What mods are compatible with Waalx Animals & Creatures?

Post » Tue Dec 31, 2013 2:39 am

I've just started a new game using the WAC overhaul (http://modsreloaded.com/waalx-animals-and-creatures-t3588.html). I'm going to try to keep this mod list fairly simple (or at least use only compatible mods). I was wondering if anyone had any ideas on where I could find some information on what mods work well with this overhaul. It would make adding to my mod list that much easier.
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Jade Payton
 
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Joined: Mon Sep 11, 2006 1:01 pm

Post » Mon Dec 30, 2013 7:47 pm

- Convenience/stability mods like the ones by Elys and Kuertee should be perfectly compatible
- Gameplay mechanic mods should be safe to use with it, such as a leveling mod (Realistic Leveling, nGCD, or Oblivion XP), any of Duke Patrick's mods, and Basic Primary Needs.
- Maskar's Oblivion Overhaul is all OBSE script based and therefore totally customizable & compatible with other overhauls

That's all I can think of off the top of my head... I am sure there are more though. I'll add more if I think of them.
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C.L.U.T.C.H
 
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Post » Mon Dec 30, 2013 9:50 pm

With Wrye bash just about any other leveled list mod - just depends on how heavily modded a game you want.

Without Wrye Bash then keep this in mind. The esp called WAC.esp contains new spawn points around the world that add only WAC encounters (it also adds goblin camps and other small architecture). The Overspawn.esp mixes WAC creatures with vanilla spawn points (and other LL mods if you use bash). You are not required to use both and for a lighter game I recommend only the overspawn plugin

From a philosophic point of view - WAC attempts to be additive only. It makes an effort to not balance or change core game mechanics. This means that all the creatures and loot are unique and not mod altered versions of vanilla content. That means less conflicts to worry about then almost all other overhauls.

My two favorite things to mix with it have been Frans and TIE. But otherwise it can be up to the imagination and patience of the mod user. Here is a fairly recent load order (that is stable for me, but if I play TES it will be Skyrim anymore):
Spoiler

