WAC News

Post » Tue May 03, 2011 3:17 am

So... :) We have a nice Christmas present!

We all know how Waalx Animals & Creatures is awesome! And now,
Waalx came back and posted this:

Hey!

It's been a long time

I was preparing something since a good while as you may know, and even if not finished to my taste, I'm giving you the next WAC today.

I'm not going to write a lot, because this release is somehow pre-mature (at least in my point of view). However it's going to be a lot better than what you have in hand now I'm sure...

I know a couple of people have tried to join me with requests lately, and I didn't answer their pleas (usually I do!). Don't fret though, as I had a reason not to answer you guys, but I will soon. Suffice to say that I'm not keen to have people use the old WAC material anymore, and was waiting for you to be able to use something a bit more fresh...I will explain in more details when I get back to you after New Year.

Next January will be another release that should be more complete, but for now, this is the new version WAC.

Cheers, and many thanks to everybody who kept the forum still going while I was 'sleeping' last year! Smile

I whish you all a great 2011! And a nice Christmas time before that... celebrate


That means new version of WAC! :celebration:

http://waalx.com/RealSwordsForum/viewtopic.php?p=5907#5907
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evelina c
 
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Post » Tue May 03, 2011 5:19 am

WOOOHOOOOOO :woot:
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Rachel Tyson
 
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Post » Tue May 03, 2011 12:57 am

I understand that a modder wishes to keep control over a mod, but it would be great if this Mod was on TESNexus and/or PES.

Till now i never heard of this mod, and i do not wish to join yet another website just to see what a mod has to offer and/or for having to download it for future use in my game.
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chloe hampson
 
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Post » Mon May 02, 2011 7:53 pm

ill now i never heard of this mod, and i do not wish to join yet another website just to see what a mod has to offer and/or for having to download it for future use in my game.


Then don't. Simple as that. Merry Christmas! :icecream:
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Lakyn Ellery
 
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Post » Tue May 03, 2011 4:13 am

Then don't. Simple as that. Merry Christmas! :icecream:


Shows your personality, and i will not indeed. Merry Christmas washington. :wavey:
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lucile davignon
 
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Post » Mon May 02, 2011 10:19 pm

Shows your personality, and i will not indeed. Merry Christmas washington. :wavey:


Mods, which exist for the sole purpose of entertainment, are made by people who don't get paid and then distributed free of charge. What Wash said was the only logical thing to say in response to your complaint.

It's also not his mod; he was doing us a favor by announcing the update here, so he is not the person to be taking anything out on. If you think anything about it should change, take it up with the maker, not the messenger. :tongue:
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sw1ss
 
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Post » Tue May 03, 2011 8:55 am

best. christmas. ever.
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Nathan Maughan
 
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Post » Tue May 03, 2011 8:25 am

Thanks for the news Washinton, downloading now:)
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Miragel Ginza
 
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Post » Tue May 03, 2011 10:53 am

I'm just glad Waalx is back, he's easily one of the best modelers/texturers around and I enjoyed working with him for some time. Thanks for the heads up, Wash! :foodndrink:

Can someone please lock this one up, before we all go nuts about the secret stuff ?


Seems you deleted quite a bit of your initial post, so I won't respond to the FAIL part. But what exactly is your problem here?
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Sxc-Mary
 
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Post » Tue May 03, 2011 5:22 am

That's awesome news!! I was just wondering when he was going to release this update. Waalx has made some incredible stuff in WAC, can't wait to see what he's done with it this time. :)
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m Gardner
 
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Post » Tue May 03, 2011 5:57 am

Why would the thread need to be locked Sjors? There's nothing controversial in this thread.

Downloaded! :hubbahubba: Now I'll check it in CS first. That Yakul sounds promising, maybe it's an idea that I planted several days ago in Skyrim general forum... Hehe!
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Myles
 
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Post » Tue May 03, 2011 1:40 am

Maybe you could spice up the openings thread and give us a download link.


Ahem, the download link IS at the bottom the opening thread....
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Harinder Ghag
 
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Post » Tue May 03, 2011 6:36 am

AWESOME!!! Cant wait to see what surprise are in this release!
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Jinx Sykes
 
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Post » Tue May 03, 2011 9:49 am

Wow. That little teaser picture with the gladiator already looks so awesome. And he's saying that his old work was bad quality and now it's all better and stuff :wub:
(For everyone who doesn't know WAC: That's BS. His old stuff looked better than any other creatures ever released for Oblivion. Don't get me started on the bearded people, druids with awesome robes, witchers with awesome armor, manic smurfs of horror, new swords, new camps, gallows and crosses, ...)
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Paula Rose
 
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Post » Tue May 03, 2011 8:42 am

Thanks Waalx.

Very good to know that that this is not abandoned.

All the best - look forward to more.

Great news - version 1 beta no less.
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Dj Matty P
 
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Post » Tue May 03, 2011 8:59 am

Ah nice news to come home to after christmas dinner! :)
I've been wanting to try WAC for a long time, but never gotten around to it since I'm a bit worried about compatability with other mods I consider a "must" (I can live without the other overhauls, but some other stuff I probably can't play without anymore). Will need to look into this some more now, but downloaded! ;)
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Stephanie I
 
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Post » Tue May 03, 2011 8:04 am

EPIC :intergalactic:
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victoria johnstone
 
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Post » Mon May 02, 2011 7:00 pm

Very unfortunate to announce that the new WAC is not compatible with Shezrie's new towns.

