:
Novice: 2x damage
Apprentice: 3x damage
Journeyman: 4x damage
Expert: 5x damage
Master: 6x damage

Sneak attacks, ranged:
Novice: 2x damage
Apprentice: 2x damage
Journeyman: 3x damage
Expert: 3x damage
Master: 4x damage

1.3 Functionality

Differently from standard opponents the boss opponents of Oblivion WarCry level with the player, so
they always represent a constant threat. Opponents like e.g. Vampire Patriarchs or Bandit Ringleaders
are classified as boss opponents, as well as some quest relevant opponents like Mannimarco (Mages
Guild) and the Pale Lady (Thieves Guild).

The probability to find a unique item or a set item on these opponents is at 100 per cent. This chance is
distinctly lower for standard opponents.
A "set" works as follows: Each set consists of a certain number of different equipment items. If you
equip several items (or even a complete set) of a certain set you receive bonuses like fortified stats or
(sometimes) additional spells.
These bonuses are "abilities" similar to the race specific bonuses, and they are displayed in the
magic screen under the tab "active effects".

The more parts you equip from a specific set the more power you get from the bonuses.

CAUTION: Some sets require more than two items (equipped) to receive the bonus.

Do not wonder about unique or set items without visible enchantments. Basically all of the unique/set
items have better basic values than standard items. But, be careful: If you enchant a set item, it loses its
status as a "set item" so it can not provide any bonus together with other items of the same set any more.

For a better identification, all set items are indicated by green glowing effects in the inventory.

All opponents, creatures and NPCs of Oblivion will use the new OWC items just like they have used "old"
items from the original game before. In other words, all of the new items can be found at and will be used
by opponents/NPCs. All of the items are levelled of course, so powerful items are given to mighty opponents
who you will usually encounter at higher levels only.

Many of the new items can be obtained from traders.

Also the new parry weapons (25 different standard models) will be used by the rogues of Cyrodiil and will
be sold by traders. There are Parry Axes (heavy), Heavy Parry Swords (heavy) and Light Parry Swords (light).
Weight and armor class corresponds to the half of the respective shield always. E.g. the Elven Parry Axe
(heavy) is half the armor value and half the weight of the Dwarven Shield (heavy). The Light Elven Parry
Sword is half the values of the Elven Shield (light).

Likewise the new opponents fit in the game accurately. Everywhere in the entire game you will encounter
the new creatures (except for the cities, buildings etc.). So it could happen that a Skeleton Soldier will
be generated instead of a common Skeleton, or a Cambion instead of a Dremora. So the variety of creatures
virtually will be enhanced.
Since you can be attacked by several opponents at the same time and many opponents are fairly powerful,
the difficulty level of the game has been increased - but it is more fair also, because only boss monsters
levelup with the player and standard opponents remain at the same level.

2. Compatibility

Oblivion WarCry is NOT compatible with OOO (Oscouro's Oblivion Overhaul), MMM (Martigen's Monster Mod),
Francesco's Leveled Creatures/Items or Adrenaline Oblivion.
Mods like these are absolutely incompatible and by no means they
should be played together with OWC, because...

Oblivion WarCry will conflict with mods that contain (at least one of) the following changes:

- Altered opponents/NPCs
- Altered leveled lists (opponents and items lists)
- Altered weapons/armors

If mods with the above mentioned changes are used, they should definetely be deactivated, or (at least) they
should be placed before WarCry in the load order.

If it is not obvious whether the active modifications contain such changes, WarCry should be loaded at the very
end of the load order.

Mods with an older date than WarCry will be loaded before WarCry automatically. To change the load order of
mods manually, you can use the Oblivion Mod Manager:

http://timeslip.chorrol.com/obmm_download.html

As long as a mod contains NEW items, NEW opponents/NPCs and NEW leveled lists, WITHOUT changing
the existing ones of the original game, then the mod is compatible.
3. Playing with Oblivion WarCry

It is absolutely necessary, to start an entire new game for Oblivion WarCry.
Also, if you have played previous version(s) before: start a new game.