00 Oblivion.esm
01 All Natural Base.esm [Version 1.34]
02 Francesco's Leveled Creatures-Items Mod.esm [Version 5.0]
03 Francesco's Optional New Items Add-On.esm [Version 5.0]
04 Cobl Main.esm [Version 1.73]
05 TamRes.esm
06 Waalx Animals & Creatures.esm
07 VASE - core.esm
08 TamrielTravellers.esm [Version 1.39c]
09 Kvatch Rebuilt.esm
0A Old School Dungeons.esm
0B CLS-Craftybits.esm
0C TantrivayliaChimer.esm
0D CM Partners.esm
0E CustomSpellIcons.esm
0F Oblivifall Master File.esm [Version 1.1]
10 John's Leveled List Overhaul.esm
11 The Arsenal.esm
12 ScreenEffects.esm
13 Knights - Revelation.esm
14 Unofficial Oblivion Patch.esp [Version 3.4.3]
15 UOPS Additional Changes.esp
16 DLCShiveringIsles.esp
17 Unofficial Shivering Isles Patch.esp [Version 1.5.2]
++ USIPS Additional Changes.esp
18 SM Plugin Refurbish - SI.esp [Version 1.30]
19 Francesco's Creatures and Items Resources.esp [Version 5.0]
1A TamRes.esp
1B Atmospheric Loading Screens - Random Quotes.esp
1C All Natural.esp [Version 1.34]
1D All Natural - SI.esp [Version 1.34]
1E Immersive Interiors.esp [Version 0.8]
1F Immersive Interiors - Lights Addon.esp [Version 0.8]
20 Immersive Interiors - Landscape Addon.esp
21 OBGE - Liquid Water.esp
22 Idle Dialogue.esp
++ Symphony of Violence.esp
23 Sounds of Cyrodiil.esp [Version 1.1]
24 OBSE-Storms & Sound SI.esp
25 All Natural - Real Lights.esp [Version 1.34]
26 WindowLightingSystem.esp
27 UI Mods Merged.esp
** Cobl Bookjackets.esp
28 Duke Patricks - Who Goes There.esp [Version 1.2]
29 Personality Idles - Modified version.esp [Version 1.5]
2A pmRealTimeInteractions.esp
2B Skyrim Ingredients.esp
2C Display Stats.esp [Version 2.0.1]
2D DropLitTorchOBSE.esp [Version 2.4]
2E Duke Patricks - Friendship Ring For Companion Detection.esp [Version 1.3]
2F kuerteeActorDetails.esp
30 Lock Bash Omega.esp [Version 1.5]
31 MigMiscellanea.esp [Version 1.1]
32 Quest Log Manager.esp [Version 1.3.2]
33 Dynamic Map.esp [Version 2.0]
34 Map Marker Overhaul.esp [Version 3.9.3]
35 Map Marker Overhaul - SI additions.esp [Version 3.9.3]
36 Enhanced Hotkeys.esp [Version 2.3]
37 DLCMehrunesRazor.esp
38 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.6]
++ YX33A Razor Edit.esp
39 SM Plugin Refurbish - MehrunesRazor.esp [Version 1.30]
3A Sounds of Cyrodiil - Mehrune's Razor Add-On.esp [Version 1.0]
** Book Jackets DLC.esp
** EVE_StockEquipmentReplacer.esp
++ Legion Shield Replacer.esp
3B PTArtifacts.esp
3C SentientWeapon.esp [Version 3]
3D The Arsenal - Ancient Ayleid Weaponry.esp [Version 1.1]
3E The Arsenal - Leveled Lists.esp [Version 3.0.0]
++ Town Guard Armor Replacers.esp
3F kuerteeHorseCommands.esp
40 Zira's Horse Modpack - My Horses.esp
++ Zira's Horse Modpack - Heavy Legion Horses.esp
++ Zira's Horse Modpack - Shadowmere.esp
41 Francesco's Optional Chance of Stronger Bosses.esp [Version 5.0]
42 Francesco's Optional New Adventurers.esp [Version 5.0]
43 Francesco's Optional Chance of More Enemies.esp [Version 5.0]
++ Francesco's No Reduced Backwards Running.esp
