So apparently the HGEC conversion for WAC got hidden, even though the file was working perfectly fine for me... Some modders are beyond my understanding. It could resolve some issues with armor not being fit for the body.
I notice in the description, it mentions to install the WAC esm, and then it mentions the WAC.esp. There's a line that says "install the two esps in this file".... but I am unsure, what other esp are we supposed to do than wac.esp?
The installation instructions are for my (older) version. For it, you need WAC.esp and WACIntegration.esp.
Dispensation has updated it and if you use his version (which I recommend instead), "You must also rename the WAC BSA file to WACIntegration to use this update file." With his version, you need only one esp—WACIntegration.esp, the rest are optional.
The forest elk had messed up horns while using the pyffi'd .bsa. Its horns created a massive black stretched thing that would cover the screen. Replacing the pyffi'd horns with the horns from the original .bsa fixed it.
*update* Actually, replacing the mesh didn't do anything. I experienced the glitch again. It seems quitting and reloading makes it go away. If I experience it again, I'm just gonna remove the horns from the elk.
I seem to be getting this all the time. In fact several animals are showing up as all black but for sure all the elk are messed up with either purple horns or stretched to infinity horns but all black skin. I know purple means missing textures, but not sure what all black means.
Hello, I've been running into a continuous issue. I've had 3 CTDs in areas of the overworld, seemingly at random, and the only thing that has solved them has been disabling this mod. I did a fresh install of Oblivion and my mods to try and fix it, but the issue reared its ugly head once more.
Prior to a fresh install, my crashes were around Barren Cave and South of Varondo. I attempted reinstalls of this mod, but these areas kept crashing. At some point during the reinstall process, the Barren Cave area started functioning again. A few hours after I got the CTD around Varondo and realized this was going to be a persistent issue.
After reinstalling Oblivion and clearing everything, I freshly installed my mods. It took about 8 hours into this save (on a new character) for me to run into the same issue. This time it crashed around Odiil Farm (And continued to crash on successive relaunches). As much as I like the content of WAC and I really want to see more, I'm leaning towards leaving it behind from the issues I've been recieving.
I use MO2 and run Wrye Bash through it for the bashed patch. I've installed Enginebugfixes, moreheap, enboost, BA_Enginefixes, 4gb patch, oblivon display tweaks, and SkyBSA for OBSE. I grabbed a bunch of these praying that they'd be the solution to my issue, but none seemed to cause the root issue.
Note: I'm currently using the Integration Updated version, but prior to that I tried switching out the Updated and non updated versions (This was before the fresh Oblivion install). The same issue occurred for both versions.
My load order after running BOSS for sorting (The load order was different prior, but I recently ran BOSS to see if that would fix the issue. Crashed the same way on old and new load order):
Thank you for the suggestion. I think I'll give it a go.
EDIT
I downloaded your version, Dispensation, and so far it's not crashing in the problem area. I'll start a new character and give it a proper go. Thank you for the help!!
There might be a creature with a broken model, but it's very hard to tell which one. It's also possible that this mod spawned a bunch of creatures that were ultimately too much for the shabby Oblivion engine.
did you try to reduce the spawn quantity in MOO ini? if you don't have a powerful cpu, it's probably better to do it by default MOO spawn sizes are increased (x2 I think?), and on my laptop, for example, I get more crashes with the default settings
Yeah it could be either one. I got the same CTD issue north of Leyawiin on WAC Immersive Edition. I noticed it's when my characters are level 9+ so it's probably a spawn amount thing or creature around that level.
My CPU should be hefty enough to handle it, so the Oblivion engine is probably cranky. The next time I get the issue, I'll try reducing the spawn amount for MOO. If that works I'll update the original post.
Unable to find a way to use the MOO patch. MOO loads below the bashed patch, so this patch has to go below it, otherwise Wrye gives the error 'Loads before its master.' When loaded where it has to go, the patch's mergability & bash tags become useless.
Option 1: It needs to load after Maskar's Oblivion Overhaul.esp (and also the bashed patch), and stay active. Option 2: Untick the 'Remove Empty Sublists' box in the 'Leveled Lists' patcher of the bashed patch. This will allow Maskar's Oblivion Overhaul.esp to load anywhere in the load order, including before the bashed patch, without any issues. Then, the WACIntegration - MOO Patch.esp patch can be deactivated and imported into the bashed patch.
I recommend doing option 2. Only choose one of the above two options.
The patch adds the reins/saddle to MOO horses, right? It's probably worth it to use up a slot on that, though I'd rather merge it in with one of the few esps I load below MOO. Tried that, but merge plugins didn't want to do it for some reason.
