WAC News

Post » Mon May 02, 2011 7:26 pm

Apologies... Damn cut backs! This one should be good for at least a month:

http://uploading.com/files/m7e5dc86/WAC1betaFixedGnolls.rar


Thanks for the new link :)
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Bethany Short
 
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Post » Mon May 02, 2011 10:54 pm

Yes, thanks for the Gnoll fix, Phinix. It solved a repeatable CTD I had near a Gnoll Camp, so seems to work fine for me.
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Fanny Rouyé
 
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Post » Tue May 03, 2011 2:13 am

Well if Gnolls are present it could be the same issue as the missing skeleton, just a different beast.

As I posted on the WAC forum it seems so far the only issue that has come up that is really and truly Wrye Bash centric has to do with the Beastmaster eyes in the gladiator esp. Waalx claims they work fine (picture and all) without a bashed patch, so something about the bashing process is throwing an error that prevents the bashing from continuing.

Any ideas?


Doubtful in this case since Phinix had the skeleton.nif added to those gnolls. Unless, ofcourse, there are even more gnolls missing skeleton mesh?
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RUby DIaz
 
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Post » Tue May 03, 2011 11:05 am

One question and one advise asking:

1. Does this touch vampires? I'm going to use StarX's vampire mod.
2. I use T.I.E + WAC and have some visual race problems, Khitais with human hairs for example. I've merged race records by Wyre Bash .Any advise?

P.S.
Viltuska has upload some UL/WAC patches http://www.tesnexus.com/downloads/file.php?id=36486#fileanchor
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Zosia Cetnar
 
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Post » Tue May 03, 2011 6:16 am

Are you by any chance also using any other beauty mod? Like RBP.

Khajit with human hair is commonly seen when using RBP and if not then my bet is that WAC, like RBP, does not attempt to separate out Khajit from human hair. A hazard from adding hair types - I'm not even sure if that can be done actually.
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NAkeshIa BENNETT
 
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Post » Tue May 03, 2011 10:08 am

Are you by any chance also using any other beauty mod? Like RBP.

Khajit with human hair is commonly seen when using RBP and if not then my bet is that WAC, like RBP, does not attempt to separate out Khajit from human hair. A hazard from adding hair types - I'm not even sure if that can be done actually.

Yes it should be. I use better looking R. with hair addition. I will try just remove it and rebuild wrye p. By the way, I've seen your load order list and you use something like quiet feet for WAC mod. QF, if I remember, it is sound replacer only. So what is it?
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loste juliana
 
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Post » Tue May 03, 2011 3:25 am

Yes it should be. I use better looking R. with hair addition. I will try just remove it and rebuild wrye p. By the way, I've seen your load order list and you use something like quiet feet for WAC mod. QF, if I remember, it is sound replacer only. So what is it?


It helps performance by removing footfall sounds from npcs/creatures etc. With Wrye Bash 291 there is a tweak setting to apply it to all creatures both vanilla and modded which is the easier way to apply this. Works wonders for performance around 4-legged creatures especially.
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JD bernal
 
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Post » Tue May 03, 2011 8:31 am

That Quite feet was from the Alpha version new load order does not have it and I instead use the Wrye Bash tweak.

If you want to edit what hairstyles a race gets the CS is the best way to do that. Just open the race with it then start taking out hair you don't like. Or at least that is how I recall doing that - mostly I was adding hairs (horns for Argonians actually).
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k a t e
 
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Post » Tue May 03, 2011 6:09 am

Thank you much
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quinnnn
 
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Post » Tue May 03, 2011 2:05 am

Remember to set the mod that adds the hairs as the active mod.