44 Cobl Glue.esp [Version 1.73]
45 Cobl Si.esp [Version 1.63]
++ Cobl Tweaks.esp [Version 1.73]
46 John's Leveled List Overhaul.esp
++ John's Leveled List Overhaul - Vanilla Armours.esp
47 John's Leveled List Overhaul - Vanilla Weapons.esp
++ VASE - Vanilla Cyrodiil.esp
++ VASE - Vanilla SI.esp
48 Creatures Alive v1.3.esp
49 Creature Diversity.esp
++ TamrielTravellers Cosmetics Cobl or RBP.esp
4A TamrielTravellers.esp [Version 1.39c]
++ TamrielTravellersItemsNPC.esp [Version 1.39c]
4B ShiveringIsleTravellers.esp [Version 1.39c]
++ ShiveringIsleTravellersFriendlyFactions.esp [Version 1.39c]
4C WAC - ItemLootFix4v1.0bFran.esp
4D WAC - OverSpawn.esp
4E WAC - OverSpawn4v1.0bFran.esp
4F WAC - BlackBootDungeon.esp
50 WAC - Birds&Insects.esp
51 WAC - TCOS.esp
52 WAC - TCOSFix4v1.0b.esp
53 WAC - Gladiator.esp
++ WAC - Races RM-HGEC-BR patch by Xtudo.esp
54 DBSQR.esp [Version 1.03]
55 DBSQR - MehrunesRazor.esp [Version 1.03]
56 DBSQR - Shivering Isles.esp [Version 1.03]
57 Weapon Expansion Pack for Oblivion Nthusiasts.esp [Version 1.03]
58 Oblivifall - Something's Not Right.esp [Version 1.0]
59 Suliin V1.2.esp
5A Ivellon.esp [Version 1.8]
5B 300_Artifacts.esp
5C Ancient Dwemer Ruin.esp
5D An Old School Dungeon.esp
5E Defenders of Cyrodiil.esp
5F DibellaTempleWillowLakeVillagev1.esp
60 Dwarven Mines.esp
61 Dwemer Ruins.esp
62 EM_FarmAnimals1.esp
63 Fighters Guild Quests.esp
64 Gift of Kynareth.esp
65 Kvatch Rebuilt.esp
66 Kvatch Rebuilt Weather Patch.esp
67 Labyrinth of the Lost.esp
68 Mages Guild Quests.esp
69 MTCExpandedVillages.esp
6A GTAesgaard.esp [Version 1.3]
6B Skyrim Nord Tombs.esp
6C StopDarkBrotherhood.esp
6D Tantrivaylia.esp
6E The Ayleid Steps.esp [Version 3.6]
++ Aylied Steps - AN Real Lights patch.esp [Version 1.00]
6F TheForgottenRealm.esp
70 Knights.esp
71 Knights - Unofficial Patch.esp [Version 1.1.3]
72 Knights - Revelation.esp
** EVE_KnightsoftheNine.esp
++ SM Plugin Refurbish - Knights.esp [Version 1.06]
73 Sounds of Cyrodiil - KOTN Add-on.esp [Version 1.0]
++ DBSQR - Knights of the Nine.esp [Version 1.03]
74 GuardsofCyrodiilRedux.esp [Version 1.13]
75 The Lost Spires.esp
++ MTCVillages-LostSpiresPatch.esp
76 Lost Paladins of the Divines.esp
77 House of Healing at Weye.esp
78 LanternMonastery.esp
79 Daedric Shrine Ruins.esp
7A Daedric Ruins House of Healing Patch.esp
7B ElsweyrAnequina.esp
7C Unofficial Elsweyr Anequina Patch.esp
++ ElsweyrAnequina - Races HGEC-Robert.esp [Version 1.1]
++ WAC - Elsweyr Anequina.esp
7D Suliin-Anequina patch.esp
7E ReclaimSancreTor.esp [Version 1.0.5]
7F Roads of Cyrodiil.esp [Version 1.0]
++ ROC+Fighters Guild Quests.esp
80 Better daedric shrines full.esp
81 Oblivifall - Losing My Religion.esp [Version 1.42]
82 Oblivifall - Losing My Religion Kvatch Rebuilt.esp [Version 1.0]
83 Oblivifall - Losing My Religion KOTN.esp [Version 1.0]
84 EastbrinkBasic.esp
85 Faregyl.esp [Version 2.0.7]
86 Faregyl+Anequina Patch.esp [Version 2.0]
++ MTCVillages-FaregylPatch.esp
87 Feldscar.esp [Version 1.0.12]
