Would you be willing to make some more fixes for WAC?
I've tried to remove all the camps but various stuff is left behind and the ground is teared when I tried it. Could you remove the camps (and see if they're actually gone completely afterwards)?
The reason for this fix is because several mods conflict with the camps and the camps are in my view not the most important part of WAC.
Thanks a lot. The way I tried it was to use TES4 Edit and then just remove each sub-block with a camp name but when I checked in-game afterwards there was still some stuff here and there.
Hey again, Have you tested the Gargoyle fix because I'm not sure it is working properly? Since using the patch I've never seen a Gargoyle as a statue. I only ever see them hovering in position. Before when you approached them a big thunder sound would play and they would turn from statues to living gargoyles.
Unfortunately, due to the way the Statue script works, I can't seem to fix it. The script tells the Gargoyle to go into a Statue mode as soon as they're loaded in an area. However, this happens every single time you enter an area, disregarding if the Gargoyle is dead or not. Due to my lack of scripting knowledge, I unfortunately don't know how to fix this issue. I've tried a number of different modifications but all of them failed. Sorry man, I wish I could fix this, but the only workaround for now is to not have the Statue script enabled. You don't have to use the Gargoyle Patch at all if you don't like this feature, which is why I left everything separate
However, I could re add the sound effect for you if you'd like. I just noticed that it played over and over again every time I approached a dead Gargoyle so I had to take it out. But if you're ok with that I can make a version of that for you.
That's okay. You don't need to do that for me but thanks anyway. I wish there was a way to fix this. The other patch which bevilex linked didn't work for me. Oh well. I still prefer your patch.
I agree with Mercer Meka ! If you can do something about the camps and the landscape editing around them, that would be awesome, and would increase compatibility with other mods.
I kinda like camps. Its somewhat good idea, through from my experience they somewhat buggy xD
WOuld actually be really cool if someone could make Open cities Reborn and OOO patches for wac.esp Since OOO+wac.esp = land tearing around new OOO locations and OCR+wac.esp result in flying grass and your friendly neighbourhoods mobmans in cities xD
- I read somewhere that the latest version of OOO by WalkerinShadow is compatible with WAC. I don't know if it is true (it is not OOO author who said that, but I myself use OOO+WAC as my main overhauls and didn't noticed any landtears/problems during 60+ hours of playing. So I guess they are compatible with each other. (I do use the overspawn and itemlootfix patches for OOO)
- Better Cities is compatible with WAC. I don't know for Open City Reborn.
- Camps added by WAC can conflict with some UL (some patches are available on the nexus) and a house added by Kragenir Death Quests.
But it is really easy to remove a camp with TES4EDIT (just remove all the corresponding worldspace records). I just managed to do that recently to make WAC compatible with UL and KDR.
The main source of incompatibilites are the worldspace (especially landscape) modifications caused by WAC.esp (mainly due to camps), but they are not numerous and easily solvable with tes4edit.
For now, I use myself a mix of OOO/WAC/MMM/UL/HESU without any crashes or landtears.
For even better compatibility what someone can do is to use the overspawn.esp plugins (adds WAC creatures to the leveled lists) without the WAC.esp so you wll have just the new creatures without the landscape modifications.
I hear about incompatibilities not so long ago... Need to recheck then
As for Open Cities Reloaded - since it move cities into "main" world and thus made cities bigger... well... we have white lions walking on the Anvils street, flying cage near bravil Chirch and other fun stuff inside cities xD
yeah I see ...WAC.esp adds new spawn points, so I can imagine ... If you don't use WAC.esp, but only overspawn.esp plugins there would be no problems I think.
Some people are telling me WAC and OOO/FCOM are compatible now (with a bashed patch of course and various fixes esp). I am sure the older versions of OOO and WAC were not compatible. But now ... I will continue testing ... but I think they work fine together (no landscape conflicts)
About the gargoyle script, I took a quick look at it, and it should be very easily fixed by changing line 22 in "WACgargoylesStatuesSCRIPT" (right underneath where it says "Begin GameMode" from: "if (getDistance Player < 256) && (doOnce == 0)" to: "if (getDistance Player < 256) && (doOnce == 0) && this.GetDead == 0"
I haven't had a chance to try this yet, but it should stop it from running when the gargoyle is dead.
slapahotribe23, thanks for trying to help but I just tried your edit and the script throws errors when trying to save it. Are you absolutely sure it has to say "this" in the script. It look strange but I don't really understand scripts. I tried with and without "this." but it still throws errors up. I wish someone could fix this issue once and for all.