But if it is WAC - I'd wait as another update may be forthcoming.
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Dominic Vaughan
 
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Post » Tue May 03, 2011 10:20 am

I read some where that at the moment one can not become the Grand Champion...although i do not remember for what reason. The Arena is great now but it is a shame that my char can not be named Grand Champion this time, i really hope Waalx finishes that part of the WAC Gladiator.esp soon. :)
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Jonathan Windmon
 
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Post » Tue May 03, 2011 3:20 am

I found a strange glitch with the bull scamps. Apparently the head mesh nif-file has some reflection settings gone wrong.
http://img801.imageshack.us/img801/7918/wacbullscamp.jpg
http://img407.imageshack.us/img407/417/wacbullscamp02.jpg
Is there a specific place where I should send these bug reports? Should I simply pm Waalx?
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Ryan Lutz
 
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Post » Mon May 02, 2011 7:07 pm

You should really post any important finds on Waalx' forum, this is not official thread.
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Nitol Ahmed
 
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Post » Tue May 03, 2011 8:06 am

He asked for bug reports on the same main thread on his forum that has been there since the beginning - it is like 118 pages long: http://waalx.com/RealSwordsForum/viewtopic.php?t=249&postdays=0&postorder=asc&start=0

And emphasized that posting them here will likely not be seen or preserved.

hah! ninjas will get you every time you search for a link. :ninja:
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Frank Firefly
 
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Post » Tue May 03, 2011 6:19 am

forgive but did you type "sdrowSlaeR" ? I registered myself with no problem yesterday. If you want, put mail here and I will try.

Yes I did and every other variation I could think of but it's all AOK I went in the next day & there was a new code & I got straight in Thanks Beebee
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kiss my weasel
 
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Post » Mon May 02, 2011 7:32 pm

dont let joining another website put you off. im inherently against doing this as well mostly because of laziness and yet another website to bookmark. howerver, waalx mod is superior to all the other comprehensive megemods out there, at least in my opinion. the creatures fit in the world more naturally, you arent going to run into glowing golems and shiny atronachs every 10 steps just wandering around in the wilderness for no apparent reason. the swords are the best you will ever see in an oblvion mod and they are realistic weapons not the stupid anime weapons i see alot of on tesnexus. he also has lots of archery equipment added as well. lots of little touches like criminals in cages alongside the road and white trolls wearing imperial armor guarding the the white tower. lots of added things that flesh out the world. i cant stress how great this mod is. i ran the early version with TIE and it worked very well. both of the mods were unleveled so there werent any major conflicts that i could spot. im not sure about the new one yet as i have to reinstall oblivion to play the new version.
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keri seymour
 
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Post » Tue May 03, 2011 6:28 am

I asked Waalx if the new version was unleveled. I'm taking it that parts are and parts aren't ... so far. I think he aims at a kind of half place centric approach with more varied leveling.

He also stated that it is not his aim to tackle game settings, weapon stats, spell effects, or anything of the sort unless it is added by WAC itself, which means that the TIE combo is still quite good as TIE mostly effects vanilla and does not add things, so minimal chances of serious conflcits. I suppose at some point there could be incongruity regarding weapon stats, but I've not seen too much of that (which could be because I use Duke's old SCA mod).

There could also be some incongruity with leveled encounters too, but like TIE+Frans it would just mean that at times it is unleveled and at others it is. But not serious to my mind.
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Kristina Campbell
 
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Post » Mon May 02, 2011 6:50 pm

I gave TIE+WAC a go but there was a too much variation between weapon and armor stats (weight, damage/AC, and price). So I tried Vanilla+WAC. I still seem to have a wide range of difference between vanilla weapons/armor and that added by WAC. Also, the WAC armor, especially Marauder armor seems to not be consistent (leather gauntlents in the heavy and light variety, with the light leather also very heavy). I just installed MOBS to see if that would narrow the gap but no it did not. I am using EE but I do not think that would make the variety of cost that I see.

Is anyone else see this or just me? Based on what Psymon posted above, I think it is me but wonder if anyone else sees this.

I like the mod, makes the game different enough to be enjoyable, but the variety of armor and weapon stats is annoying in my game. Any feedback is welcome.
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Lexy Corpsey
 
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Post » Tue May 03, 2011 8:02 am

As I just posted in another thread - I use older mods that further adjust the damage formula and weapon stats from all mods installed, so it is likely that these differences in my game are being compensated for.