88 Gottshaw Village.esp [Version 1.0.1]
89 Molapi.esp [Version 1.0.1]
8A Reedstand.esp [Version 1.0.4]
8B StalhrimVillage.esp
8C StalhrimVillage - AN Patch.esp
8D Urasek.esp [Version 1.0.4]
8E Vergayun.esp [Version 2.0.2]
8F xuldarkforest.esp [Version 1.0.5]
++ LostSpires-DarkForest patch.esp
90 xulStendarrValley.esp [Version 1.2.2]
++ FiveLanterns-StendarrValley patch.esp
91 xulTheHeath.esp
92 XulEntiusGorge.esp
93 DibellaTempleWillowLakeVillage-EntiusGorge patch.esp
94 xulFallenleafEverglade.esp [Version 1.3.1]
++ LostSpires-Everglade patch.esp [Version 1.2]
++ Anequina-Fallenleaf-Patch.esp
95 xulColovianHighlands_EV.esp [Version 1.2.2]
96 xulChorrolHinterland.esp [Version 1.2.3]
97 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.5]
98 xulLushWoodlands.esp [Version 1.3.2]
99 xulAncientYews.esp [Version 1.4.4]
9A SentientWeaponII-AncientYews patch.esp
9B xulAncientRedwoods.esp [Version 1.6]
++ ROC+Ancient Redwoods.esp [Version 1.0]
9C xulCloudtopMountains.esp [Version 1.0.3]
++ RST+Cloudtop Mountains.esp [Version 1.1]
9D xulArriusCreek.esp [Version 1.1.4]
9E xulPatch_AY_AC.esp [Version 1.1]
9F xulRollingHills_EV.esp [Version 1.3.3]
A0 xulPantherRiver.esp
A1 xulRiverEthe.esp [Version 1.0.2]
A2 xulBrenaRiverRavine.esp [Version 1.1.1]
A3 Brena River Ravine Daedric Shrine Ruins Patch.esp
A4 Gaelendryll - UL Brena River - Daedric Shrine Patch.esp
A5 xulImperialIsle.esp [Version 1.6.7]
A6 xulBlackwoodForest.esp [Version 1.1.0]
A7 xulCheydinhalFalls.esp [Version 1.0.1]
++ GiftOfKynareth-CheydinhalFalls patch.esp
A8 KvatchRebuilt-CheydinhalFalls patch.esp
A9 DungeonsOfIvellon-CheydinhalFalls patch.esp
AA xulAspenWood.esp [Version 1.0.2]
AB DibellaTemple-AspenWood patch.esp
AC xulSkingradOutskirts.esp [Version 1.0.2]
++ RST+Skingrad Outskirts.esp [Version 1.1]
++ ROC+UL Skingrad Outskirts Patch.esp
AD xulSnowdale.esp [Version 1.0.5]
++ Feldscar+Snowdale Patch.esp [Version 1.0.2]
AE RealSwordsNord-Snowdale patch.esp [Version 1.0.0]
++ Snowdale - Fighters Guild Quests Patch.esp
++ MTCExpandedVillages-UniqueLandscapes patch.esp [Version 1.1]
AF xulCliffsOfAnvil.esp [Version 1.12]
++ RST+Cliffs of Anvil.esp [Version 1.1]
B0 xulSilverfishRiverValley.esp [Version 1.0.3]
B1 GuardsOfCyrodiilRedux-SilverfishRiverValley patch.esp [Version 1.0]
B2 Eastbrink-SliverfishRiverValley patch.esp [Version 1.0]
B3 xulJerallGlacier.esp [Version 1.0.1]
++ GatesToAesgaardEp1-JerallGlacier patch.esp [Version 1.0]
B4 AncientDwemerRuins-JerallGlacier patch.esp [Version 1.1]
++ ROC+UL-II Patch.esp [Version 1.0]
++ BetterDaedricShrinesFull-UniqueLandscapes patch.esp [Version 2.0]
B5 DwarvenMines-UniqueLandscapes Merged patch.esp
B6 Fort Akatosh Redux.esp
B7 ROC+Fort Akatosh Redux.esp
++ Cyrodiil Legion Addon.esp [Version 1.3]
B8 Legion Ranger Addon.esp
B9 Sutch Village.esp [Version 1.0.3]
++ LostCoast + SutchVillage Patch.esp [Version 1.0]
++ RST+Cheydinhal Falls.esp [Version 1.1]
BA Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Visually Realistic Deadly Lava.esp