However there is a way to continue playing with your old character without the issues that usually occur with
this: Reset the NPC levels by the tool "Wrye Bash". What you need for and how to do this, see below:

http://wrye.ufrealms.net/#WryeBash
http://wrye.ufrealms.net/Wrye%20Bash.html#RelevelNPCs

Nevertheless, I recommend to start with an entire new character, also because you could miss something
otherwise.

If you do not want to play with this mod anymore, just deactivate it and continue playing with your character
as usual. However, in this case I recommend to use Wrye Bash like stated above.
CAUTION: All of the OWC items (included items in the player's inventory) will vanish from the game as soon
as the mod is deactivated.

4. Known Issues

- In most cases set bonuses will not be displayed correctly before you have closed and re-opened the inventory
after equipping a set item. This is a known problem of the game and I can not do anything about it.

- It could happen that you do not get set bonuses sometimes. Just un-equipping and donning the set item of the
respective set should solve the problem (open the inventory after that). This is a known issue with Oblivion also,
it is not an issue with the mod.

5. Credits

First of all, thanks to ruynnsun for some of the meshes from his mod "ryunnsun's Female Armor Pack" which I
was allowed to use.

Furthermore, Growlf, for his support and assistance (more than one time).

As a matter of course, thanks to the beta testers of OWC 1.05 for helping to fix some bugs before the release:
RedMoon, Jounk33, Whelp 24, Arthoc and Thunderbird.

In this place I do not want to forget mentioning daedrax. By means of his tutorial I learned how to model my own
objects - this mod would not exist without them, at least it would not be in the current form.

Special thanks to DWS who helped translating OWC. :)

In this spirit, have fun with the mod!

http://www.worldofelderscrolls.de/?go=dlfile&fileid=12
http://scharesoft.de/joomla/index.php?option=com_remository&Itemid=27&func=fileinfo&id=383

http://rapidshare.com/files/57753891/OWC_Patch_1.08b_1.085b.7z.html (old)

http://www.gamesas.com/index.php?/topic/875610-oblivion-warcry/page__view__findpost__p__16271741 (unofficial but recommended)

Some screenshots:
http://img100.imageshack.us/img100/3319/uniquesvd9.jpg
http://img77.imageshack.us/my.php?image=s02ez5.jpg
http://img77.imageshack.us/my.php?image=s01bu2.jpg
http://img77.imageshack.us/my.php?image=s04vf4.jpg
http://img77.imageshack.us/my.php?image=s05bu8.jpg
http://img329.imageshack.us/img329/6469/s05zy3.jpg
[/quote]
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Nitol Ahmed
 
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Post » Wed Sep 01, 2010 10:27 am

Is there any difference between downloading the version from the first link and adding the patch and downloading the one from the second link with the patch already integrated?
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Jhenna lee Lizama
 
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Post » Wed Sep 01, 2010 8:12 pm

I'm not 100% sure, but I think you need the patch in both cases.
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Emma-Jane Merrin
 
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Post » Wed Sep 01, 2010 11:56 pm

Thanks, the question came up in FCOM thread earlier and I'm trying to investigate it.

edit: I downloaded both of them. Once extracted, they are exactly the same as far as I can tell except for some folder dates (just the folders, not the files) and a URL link added to the second one.

Looks like it was just opened and then repackaged for the second link. Both are the same and both are unpatched.
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Tracy Byworth
 
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Post » Wed Sep 01, 2010 4:56 pm

this looks really good Lazarus.. how come this is not uploaded on tes nexus??
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Multi Multi
 
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Post » Wed Sep 01, 2010 7:34 pm

Just tried this out tonight for the very first time and i can see now why people praise this incredible mod. From the very start of the game in the sewers i can see the difference with the different colored potions which make it much more easier to tell on sight what potion does what. The new sizes of rats are nice and add realism along with the believable creature ai with some creatures no longer acttacking on sight.