WAC is a great feature to the game but unfortunately it has a large scale of glitches dealing with animal textures, and mesh issues, I got guards in Skingrad with a tilted head any knows how to fix?
Thanks for the patch. Do you also have the WAC - Gargoyles Fix.esp? I cannot find it anywhere. Bug: The Gargoyles are non quite dead when you return to them after killing them.
29 comments
Thanks for your Gargoyle fix. It works
Would you be willing to make some more fixes for WAC?
I've tried to remove all the camps but various stuff is left behind and the ground is teared when I tried it. Could you remove the camps (and see if they're actually gone completely afterwards)?
The reason for this fix is because several mods conflict with the camps and the camps are in my view not the most important part of WAC.
Have you tested the Gargoyle fix because I'm not sure it is working properly? Since using the patch I've never seen a Gargoyle as a statue. I only ever see them hovering in position. Before when you approached them a big thunder sound would play and they would turn from statues to living gargoyles.
I wish there was a way to fix this. The other patch which bevilex linked didn't work for me. Oh well. I still prefer your patch.
WOuld actually be really cool if someone could make Open cities Reborn and OOO patches for wac.esp Since OOO+wac.esp = land tearing around new OOO locations and OCR+wac.esp result in flying grass and your friendly neighbourhoods mobmans in cities xD
- Better Cities is compatible with WAC. I don't know for Open City Reborn.
- Camps added by WAC can conflict with some UL (some patches are available on the nexus) and a house added by Kragenir Death Quests.
But it is really easy to remove a camp with TES4EDIT (just remove all the corresponding worldspace records). I just managed to do that recently to make WAC compatible with UL and KDR.
The main source of incompatibilites are the worldspace (especially landscape) modifications caused by WAC.esp (mainly due to camps), but they are not numerous and easily solvable with tes4edit.
For now, I use myself a mix of OOO/WAC/MMM/UL/HESU without any crashes or landtears.
For even better compatibility what someone can do is to use the overspawn.esp plugins (adds WAC creatures to the leveled lists) without the WAC.esp so you wll have just the new creatures without the landscape modifications.
As for Open Cities Reloaded - since it move cities into "main" world and thus made cities bigger... well... we have white lions walking on the Anvils street, flying cage near bravil Chirch and other fun stuff inside cities xD
If you don't use WAC.esp, but only overspawn.esp plugins there would be no problems I think.
Some people are telling me WAC and OOO/FCOM are compatible now (with a bashed patch of course and various fixes esp).
I am sure the older versions of OOO and WAC were not compatible. But now ... I will continue testing ... but I think they work fine together (no landscape conflicts)
Also some city parts with wac+OCR becomes a bit wonky... Like right part near chirch. It just... doesn't feel right xD
Actually new spawnpoints, especially spawns of friendly monsters are what make oblivion much more lively so its pity to have turn it off xD
"if (getDistance Player < 256) && (doOnce == 0)"
to:
"if (getDistance Player < 256) && (doOnce == 0) && this.GetDead == 0"
I haven't had a chance to try this yet, but it should stop it from running when the gargoyle is dead.
thanks for trying to help but I just tried your edit and the script throws errors when trying to save it.
Are you absolutely sure it has to say "this" in the script. It look strange but I don't really understand scripts.
I tried with and without "this." but it still throws errors up.
I wish someone could fix this issue once and for all.
if (getDistance Player < 256) && (doOnce == 0) && (GetDead == 0)
I had tried on the patch but not in the original script in the esm.
Could you make a patch to remove landscape modificatiobn of wac esp? like the camps?
nomore incompatibilities and everybody is happy!
I don't wish sacrifice unnecerry features.
Do you also have the WAC - Gargoyles Fix.esp? I cannot find it anywhere. Bug: The Gargoyles are non quite dead when you return to them after killing them.
https://demwaifus.blogspot.fr/2015/10/wac-for-fcom-and-other-overhauls.html