BB Banes Guilds United.esp
++ Banes Guilds United KR patch.esp
BC Better Dungeons.esp
BD CreaturesFactionalised.esp [Version 1.1]
++ DaedricRequirements.esp
BE HUD Status Bars.esp [Version 5.3.2]
BF GuildAdvancementBGU.esp
++ Improved Fires and Flames - Increased Sound.esp
C0 kuerteeInventoryIsABackpack.esp
C1 Oblivifall - Closing Time.esp [Version 1.0]
C2 Oblivifall - Let's Talk!.esp [Version 1.1]
C3 Soulgem Magic.esp [Version 2.0]
C4 CLS-Craftybits.esp
C5 Alternative Beginnings.esp [Version 1.4.1]
C6 Alternative Beginnings - Kvatch Intact.esp [Version 1.4]
C7 RealisticFatigue.esp
C8 RealisticHealth.esp
C9 ASLES.esp
CA kuerteeMagickaBasedMagicJeweleryLimits.esp
CB SupremeMagicka.esp [Version 0.90]
CC SM_ShiveringIsles.esp [Version 0.90]
CD FearsomeMagicka.esp
CE Syc_AtHomeAlchemy_No_Bounty_v2.esp
CF RshAlchemy.esp
D0 pmCrimeHandler.esp
D1 Morrowind Lockpicking.esp
D2 Enhanced Grabbing.esp [Version 0.5]
D3 kuerteeNPCsYield.esp
D4 Enemy Actors AutoHeal 1.3.esp
D5 JCN_AV Uncap.esp [Version 1.01]
D6 SDR_Core.esp [Version 5.0.1]
++ SDR_Detect Life Shader Patch (Oblivion).esp [Version 5.0.0]
D7 Oblivion XP.esp
D8 SDR_Perks And Patches (Oblivion).esp [Version 5.0.0]
** Cava Obscura - Cyrodiil.esp
** Cava Obscura - SI.esp
** Cava Obscura - Filter Patch For Mods.esp
++ Item interchange - Extraction.esp [Version 0.78]
++ Item interchange - Placement.esp [Version 0.78]
D9 Sonia.esp
DA bgBalancingEVCore.esp [Version 10.52EV-D]
++ EVE_KhajiitFix.esp
++ EyelashesVannilaRaces.esp
++ Slof's Better Bodies.esp
DB ZUAmberMadnessOverhaul.esp
++ ZUSIO-Map MarkerOverhaul SI-patch.esp
++ ZUSIO-SM Plugin Refurbish SI-patch.esp
DC bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
DD bgMagicBonus.esp [Version 1.7EV]
DE bgMagicEVPaperChase.esp [Version 1.68EV]
++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalMoreEyes.esp [Version 10]
++ bgBalancingEVOptionalBetterRedguards.esp
** bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp [Version 10.0EV-D]
DF bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
** bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
E0 bgIntegrationEV.esp [Version 1.0b]
** bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp [Version 1.00]
++ bgIntegrationEV - Unique Clothes.esp [Version 1.0]
++ Silverfish&bgIntegrationPatch.esp
E1 SPAWN.esp [Version 0.3]
** bgMagicEVShader.esp [Version 1.7EV]
++ kuertee bgMagicEVShader default drain effects.esp
E2 DS Flaming Arrows.esp [Version 1.2]
++ ROC Standard Road Record.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.34]
E3 Bashed Patch 0.esp
E4 Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1]
E5 Duke Patricks - Fresh Kills Now Alert The NPCs.esp [Version 4]
E6 Duke Patricks - Melee Combat NO RECOIL.esp [Version 5.9]
E7 Duke Patricks - Combat Archery.esp [Version 7.3]
E8 Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.esp
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Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Tue Dec 31, 2013 12:55 am