It was a great feeling but with a touch of fear after leaving the prison sewers to see off in the distance by sideways cave some humanoid figures. It was quite shocking when i went for a closer look and ran into some Fallen Ones. Buetiful texture work on them that really enhances their viscious characteristics.

When facing the bandits outside of the Vilverin dungeon it was pretty cool to engage one of them in hand to hand mortal combat which lasted a fun couple of minutes of seeing myself knocked down along with my opponent til finally i delievered the finishing blow and went after the bandit archer acttacking from a distance. Heh its pretty cool to see enemies stumble and fall from my blows then seeing them desperately getting back on their feet as quick as possible.

Cant wait to see what more awaits me in the world of Oblivion WarCry. Thank you Lazarus :foodndrink: :trophy: :foodndrink:
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Phillip Hamilton
 
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Post » Wed Sep 01, 2010 10:26 am

Lazarus, first of all, congo on this great accomplishment ! I love Diablo 2 ( used to mod D2 once, you see :) ) and the way you ported the creatures to oblivion. Great work indeed !

A suggestion - How about improving the behavior of all the shamans ? How about adding an ability to resurrect fallen, well ... fallen ? Same goes to the carver and the dark ones ( if you have them included in WarCry )

I was planning to make a patch myself ( for meself, ofcourse ), but what do you think ?
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Lynette Wilson
 
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Post » Wed Sep 01, 2010 9:51 am

Hi, L@zarus.
Am on FCOM with Warcry 1.08 and 1.08b patch.very stable, vary pleasant!


Now saw some link to 1.085b patch.


Should I update the patch?
Is there new Warcry? 1.085 maybe?
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Becky Palmer
 
Posts: 3387
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Post » Wed Sep 01, 2010 1:09 pm

Great mod, but I wish the named bosses (like Bishibosh) were one of a kind. Kind of breaks the immersion when fightinh three instances of the same named boss in the same dungeon...
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Jade Muggeridge
 
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Post » Wed Sep 01, 2010 11:59 pm

A suggestion - How about improving the behavior of all the shamans ? How about adding an ability to resurrect fallen, well ... fallen ?

I think I planned that back then, but I didn't know how to do that (the development of OWC has been abandoned two years ago).


Should I update the patch?

Would be better, I guess. It contains a few bugfixes, as far as I remember...


Great mod, but I wish the named bosses (like Bishibosh) were one of a kind. Kind of breaks the immersion when fightinh three instances of the same named boss in the same dungeon...

Oh, that should not happen very often.
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Matt Fletcher
 
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Post » Wed Sep 01, 2010 8:58 pm

Hey L@zarus,

I think I found a bug in WarCry.

I have all the pieces from the "Sithis' Children" set, but I don't get the proper bonuses. After a quick look at the script in the CS, mostly because I'm not that good with it, I think I should get a bonus as soon as I equip 2 parts, but it starts to work only when I equip 3 parts. The result is that I can't get the complete set bonus.

Moreover, the message box says
"You found a part from the set 'Sithis' Children'. This set consists of: Cold, Darkness, Treachery, Discord."


I think it should be
"You found a part from the set 'Sithis' Children'. This set consists of: Cold, Darkness, BETRAYAL, Discord."


There is nothing called "Treachery" in the CS. In fact I think that "Treachery" refers to the bow, but in-game and in the CS it's called "Betrayal". I'm not sure if it has any impact on the script. I tried looking at the script, but although I vaguely understand how it works, I can't tell if there is any mistake in it. I also check if all the pieces of the set had the script attached to them, and that is the case.

Last I double-checked to see if I had the latest WarCry patch, and I have, although in the description of Wrye Bash it says 1.08a. If I understand correctly, my game would be crashing without the patch. I downloaded it from the rapidshare link.

Let me know if you have the time to look at it. If you can find what's wrong with it, could you please let me know how to modify the script?