I'm not sure people would want to get in the habit of placing MOO above the bashed patch, which is definitely not where it's supposed to be, just to accommodate a patch or two for it. In fact, unchecking "remove empty sublists" from the bashed patch didn't work for me; doing that & loading MOO anywhere above the bashed patch caused an instant CTD on all my save games -- so it's not something that everyone can do even if it might work for some, since that method can apparently cause collateral damage if one has a lot of mods.
I bit the bullet and put my 2 MOO patches below it & the bashed patch, which forces them to be checked & active, but that's the only safe way to do it. The WAC/MOO patch is worth it for reins & saddles on horses, but as for the Wolf Animation Restoration MOO patch, that's such a small thing it's not worth using a load slot on.
I'm pretty sure you can create more than one bashed patch? Have the first one be just "remove empty lists", put MOO and the MOO patches below that, then create a 2nd bashed patch and have that do everything else?
It's from Regular WAC and not this Integration but for anyone who might be curious:
I was not sure why but a few of the Creatures seemed to have a high performance impact for odd reasons such as the Armless, Clannfear and Fear enemies. I am unsure why but in case anyone was wondering why there was suddenly a large frame drop in your game in the wilderness, the Armless are really tiny and basically disappear into Grass, and the Clannfear/Fear are rather big but all seem to share a massive frame destroying tendency. Not sure why.
You can safely remove the Creatures and their Leveled Creature entries in xEdit from the Waalx Animals & Creatures.esm
I can't say for everyone, but for me, this caused instant CTDs. All of a sudden the game crashed a few seconds after I started any save game, and even starting a new game. I couldn't figure out what happened until I realized the only thing I changed today was the WAC bsa. When I went back to the original, the problem immediately went away. I notice this one is half the size of the original; I assume that's correct, after being PyFFi'd, and not a result of some error in the BSA. I'd say stick with the original if you're not having problems; I've never had problems with WAC Integrated and high performance impact, so I should've left it alone myself.
I don't think it is working properly for reasons I cannot understand xD
I didn't notice an impact at first so I unpacked both .bsa's with BAE Noticed that for some reason the original WAC bsa has a bunch of .nif's in the Texture folder (???) Including a few of the Fears/Clannfears
So I deleted every wac_fear and wac_clannfear.nif and rebuilt the original WAC bsa with BSARCH, renamed it to WACIntegration, but long story short, loose, unpacked, or repacked, It would not have bodies for the Fear's, just their Pink Floaty Head when using the optimized meshes.
Not sure what kind of demon magic makes this stuff work haha.
Oh turns out BAE is just broken. Specifically gotta use BSArch -tes4 to unpack as well
Weird. Lmao.
Anyways I did get a few extra frames. Though they still cause a drop that I don't experience with a few other WAC creatures like Gargoyles n such
It's fine when I use both files. Thanks. I think it's confusing since the download says "Overwrite the WAC archive with this archive." If we're supposed to use both files, I don't know what we're overwriting.
I figured out what was causing the low FPS with these creatures.
Their head model (wac_fear1head.nif for example) has a NiGeomMorpherController under its NiTriShape.
It's what gives their head animations for stuff but I found removing it literally fixes any framerate issues with these things.
I spawned in 12 of them and had 0 issues.
Unfortunately the PyFFI optimization did not seem to have removed or altered that part of any of those .nif files. So it'd have to be done manually to each .nif file corresponding to any creature that has this affliction.
Currently I've found that these creatures head models are affected:
Caiman Heads Fear Heads Clannfear Heads and finally Armless Heads
All their head.nif file's need that removed and any FPS issue will be fixed :) Disrergard! Edit reply is the solution! :)))
Good news! Turns out you don't need to delete the NiGeomMorpherControllers in the Head .nif of those creatures! They have a Detail in the Block called "Stop Time" which I assume to be how long b4 it resets and cycles their anim cycles or smthn. It's set to 0.000010 (a whole number 1.0 is a second by the way) ... That's the issue causing the Low FPS around these creatures.
I set it to 1.66 (standard ish amt) This keeps their head anims working and fixes the frame issues.
any creature head.nif from WAC with the Stop Time set to 0.000010 in the NiGeomMorpherController will cause the frame issues I've been experiencing.
I fixed this on my end in NifSkope! There wasn't that many models. You should do that for the optimized meshes you have and it'll truly fix it for everyone who DL's them! :)
It seems impossible to open an account on TES Alliance. I am still waiting for the confirmation of the registration today. Is there no other place to download it? The last version I could find on my computer is from 2016, but the last version uploaded there is from 2018. I don't remember the Beaver shown in your picture being in the 2016 version either.
