Oblivion

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  1. Vengyre
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    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.

    If someone needs it, I can drop it into your PMs. 

    1. Vengyre
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      And here's the backed up nexus link for HGEC Conversion for WAC.

      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.
    2. Dispensation
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      The WAC Roberts Male body conversion patch by xenogearslucas can be found here: WAC - Integration - Roberts Conversion.

      Use this Roberts Male body conversion patch if you are using Seamless - OCOv2 or any other Roberts Male body based mod.
  2. naik56
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    i think this mod idea is very good, but i like the original mods creatures, so, how much of that is cut? otherwise im gonna just play the original
    1. Vengyre
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      Depends on which creatures you like. Most of the animals (wildlife) are present. Most of the weird creatures like dinosaurs are cut.
  3. cpatalic
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    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?
    1. Vengyre
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      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.

      I've updated the description for more clarity.
  4. xenogearslucas
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    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.
    1. xenogearslucas
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      *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.
    2. PsymonPrime
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      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.
    3. xenogearslucas
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      It's weird that quitting and reloading makes the stretching go away. I fixed it by just replacing the elk horns with vanilla horns.
  5. drhap13
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    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):

    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
    1. Dispensation
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      You may have better luck using my WAC - Immersive Edition (BETA) mod.
    2. starlessmao81ac
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      Use LOOT for load order instead of BOSS, MOO has to go after the bashed patch to work properly, for example
    3. drhap13
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      I ran LOOT and put MOO after the bashed patch. Still have the same issue.
    4. drhap13
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      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!!
    5. Vengyre
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      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.
    6. starlessmao81ac
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      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
    7. drhap13
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      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.

      Thank you all for the help and assistance!
    8. starlessmao81ac
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      It will definitely work, Oblivion engine is famous for being problematic 
  6. songlife
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    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.
    1. Dispensation
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      You have two options:

      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.
    2. songlife
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      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.
    3. Dispensation
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      The patch adds the reins/saddle to MOO horses, right?
      Yes.
    4. asyen95
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      How is the importation of the MOO patch.esp into the bashed done? Is it done after the bashed patch is rebuilt? Sorry I am a newbie with Wyre Bash.
    5. Dispensation
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      It's imported automatically, like any other mergeable mod. Just deactivate the patch and let the bashed patch handle it.
    6. asyen95
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      Do I need to remove the NoMerge tag form it?
    7. Dispensation
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      Keep the NoMerge tag on it. I added it to the patch for a reason.
    8. asyen95
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      Okay thanks!
    9. songlife
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      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.
    10. ZoddsSnappedNeck
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      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?

      I don't have a set up to test at the moment.
  7. SneakyThief
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    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

    Should help ur FPS

    Hope this helps someone
    1. Dispensation
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      The meshes probably need to be optimised through PyFFi to increase performance.
    2. Dispensation
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      Please try the optional file WAC - Integration Meshes PyFFI to see if this fixes your performance issues around these creatures.
    3. songlife
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      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.
    4. Dispensation
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      You need to have both WACIntegration.bsa and WACIntegration - Pyffi.bsa installed.
    5. SneakyThief
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      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:)
    6. songlife
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      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.
    7. SneakyThief
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      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! :)))
    8. SneakyThief
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      EDIT:

      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! :)
    9. Dispensation
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      Feel free to send me the meshes and I can upload them as a file here.
    10. SneakyThief
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      Have sent ya a PM with how I fixed + a Google Drive link :)
  8. rhood1
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    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.
    1. Vengyre
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      Try googling "demwaifus wac", unfortunately sharing direct links is not allowed. Just get the normal WAC from there.
    2. rhood1
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      Great, thanks to you - I had a much older version than I thought.
  9. ChiefInspectorBeandip
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    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?
    1. Dispensation
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      What Wrye Bash version are you using? You need to use at least Wrye Bash version 311 to use filter patches without any issues.
    2. ChiefInspectorBeandip
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      I was on 310, updating to 311 fixed my issue. Thank you!!
  10. xenogearslucas
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    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".
    1. Dispensation
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      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.
    2. xenogearslucas
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      "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.
    3. Dispensation
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      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).
    4. xenogearslucas
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      Very cool! I will look through the server sometime and see what you've been up to.
  11. songlife
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    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.