Wow. Thank you both for the quick responses. All that information looks like it should cover pretty much anything I need to know. And thank you Psymon for the load order list. There's a lot of mods listed there that I've had in mind.
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Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Tue Dec 31, 2013 7:56 am

No problem - though as I think about what I wrote above ... it is almost counter-intuitive how those two main esp function.

It would seem that Overspawn is the plugin that would conflict the most - and it does with regard to leveled lists of creatures ... that is until you factor using Bash with BOSS tagging. Then it doesn't really conflict at all.

On the other hand WAC.esp seems like it is only adding to the world and therefore does not conflict at all, but even with bash it conflicts more than all other WAC elements. To use it you need unique landscape patches, it conflicts with numerous village and city expansions where no patches are available, and it adds tons of new spawn points all over the place which (like with the FCOM/OOO/MMM group of overhauls) drags fps down due to burdening he game with a lot of AI overhead. add in 100-200 other mods and it is a crash fest.

Those spawn points are also what is the main conflicting element to mod added villages and other structures. Like Arthmoor's Sutch village will be emptied out the first time you visit it because while Arthmoor removed the vanilla spawn points the WAC ones from WAC.esp will still be there and the residents will be eaten by huge monsters in a very quick time.

The goblin camps it adds are neat, but man most are in locations that are often crowded by other mods. It is almost comical how both WAC.esp adds a goblin camp on the north shore of Valenwood in the exact same spot that Shezrie's villages adds a village. Meanwhile the entire rest of the the northern shore there is empty.

Also to note WAC is unleveled, but I have to say that this does not mean that it has a super-wide range of leveled creatures to draw from. It is not a difficult as TIE in this regard, and likewise it meshes well with Frans which is just vanilla re-geared in its level scaling.

for a low impact, hassle free WAC experience don't use WAC.esp - use OverSpawn.esp instead.

You only need the loot fix plugins if mixing it with other overhauls. I forget the link to them, but I'm sure if you search the forums there is a link in another thread and the question of WAC comes up at least once a month and I know it was discussed recently.
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Tiffany Castillo
 
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Joined: Mon Oct 22, 2007 7:09 am

Post » Tue Dec 31, 2013 8:07 am

I thought I'd keep this install as simple as possible. I say this now, but I've said it before. Then next thing I know, I have over 100 mods added. I don't intend on using any other overhaul mods so is it safe to still use both the Overspawn.esp and the WAC.esp? I'm not at all familiar with the Oblivion construction set, but I suppose if I did decide to use any mods such as village expansions or village mods in general (such as Shezrie's Villages), I could figure out how to manually use the CS and fix it myself. Of course, if anyone has previously made any patches to go along with this mod, I'd be glad to check them out and possibly use them. If anyone happens to know of any at all, please post them. This topic could be good for future WAC users as well. By the way, there is a video on the Waalx page which shows the inventory display of the character holding a two-handed sword straight out by their side. I don't recall reading anything about WAC changing animations. Does it do that or could that have been something from another mod?
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Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Mon Dec 30, 2013 7:45 pm

Whether you use another overhaul has no bearing on conflicts with village mods.

At one time I had edited the Wac.esp to remove a few goblin camps. It takes more than deleting cells in tes4edit though. I no longer have those plugins though.

Basically with WAC.esp you will get city additions and goblin camps and more spawn points. With Overspawn you only get more creatures but maximal compatibility.

I'm not aware of any changed animations on the character or NPCs.
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Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Mon Dec 30, 2013 8:28 pm

And to add to Psymon's advice (which I followed recently), you need to rename WAC.bsa if you decide not to use WAC.esp. Call it something like "DLCShiveringIsles - WAC.bsa", (if you have DLC Shivering Isles installed). That way, the bsa will get loaded fine.
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Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Mon Dec 30, 2013 10:37 pm

@ Psymon: I think I misunderstood what you said about the Overspawn and WAC .esp's. I thought you were saying these conflict with each other then I realized that wasn't the case. I've been checking your mod list out and I'm definitely considering using a bunch of them. There are a few .esp's with mods I don't recognize, mainly because they're abbreviated (ZUSIO, VASE, and ASLA or something). If you could tell me which these are exactly, I'd like to look them up and see if it is something I want to use. Aside from the village mod issues you mentioned before, are there any particular mods that you would recommend or maybe particular mods that don't work well? Some of the ones I've researched might have a bunch of endorsemants, but the first few pages of the comments section only seem to talk about people having issues. I tend to avoid these mods entirely even thought it may very well be case by case situation.
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Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Tue Dec 31, 2013 3:24 am

Yes the BSA is an issue - just rename it to an active plugin as anithinks suggests.