Hi, when I use the filter patch my Bashed Patch goes red and lists "ImpeREAL Empire - Unique Forts" as a missing master. I don't have this issue with your other filter patches, am I doing something wrong?
I was looking through the records of the .esp in TES4Edit and I noticed that some armors/robes had "BROKEN" or "MALE IS BROKEN" in their names. What is broken about these armors/robes? Will they crash my game or work improperly if I were to add them to leveled lists? The sleeveless robes in particular are cool looking and I was disappointed that it seems no records reference them, and all of their names list "BROKEN".
I removed their references and renamed them as broken because they look bugged on some races. Like it gives non-human races human arms for some reason. Also there's no roberts male support for WAC which makes them even worse on males.
"Also there's no roberts male support for WAC which makes them even worse on males" - Boy do I have some good news for you: WAC - Integration - Roberts Conversion
"I removed their references and renamed them as broken because they look bugged on some races." - That's really weird. I don't know what would cause that to happen with the vanilla WAC models, but my Roberts versions of the sleeveless robes work with beast races. Check out the screenshots on my mod's page.
Really impressive work xenogearslucas, thanks a lot for that Roberts Male conversion. I can probably re-add those references now in WAC - Integration, but I am working on a newer WAC overhaul with some more stuff in it, in a similar vein to WAC - Integration (progress can be seen on my Discord server here).
If you've been taking up a load slot with the MOO patch because you have to place it below the bashed patch where it's not mergeable, you might not need that anymore. It looks like Coop's TW3 Horse Replacer with Animated Ears is putting saddles & bridles on horses. At least I'm seeing them in my game on guard horses & some others, and I'm no longer using WAC's MOO patch, so something is putting them there and I think it's that mod.
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If someone needs it, I can drop it into your PMs.
Esp isn't needed since it won't do anything, but most of the model replacements are not tied to it.
All my screenshots are done with this one enabled.
Use this Roberts Male body conversion patch if you are using Seamless - OCOv2 or any other Roberts Male body based mod.
Dispensation has updated it and if you use his version (which I recommend instead), "You must also rename the WAC BSA file to WACIntegration to use this update file." With his version, you need only one esp—WACIntegration.esp, the rest are optional.
I've updated the description for more clarity.
Prior to a fresh install, my crashes were around Barren Cave and South of Varondo. I attempted reinstalls of this mod, but these areas kept crashing. At some point during the reinstall process, the Barren Cave area started functioning again. A few hours after I got the CTD around Varondo and realized this was going to be a persistent issue.
After reinstalling Oblivion and clearing everything, I freshly installed my mods. It took about 8 hours into this save (on a new character) for me to run into the same issue. This time it crashed around Odiil Farm (And continued to crash on successive relaunches). As much as I like the content of WAC and I really want to see more, I'm leaning towards leaving it behind from the issues I've been recieving.
I use MO2 and run Wrye Bash through it for the bashed patch. I've installed Enginebugfixes, moreheap, enboost, BA_Enginefixes, 4gb patch, oblivon display tweaks, and SkyBSA for OBSE. I grabbed a bunch of these praying that they'd be the solution to my issue, but none seemed to cause the root issue.
Note: I'm currently using the Integration Updated version, but prior to that I tried switching out the Updated and non updated versions (This was before the fresh Oblivion install). The same issue occurred for both versions.
My load order after running BOSS for sorting (The load order was different prior, but I recently ran BOSS to see if that would fix the issue. Crashed the same way on old and new load order):
Oblivion.esm
Waalx Animals & Creatures.esm
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
QZ Easy Menus.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCSpellTomes.esp
DLCSpellTomes - Unofficial Patch.esp
Immersive Weapons.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
Fighters Guild Quests.esp
Mages Guild Quests.esp
Knights.esp
Knights - Unofficial Patch.esp
Maskar's Oblivion Overhaul.esp
WACIntegration.esp
LINK.esp
New skill - Unarmored.esp
Ultimate Leveling.esp
WACIntegration - MOO Patch.esp
C&C - The Blackwood Company.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
CyrodiilTransportationNetwork2.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
ANB_No_FastTravel.esp
Alternative Start by Robert Evrae.esp
Bashed Patch, 0.esp
EDIT
I downloaded your version, Dispensation, and so far it's not crashing in the problem area. I'll start a new character and give it a proper go. Thank you for the help!!
by default MOO spawn sizes are increased (x2 I think?), and on my laptop, for example, I get more crashes with the default settings
My CPU should be hefty enough to handle it, so the Oblivion engine is probably cranky. The next time I get the issue, I'll try reducing the spawn amount for MOO. If that works I'll update the original post.