That said MOBS will not cover WAC items. They might tone down the vanilla weapon stats that are upped by TIE to be more in line with WAC stats.

Also there is some weird issue with TIE providing what appears to be extremely low stats in the inventory, but this can be addressed with TheNiceOne's mod http://tesnexus.com/downloads/file.php?id=31855 which then displays the hidden stats of a weapon and makes sure to give the real damage levels. So in my game I may have a short sword that at first glance looks to have a damage of 1, but with display stats it shows the damage rating of up to 12-16.

But WAC does other things like offer bonuses to races that use their own Real Swords.
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Rob
 
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Post » Tue May 03, 2011 1:49 am

hey :)

I realise the biggest part of new WAC release is incompatible with FCOM, but the part I'm most interested in is the WAC - Gladiator.esp... would just using this (and WAC.esm ofc as it's required for Gladiator esp) be compatible with FCOM?

Also, wondering what the Gladiator esp does exactly... the screenshots etc look awesome, but can't find a description of what it does anywhere. Also read earlier in this thread that with the gladiator esp it's at this moment impossible to become Grand Master, is that true?
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Jimmie Allen
 
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Post » Tue May 03, 2011 6:53 am

hey :)

I realise the biggest part of new WAC release is incompatible with FCOM, but the part I'm most interested in is the WAC - Gladiator.esp... would just using this (and WAC.esm ofc as it's required for Gladiator esp) be compatible with FCOM?

Also, wondering what the Gladiator esp does exactly... the screenshots etc look awesome, but can't find a description of what it does anywhere. Also read earlier in this thread that with the gladiator esp it's at this moment impossible to become Grand Master, is that true?


I do not know if it will be compatible with FCOM that way since i do not use FCOM, but yeah for the moment it is indeed not possible to become the Grand Champion when using WAC Gladiator. You can fight the Grand Champion but there does not seem to be a WAC raiment(Or any armor) present. I hope Waalx will finish the Gladiator plugin with a next release so that we can become the GC. :D
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herrade
 
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Post » Mon May 02, 2011 7:38 pm

ok, if thats the only reason it might be easy to fix myself :P

could u explain a little (short summary) what the plugin does exactly? or point me to documentation of it, which I couldn't find on waalx' forums :P looking at the stuff in the .BSA I suppose it adds different armor types for different ranks and a third red faction, but that's about all I could find out :P

Also, would be cool if some1 knows by having tried or by knowing what the mod does, whether it will be compatible with FCOM :)

Thanks for reply though :)
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Kay O'Hara
 
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Post » Mon May 02, 2011 10:49 pm

ok, if thats the only reason it might be easy to fix myself :P

could u explain a little (short summary) what the plugin does exactly? or point me to documentation of it, which I couldn't find on waalx' forums :P looking at the stuff in the .BSA I suppose it adds different armor types for different ranks and a third red faction, but that's about all I could find out :P

Thanks for reply though :)


Well each rank does indeed give you a new different armor, and the layout of the Arena is changed. Each team has their own Bloodworks now. Also there is a shop with a new big and ugly person where you can buy some stuff. Also in my game the fights no longer seemed to be one on one, but all teams where in the arena and most of the time also one or more animals, so it can become quit hectic and much more dangerous in there. (Focus on the yellow team member and ones he/she is dead get out, it is safer that way :D )

There is also the Beastmaster who will let you fight with Creatures in the Pit. If your character has fought against enough creatures then your character improves in certain ways...which one is something you will have to find out. :)
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Solina971
 
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Post » Tue May 03, 2011 5:29 am

Here is something Ayleid_people turned me on to:

http://kikimod.jugem.jp/?eid=17
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Breanna Van Dijk
 
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Post » Mon May 02, 2011 8:22 pm

Here is something Ayleid_people turned me on to:

http://kikimod.jugem.jp/?eid=17

Thanks! And very good timing, considering I've just (only minutes ago) decided to give WAC another go. :D
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Stephani Silva
 
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