No those two WAC plugins don't conflict with each other - I'm referring to 'potential conflicts' with other mods.

I don't know what is meant by ASLA, but here are the other two:
http://oblivion.nexusmods.com/mods/34245
http://oblivion.nexusmods.com/mods/28186

While it is a good idea to read a few pages of comments for a mod sometimes they are useless as people will attempt to blame whatever mod they last installed for their problems. If the complaints don't match each other then be wary of them. Other things to look for are last date updated, continued support (rare these days), defensiveness of mod maker, etc.

Many of those mods I have used in several playthroughs. Some I helped play test or assisted in other ways.
I'm a big fan of the following modders:
Duke Patrick
Arthmoor
Kuertee
Strategy Master
bg2408
Kyoma
WrinklyNinja
Vacuity
Tejon ... probably others that are too numerous to recall right now. Pretty much everything from this list is top drawer.

All time essential mod that is in every load order: http://oblivion.nexusmods.com/mods/23404 then for game play Duke Patrick combat mods.

That said I really like mods that are scripted and push the game beyond it's normal functions. I've ran some crazy load orders in the past. All signs that really I've grown bored with the game and if it weren't for mods would have left a while back.

If I were to remove any of them it would be Zira's horse mods - they look great, but are not integrated into the world. They add free horses that are considered your property right off. So using a horse controlling mod near stables and they all respond and it turns into a cluster F.
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Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Tue Dec 31, 2013 5:45 am

I meant ASLES. Those authors are some of my faves as well as the Duke Patrick mods, some of which I have never used but may try them this time around. Is there any hint of continued work on WAC? I'm not exactly sure what remains unfinished, but it would be nice to see this updated some day. I couldn't seem to locate Duke Patrick's Who Goes There mod. Or at least it wasn't listed on Nexus and a search didn't seem to locate it. Are there some lost mods on your list that you know of? I assume the Dark Creations site has the latest version of the Elsweyr Anequina mod?http://www.darkcreations.org/forums/files/file/297-elsweyr-the-deserts-of-anequina/
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Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Tue Dec 31, 2013 2:23 am

http://oblivion.nexusmods.com/mods/42742

Not sure why SpookyFX pulled Who goes there. You could ask him.

Not sure about Elsweyr either - I have version dated Nov 2011. May or may not be the latest, but I didn't get it there. That mod has bounced around and been in and out of availability several times.

Waalx retired from modding. Not sure if you can sign up there, but all news on his http://waalx.com/RealSwordsForum/index.php. It only really was made available in other locations within the last year. Many have moved onto the frozen north of Skyrim where the native game is much more accommodating. I hope I'm wrong but I don't see Oblivion modding holding up like Morrowind modding has.
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des lynam
 
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Joined: Thu Jul 19, 2007 4:07 pm

Post » Tue Dec 31, 2013 8:55 am

I'll look into the EA situation. Dark Creations may be the latest version. I'll try googling Who Goes There and spend a little more time looking for it. Now that you mention it, I do remember reading something about Waalx not modding anymore. I still have yet to purchase Skyrim. I'm waiting for the GOTY edition to come out because I know I'll want to buy all the DLC's anyway. It's interesting how Morrowind is still very much alive. I've also tried my hand at modding for MW. Granted, I've rarely finished anything and have my hands full with unfinished mods due to a sudden urge to think how good someone or something would look in a certain area. I've never learned how to Mod for Oblivion although it seems like there's a lot more to it than MW. I'm straying way off topic. lol Thanks for all the info. I'm going to remember this page for future reference.
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Post » Tue Dec 31, 2013 10:39 am

I wonder how much Asles taxes the computer. If I install it, will I suffer from a big performance hit?

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