Cheers,
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phillip crookes
 
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Post » Thu Sep 02, 2010 12:26 am

Excellent mod from what I've seen so far! I really like the way it changes the feel of Oblivion; makes it much more challenging and fun.
However, I may have a problem; I'm on level 3 and I just killed a Bishibosh and received no item from it. I thought read somewhere that all boss creatures have a 100% chance to drop unique items, but I got nothing. Is this because I'm only level 3, because of my ineptitude for reading readme's or has something gone wrong? The only esm and esps I have on are Oblivion (obviously), Streamline, Shivering Isles and WarCry_EV.
Also, I've played through quite a few dungeons now and have not yet run into any weapons or armour from the mod (save for the 'fine steel' weapons and the new bearded axes and what-not). I have run into many enemies from the mod (and they are amazing - I love Diablo!) so I figured the mod is working correctly. Am I just impatient (which is very possible) or is the mod not fully working for me?
Thanks

Edit: I've been poking around the construction set and realised that the levelled items that are dropped start at level three (I was level two when I killed the Bishibosh), so I think I've answered my own question. If there still may be something wrong, please post, but I think it was just my impatience. I'll leave this up for anyone else that might be wondering.
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Misty lt
 
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Post » Wed Sep 01, 2010 1:01 pm

It's too bad I use MMM or I would be using this straightaway--the new items look fantastic. Will download it anyway in case I change my mind.

EDIT: Err, the site seems to be down.. o_o
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Nick Swan
 
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Post » Wed Sep 01, 2010 11:43 pm

I use it with MMM and Frans. Wrye Bash is a wonderful thing.

Anyway, I'll restate the question I asked last thread. Bongo. Is he supposed to have multicoloured skin?
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Dan Endacott
 
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Post » Wed Sep 01, 2010 6:29 pm

It's too bad I use MMM or I would be using this straightaway--the new items look fantastic. Will download it anyway in case I change my mind.


Wrye Bash is your friend if it will let you use WarCry and MMM at the same time,

Bongo. Is he supposed to have multicoloured skin?


I will check hold on..

tes4edit show multiple models in use..warcry ev.esp byitself nothing else being loaded..

cs editor show mulitple skins so yes..Bongo is multicolored..I am pretty sure he was meant to be this way..L@zarus has some unique things going on in warcry..
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Mr. Ray
 
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Post » Wed Sep 01, 2010 5:39 pm

No, I knew that. I check big mods in the CS so I can change any stupid things like that for myself. What I'm asking is why the Hell is Bongo multicoloured? There's no real reason for it. According to his editor ID ("FallenDevilkinBongo"), he's a Devilkin, and Devilkin are brown. So why is he multicoloured and not brown? It just bugs me.
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MatthewJontully
 
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Post » Wed Sep 01, 2010 4:32 pm

I'm just now trying this mod out for the first time and I must say that I'm really enjoying it. It really has that feeling of fierceness and relentlessness that Diablo has. I just have a couple of questions.

Are both the skeletal bosses in Vilverin suppose to not have a weapon in their hands? When I went against them all I got was bonemeal, which I don't think that is near the effort I put in to fighting them, and they fought me with nothing but bare fists. I'm using ver. 1.085b if that helps.

Is there anyway you can make this compatible with OOO without having to use FCOM? I tried FCOM once with it, and that resulted in the combat AI being ultra slow, every enemy being easy, and the game randomly crashed, not to the desktop, but to the Blue Screen of Death. :brokencomputer: And I installed everything as reccomended. So is there anyway you could make a compatibility patch? Are you in the progress of creating one? etc.

And thanks again for creating such a great mod. :tops: I'm drawn to Oblivion once again!!! :obliviongate:
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Valerie Marie
 
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Post » Wed Sep 01, 2010 6:45 pm

I think you should revive this mod with or w/o a team!

It's fantastic! :bowdown:
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Adriana Lenzo
 
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Post » Wed Sep 01, 2010 7:39 pm

I'm having a lot of trouble finding a full set of armor, where are the best places to look for guys with set items? I dungeon crawl VERY frequently and I'm not getting any sort of worth while loot.
I know my mod is installed correctly, I have FCOM and the other 3 mods installed with it.
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Jessie
 
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Post » Wed Sep 01, 2010 10:51 pm

I'm having a lot of trouble finding a full set of armor, where are the best places to look for guys with set items? I dungeon crawl VERY frequently and I'm not getting any sort of worth while loot.
I know my mod is installed correctly, I have FCOM and the other 3 mods installed with it.

