I used to play with this plugin. My problem was that every time I entered any on camp, around Anvil for example, the game crashed. This mod was not very compatible with the Kvatch rebuilt.
thanks for this awesome mod, if you are still working on this, i was curious if you'd be amazing enough to provide some optional file to remove the aforementioned smurfs/gnomes (and perhaps other silly monsters) i really dislike the addition of these two, as far as i know they are unloreful, even so they are immersion breaking for me and always felt out of place, thanks.
A bit hard to tell for now as I'm busy with my new workplace. Additionally I'm still playing around with stats for weapons as I want to have at least basic weapon rebalance in next version(thus removing need for other weapon balancing) and its not a small task.
Awesome. Was about to start a new game but now think I'm going to re-do my load order to include this. I love WAC and it's a shame that it kind of fell by the wayside compared to other overhauls. In terms of the Skingrad land tear, the only thing that springs to mind is an incompatibility between the Breton Realswords shop and the Skingrad Outskirts Unique Landscapes mod, so not OOO related, but maybe people are getting confused?
Maybe. But I'd liked conclusive answer here before I entangle with wac.esp
I think WAC has suffered pretty hard from restrictive permissions. Since its only on one site it doesn't appear a lot in people views. Fact that it stack up in perpetual beta and basic mod is such a buggy mess doesn't help. WIth OOO you install OOO and thats all. With Wac you need to download a lot of stuff to just start playing or you will crash at gnoll camp, crash after seeing cats, and other stuff xD And even with that... lets just say some armor pieces kinda broken visually(dark robe shirt for example has skin build into it, so for example argonian get human arms wearing it xD Hope I'll get how to fix it...
Oh yeah forgot about the 'fake rubber arms' that come with some armors XD Anyway, running this now and will let you know if I come across anything weird!
He's been absent for half a decade now. I recommend you connect with other places like tesgeneral.com, demwaifus blog and the like for distribution/mirroring of your compat patches, if you're worried about angering the artist. Demwaifus even has its own rough guide on making WAC work with other overhauls, so you may find interest there. Besides, I think "tangling" with wac.esp would be what he wants. Waalx wished for people to use his entire mod if they were going to make use of it, so as to allow the player to choose whether they want to use the whole thing. The true restriction there is that you'll have to contrive some way to make WAC reasonably functional in its entirety while allowing the user full control on how much of WAC he sees. Herculean task indeed, but at least it's not Sisyphean. I appreciate this work greatly and will closely follow it, preserve it if it disappears from this site.
Just to say that I'm playing with this and haven't run into anything game breaking yet... 1 issue you're probably aware of is that (I think only female) legionnaires and imperial horsemen have missing hands and bottom halves.
Sorry for the late reply! The models seem to be missing from the waist down, and sometimes the hands are invisible too. Could be a mod conflict in my load order?
As it should be noticed Legion module isn't touched by my mod and most likely wont be touched at all since its require new models/textures to make roman region conversion of legion complete
I tried WAC and I liked it a lot, but I hate camps, greenies, smurfs & so on. So at the moment I run: OOO updated + OOO Shivering Isles + Equipment Add-On for OOO + MMM + MOO. I have merged WAC animals and creatures in the default leveled lists. So, I dont use MMM encounters nor WAC NPC, because MOO adds me good encounters. I wonder if I can remove MMM, because maybe all its animals and creatures are included into OOO and MOO. :-) My (poor) system can handle all of this. :-)
Wac.esp does not edit level lists, just adds new spawn points. So it should work with and without. For now it insert wac monsters into OOO level lists and rebalance some monsters there, so it should work with and without wac. Just know its an early version for now
Didn't check oblivion extended here, but it should work, through might screw up inventories a bit, so you'd better manually check. OOO Shivering should work ok.
Yo I have a question, in the first screenshot what mod is that that changes the Imperial City armor? I've been looking for that texture for a while now and I've had no luck.
WOuld really appreciate if you not only wish me luck but also post some feedback/bugs. Dew to random nature of big portion of stuff it a bit hard to test it
30 comments
I used to play with this plugin.
My problem was that every time I entered any on camp, around Anvil for example, the game crashed.
This mod was not very compatible with the Kvatch rebuilt.
Can anyone help?
Thank you!
Do you ill support OOO addons ? i dream to frop fcom
I think WAC has suffered pretty hard from restrictive permissions. Since its only on one site it doesn't appear a lot in people views. Fact that it stack up in perpetual beta and basic mod is such a buggy mess doesn't help. WIth OOO you install OOO and thats all. With Wac you need to download a lot of stuff to just start playing or you will crash at gnoll camp, crash after seeing cats, and other stuff xD And even with that... lets just say some armor pieces kinda broken visually(dark robe shirt for example has skin build into it, so for example argonian get human arms wearing it xD Hope I'll get how to fix it...
Anyway, running this now and will let you know if I come across anything weird!
Besides, I think "tangling" with wac.esp would be what he wants. Waalx wished for people to use his entire mod if they were going to make use of it, so as to allow the player to choose whether they want to use the whole thing. The true restriction there is that you'll have to contrive some way to make WAC reasonably functional in its entirety while allowing the user full control on how much of WAC he sees. Herculean task indeed, but at least it's not Sisyphean.
1 issue you're probably aware of is that (I think only female) legionnaires and imperial horsemen have missing hands and bottom halves.
edit:
try to use WAC - Legion_FemaleFix.esp from: https://www.nexusmods.com/oblivion/mods/37594/?
does it work for OOO expansions ?
mayybe a better mix than my Fcom+wac.
do you recommand de wac esp?
i don't want landcape.
Does somebody know if wac work with MMM?
I will maybe try OOO+MOO+wac
or OOO+MOO+MMM+WAC
So at the moment I run: OOO updated + OOO Shivering Isles + Equipment Add-On for OOO + MMM + MOO. I have merged WAC animals and creatures in the default leveled lists. So, I dont use MMM encounters nor WAC NPC, because MOO adds me good encounters. I wonder if I can remove MMM, because maybe all its animals and creatures are included into OOO and MOO. :-) My (poor) system can handle all of this. :-)
But I have Fcom only because i want OOO in my game and patches for wac and FCOM exist.
I ideal world, i will run Wac + OOO+ MOOO
But i dont like unlore creatures from wac. I prefer wac equipment by far.
currently, no bandits have the same equipment in my game.
Didn't check oblivion extended here, but it should work, through might screw up inventories a bit, so you'd better manually check. OOO Shivering should work ok.
And btw, nice compatibility patch, I don't use the two mods myself but I know people who do and they should find this useful.
Thanks for the patch. I look forward to seeing the final version.