Thank you all for the help and assistance!
Option 1: It needs to load after Maskar's Oblivion Overhaul.esp (and also the bashed patch), and stay active.
Option 2: Untick the 'Remove Empty Sublists' box in the 'Leveled Lists' patcher of the bashed patch. This will allow Maskar's Oblivion Overhaul.esp to load anywhere in the load order, including before the bashed patch, without any issues. Then, the WACIntegration - MOO Patch.esp patch can be deactivated and imported into the bashed patch.
I recommend doing option 2. Only choose one of the above two options.
I bit the bullet and put my 2 MOO patches below it & the bashed patch, which forces them to be checked & active, but that's the only safe way to do it. The WAC/MOO patch is worth it for reins & saddles on horses, but as for the Wolf Animation Restoration MOO patch, that's such a small thing it's not worth using a load slot on.
I don't have a set up to test at the moment.
I was not sure why but a few of the Creatures seemed to have a high performance impact for odd reasons such as the Armless, Clannfear and Fear enemies.
I am unsure why but in case anyone was wondering why there was suddenly a large frame drop in your game in the wilderness, the Armless are really tiny and basically disappear into Grass, and the Clannfear/Fear are rather big but all seem to share a massive frame destroying tendency. Not sure why.
You can safely remove the Creatures and their Leveled Creature entries in xEdit from the Waalx Animals & Creatures.esm
Should help ur FPS
Hope this helps someone
I don't think it is working properly for reasons I cannot understand xD
I didn't notice an impact at first so I unpacked both .bsa's with BAE
Noticed that for some reason the original WAC bsa has a bunch of .nif's in the Texture folder (???) Including a few of the Fears/Clannfears
So I deleted every wac_fear and wac_clannfear.nif and rebuilt the original WAC bsa with BSARCH, renamed it to WACIntegration, but long story short, loose, unpacked, or repacked, It would not have bodies for the Fear's, just their Pink Floaty Head when using the optimized meshes.
Not sure what kind of demon magic makes this stuff work haha.
Oh turns out BAE is just broken. Specifically gotta use BSArch -tes4 to unpack as well
Weird. Lmao.
Anyways I did get a few extra frames. Though they still cause a drop that I don't experience with a few other WAC creatures like Gargoyles n such
Thanks:)
Disrergard! Edit reply is the solution! :)))I figured out what was causing the low FPS with these creatures.
Their head model (wac_fear1head.nif for example) has a NiGeomMorpherController under its NiTriShape.
It's what gives their head animations for stuff but I found removing it literally fixes any framerate issues with these things.
I spawned in 12 of them and had 0 issues.
Unfortunately the PyFFI optimization did not seem to have removed or altered that part of any of those .nif files.
So it'd have to be done manually to each .nif file corresponding to any creature that has this affliction.
Currently I've found that these creatures head models are affected:
Caiman Heads
Fear Heads
Clannfear Heads
and finally
Armless Heads
All their head.nif file's need that removed and any FPS issue will be fixed :)
Good news!
Turns out you don't need to delete the NiGeomMorpherControllers in the Head .nif of those creatures!
They have a Detail in the Block called "Stop Time" which I assume to be how long b4 it resets and cycles their anim cycles or smthn.
It's set to 0.000010 (a whole number 1.0 is a second by the way)
... That's the issue causing the Low FPS around these creatures.
I set it to 1.66 (standard ish amt)
This keeps their head anims working and fixes the frame issues.
any creature head.nif from WAC with the Stop Time set to 0.000010 in the NiGeomMorpherController will cause the frame issues I've been experiencing.
I fixed this on my end in NifSkope! There wasn't that many models. You should do that for the optimized meshes you have and it'll truly fix it for everyone who DL's them! :)
The last version I could find on my computer is from 2016, but the last version uploaded there is from 2018. I don't remember the Beaver shown in your picture being in the 2016 version either.
What is broken about these armors/robes? Will they crash my game or work improperly if I were to add them to leveled lists? The sleeveless robes in particular are cool looking and I was disappointed that it seems no records reference them, and all of their names list "BROKEN".
- Boy do I have some good news for you: WAC - Integration - Roberts Conversion
"I removed their references and renamed them as broken because they look bugged on some races."
- That's really weird. I don't know what would cause that to happen with the vanilla WAC models, but my Roberts versions of the sleeveless robes work with beast races. Check out the screenshots on my mod's page.