Oh yeah basicly that yes. The only problem is Waalx has not allowed anyone to use his mod as a resource (last I heard). I guess a mod that adds WAC creatures to vanilla lvl lists would be using the original mod as a resource, sadly.. What is your take?
On his forum he says: "Waalx Animals & Creatures.esm can act as a library that you can use to build your own esp. This way you DON'T need to ask me about it, but the player must have activated both WAC.bsa and Waalx Animals & Creatures.esm from a download of my original files."
His esm contains all his creatures and items but doesn't place anything in the world. So my plugin would be dependent on this.
It's not just you with that perception, though. I think a lot of people in the modding community have got the idea that his permission policy is harsher than it actually is.
I am also interested in WAC patches! It's an awesome overhaul that needs some work. Adding WAC creatures and items to vanilla leveled lists is a great idea. And if compatibility with other overhauls (with Wrye Bash?) like OOO/FCOM is possible that would be awesome too.
Disabling the Keebler elves would definitely be possible.
A lot of Waalx's weapons are already in FCOM, so they've probably already been rebalanced. If so, it would be easy to make a patch, but I'm not confident enough to do a stat rebalance on my own.
That's true the weapons may need rebalancing if combined with ooo based overhauls. Like Rolfskytte I am particularly interested in the animals and creatures, if you can add them to the game via the LL - and so without the landscape edits made by WAC.esp (camps etc), that would be awesome in terms of compatibility with other mods.
yeah that would be greatly appreciated lol WAC adds so much dope stuff but its quite janky at times i find....could be my mod list but anyways if you could find a way to integrate the items/creatures plus maybe the arena changes cu WAC is the only place to really get RealSwords Imperial items.
I was wondering, did you ever do anything with your WAC idea? I have been messing around with it since Maskars has used a bit of it in MOO. I would love to see a less intense version of WAC.esp.
Hi again Bugsby I am curious, does the Vanilla Faces.esp affect the extra roaming NPCs added by TIE? (I have no PC to test with ATM, that's why I am asking )
EDIT another question here sorry: Is it possible to turn off, for example, "Vanilla Item and Magic Stats.esp" for a period of time while you play a certain quest mod (which has more vanilla-like stats for items) and then turn the TIE "module" on after said questline is done, and continue playing?
The item disabler is not disabling repair hammer weights. Wondering if you forgot that or for some reason it's only happening to me? Thanks for making this mod though as I used to use TIE and loved some of the features but not others. EDIT: Nvm it was a load order issue (didn't know load order affected merged mods), seems to work fine now.
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About WAC; do you think we will ever be able to have "selective disabling" options for WAC somehow?
The only problem is Waalx has not allowed anyone to use his mod as a resource (last I heard). I guess a mod that adds WAC creatures to vanilla lvl lists would be using the original mod as a resource, sadly.. What is your take?
His esm contains all his creatures and items but doesn't place anything in the world. So my plugin would be dependent on this.
It's not just you with that perception, though. I think a lot of people in the modding community have got the idea that his permission policy is harsher than it actually is.
Well if you are interested in it, I definitely think you should do it, because I think many people want this as well.
(including me)
Adding WAC creatures and items to vanilla leveled lists is a great idea.
And if compatibility with other overhauls (with Wrye Bash?) like OOO/FCOM is possible that would be awesome too.
A lot of Waalx's weapons are already in FCOM, so they've probably already been rebalanced. If so, it would be easy to make a patch, but I'm not confident enough to do a stat rebalance on my own.
That's true the weapons may need rebalancing if combined with ooo based overhauls.
Like Rolfskytte I am particularly interested in the animals and creatures, if you can add them to the game via the LL - and so without the landscape edits made by WAC.esp (camps etc), that would be awesome in terms of compatibility with other mods.
I don't like omods and landscape editing.
I fad dropped OOO for the enormous compatibilities issues.
I don't like omods and landscape editing.
I fad dropped OOO for the enormous compatibilities issues.
I like TNR NPCs but I like vanilla more.
I would love to see a less intense version of WAC.esp.
I am curious, does the Vanilla Faces.esp affect the extra roaming NPCs added by TIE?
(I have no PC to test with ATM, that's why I am asking )
EDIT another question here sorry:
Is it possible to turn off, for example, "Vanilla Item and Magic Stats.esp" for a period of time while you play a certain quest mod (which has more vanilla-like stats for items) and then turn the TIE "module" on after said questline is done, and continue playing?
I think we are a lot of people who have been dreaming of cutting just a tiny handfull of elements from TIE.
TIE is the best, a very different take on overhauling Oblivion, and I am sure this extra tool will only help TIE in the future.
Thanks a whole lot Bugsby, this is incredible..