The village of, I think, Haven on the northern Valenwood coast ends up being situated right on top of where Waalx placed the Abacean Goblin camp.

Arrive to find all NPCs being slaugtered wholesale. These goblins are tough and it is nothing for them to put the entire village down. Plus their camp is right sqaure in the town.

Bummer.
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Nikki Hype
 
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Post » Tue May 03, 2011 12:31 am

It is not new in this version Psymon. That goblin camp was there also in previous version. I usually just remove camps in TES4Edit when they conflict. I did it with that other camp on Brena river mouth that was conflicting with Hammerfall mod.
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JaNnatul Naimah
 
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Post » Mon May 02, 2011 9:02 pm

I'll wait for the January release. To be honest, it's the nice models which interest me rather than the mod as a whole. I tried out some of the WAC horse tack (from the old version) last night on Slof's horses in a quicky test mod and it looks great. Lot's of variety with the various accessories.
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Jason Rice
 
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Post » Mon May 02, 2011 10:35 pm

It is not new in this version Psymon. That goblin camp was there also in previous version. I usually just remove camps in TES4Edit when they conflict. I did it with that other camp on Brena river mouth that was conflicting with Hammerfall mod.

Ohh - so just delete/disable as much as I can in that area? Any other things I should be aware of?

I guess since Shezrie's towns is so new I'd not noticed it with the old version. I guess I should check out the other camps more for conflicts too.

Crazy how out of the entire northern valenwood coast both modders zero in on exactly the same cell.
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James Shaw
 
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Post » Tue May 03, 2011 10:55 am

Yep. Look up for cell form IDs and write them down and then load wac.esp in TES4Edit and search those cells and remove entries tor them and landscaping for adjacent cells to prevent land tears. Or leave landscaping if you load town mod later so it will overwrite. I think you know the details?
No need to disable I think since it's in esp so no other mods will use the reference.

Edit: Actually, maybe it would be easier and simpler to edit the mod in CS. At least it's visual.
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Rebecca Dosch
 
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Post » Mon May 02, 2011 10:04 pm

Ok my son showed me screenshots of WaC and i am really impressed, and things started to go wrong with my char Sinyail. So i decided to start with a new char and with WaC instead of MMM, but when i tried to rebuild my Bashed Patch(A fresh copy from the Mopy/Extra folder.) Wrye Bash gave me this warning?

Traceback (most recent call last):
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4958, in Execute
raise
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4917, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15347, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 27413, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006955) in race VampireRace


Due to the part in orange i think it is related to WaC, but since others are playing with WaC installed and since i think i am not the only one who got this error, i assume that there is a way to solve this problem?
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Janeth Valenzuela Castelo
 
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Post » Mon May 02, 2011 11:08 pm

Yes Illius, there is some problem with some eye meshes. You will have to edit it in CS or in TES4Edit. I think that Psymon posted something about it on WAC Forum iirc you can simply assign some eye mesh to that race.

There was similar problem with previous version where we just deleted those races but they weren't used. Now they seem to be.
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Jade Barnes-Mackey
 
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Post » Mon May 02, 2011 6:50 pm

Actually there is a thread there called required edits for 0.5 - some of which non longer is valid with beta 1.

YX33A summarized:
It came to my attention that no one has listed the two problems present in v0.05 which need to be removed.
Both are easy to remove with TES4Edit.

One is cell entry that screws up, to my limited understanding, the local map in some way. The problem is in WAC.esp, under worldspace, Tamriel, block 0, 0 subblock 0, 0 cell 3, 3
Any mod editing any worldspace editing cell 3, 3 causes this problem. Purge said cell, and everything is peachy. This I don't think is an issue anymore

The second problem is more and less of a problem. A strange issue which I spent a bit of time tracking down in the main thread, there are certain eyes in the .esm that bash complains about. It's always a missing mesh which it complains about, and it prevents you from rebuilding a bashed patch. Oddly enough, removing the eyes still forces this problem.
The solution is to open WAC - TCOS.esp and remove all race entries(which are unneeded anyway), but mainly the vampirerace one, which is the real problem.

I'm guessing that there are more issues which I have yet to find or have find me, with fixes people know of. I urge anyone who has a common problem and has found a solution to mention it, because when you have to sift through 100+ pages of comments to find a answer to a problem which is otherwise hard to remove can strain people.

This may still be an issue but I jumped the gun and took the vampire race out of TCOS.esp only to find that a similar problem was causing issues with the bashed patch so it may still be an issue. What I found was this bashed patch error:
Traceback (most recent call last):  File "I:\Games\Oblivion\Mopy\basher.py", line 5021, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)  File "I:\Games\Oblivion\Mopy\bosh.py", line 15419, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "I:\Games\Oblivion\Mopy\bosh.py", line 27965, in buildPatch    raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006955) in race 0Beastmaster
The beastmaster race is from WAC - Gladiator.esp and so from what I can tell I need to either assign a mesh to the eye texture or reassign the eye for that race. Unlike the vampire race issue - deleting the race from the esp does not seem like a good idea as it seems it may be used. In fact I'm not certain if deleting the vampire race is a good idea anymore, but I can just not load the Gladiator esp.

Also in that thread was info about errors I found that caused crashing on exit to main menu, but those have been addressed.

And if Waalx sees this - sorry just searching for answers till you return next month.
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Matthew Aaron Evans
 
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