WarCry's leveled lists are altered when used with FCOM.
I suggest you try posting your question there for a better answer.
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Kevin Jay
 
Posts: 3431
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Post » Wed Sep 01, 2010 11:41 pm

Is this mod still being supported?
I was attempting to create a bsa with TES4Files.
T4F reports the following meshes and textures missing:
===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/Chelm.nif"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/Creatures/Xivilai/Daedroth.NIF"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Armor/Cloak/cloak01.nif"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Goblin Variants/idle_sharman.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/lich.nif"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Skeleton Variants/HandToHandAttackLeftA.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Skeleton Variants/HandToHandAttackLeftB.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Skeleton Variants/HandToHandAttackLeftC.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Skeleton Variants/HandToHandAttackLeftPower.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Skeleton Variants/HandToHandAttackPower.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Skeleton Variants/HandToHandAttackRightA.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Skeleton Variants/HandToHandAttackRightB.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Skeleton Variants/HandToHandAttackRightC.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Skeleton Variants/HandToHandAttackRightPower.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Skeleton Variants/Walk03LeanBack.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Skeleton Variants/zombie helm.nif"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/skeleton.nif"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/meshes/OE/Creatures/Wolf Variants/Forward_Wolf.kf"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/textures/menus/icons/OE/blessed dwarven/helm.dds"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/textures/OE/armor/templar/Greaves_f.dds"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/textures/oe/gems/EmerladFlawless.dds"===> Cannot find file "C:/Program Files/Bethesda Softworks/Oblivion/Data/sound/fx/oe/creatures/fallen/hit/"


I re-downloaded the full package and the patch just in case the original was incomplete. These files are missing. Does anyone know where I can get them if they are available?
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Princess Johnson
 
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Post » Wed Sep 01, 2010 9:07 am

Is this mod still being supported?
I do not think so. Here is the last thing Lazarus posted just a few posts up from yours.

...the development of OWC has been abandoned two years ago....
I checked my "1.08 (+ Torch Patch)" archive it also is missing the files you have listed.

If files such as those NIFs are missing, I would think there would be missing mesh exclamation marks in the game...then again, they might be entries in the plugin that are no longer referenced such as in a testing cell or invisible chest or simply do not appear in the 3D world at all. Would need some investigating in the Construction Set for usage, locations, etc. to know for sure.

LHammonds
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Siobhan Wallis-McRobert
 
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Post » Thu Sep 02, 2010 12:27 am

I do not think so. Here is the last thing Lazarus posted just a few posts up from yours.

I checked my "1.08 (+ Torch Patch)" archive it also is missing the files you have listed.

If files such as those NIFs are missing, I would think there would be missing mesh exclamation marks in the game...then again, they might be entries in the plugin that are no longer referenced such as in a testing cell or invisible chest or simply do not appear in the 3D world at all. Would need some investigating in the Construction Set for usage, locations, etc. to know for sure.

LHammonds

Didn't even read the thread, just searched for "WarCry" and then posted a reply.
I guess a bit of CS work is in order.

Thanks
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Soph
 
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Post » Wed Sep 01, 2010 11:22 pm

As the mod is approaching it's third year and nobody else has reported a similar issue I feel this can be overlooked.
I just can't imagine there being a problem that hasn't been reported in such a popular mod.
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WTW
 
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Post » Wed Sep 01, 2010 5:49 pm

As the mod is approaching it's third year and nobody else has reported a similar issue I feel this can be overlooked.
I just can't imagine there being a problem that hasn't been reported in such a popular mod.

After looking at the mod in the CS, most of the missing files were attached to test records. And the ones that weren't, appeared to be standard vanilla. Since TESFiles cannot read bsa's, they show up as missing.
Yep. I'm not going to worry about it.
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Jaki Birch
 
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