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MMM or WAC?


yanazake

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Ok, I asked about mods that added monsters to TESIV: Oblivion, and the sugestions were MMM and WAC [Waalx animals & creatures]. These two overhauls have similarities and differences.

 

MMM is focused on medieval fantasy, and classic monsters like Slimes and Beholders with custom original models. There are some dead monster additions [Zombies, skeletons, ghosts...] and some item additions. This mod also has compatibility with a lot of known good and interesting mods.

 

WAC seems very new [still alpha, yet already hightly playable] and seems to focus more on plain fantasy, with a bunch of new and/or edited models; Wildlife is extremely variated and completely unique, and it seems even wyverns spawn in some places! Some undeads are also added, and a special quest is on the works around them and vanilla undead monsters. The mod creator also included a good number of custom items.

 

It seems that there is compatibility between these two mods [WAC does not mess with vanilla creatures]. The only problem is "encountering creatures every 5 minutes", as stated in the official forum for this mod. [picture thread here. I'd like to know if there is a way to reduce spawn rates or time in both mods, to avoid problems.

 

 

Also, if anyone knows both mods, please share experiences. I was looking for a way of removing undead monsters from my game, but as I didn't find any, then the next good choice was add new creatures to the whole game xD Both seem very interesting, but I still don't know what to think of both.

Edited by yanazake
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I tried.

It's GREAT! In addition, it has some... special atmosphere.

Try WAC, it's worth it!

 

I've found a solution between OOO and WAC - there were too much CTDs when wac.esp was activated, so I merged WAC and OOO levelled lists into Bashed Patch.

I miss goblin camps, but don't miss CTDs ;)

 

Maybe it could help.

Edited by Nealus
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Actually, I never saw anything about OOO, I just wanted extra monsters and stuff...

 

AND, compatibility with Deadly Reflex, Unnecessary Violence, and Curse of Hircine - these are the 3 main mods that really change things in oblivion that I actually use. The rest is modification of models or just nothing major...

 

Ah, actually, there IS something that also should be checked for compatibility: Slofs horses [with the armor patch] of these 4 mods work with WAC, then I'm fine - totally want to see some fantasy creatures AND GET THAT DAMN SWORD THAT DRIVES AWAY THE DEAD! \o/

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Use the Bashed Patch and all will be great.

Don't forget to tag those mods, or you won't be able to export them into the patch.

 

I think DR and UV doesn't need to be exported into it.

Proper load order also plays major role in amount of bugs and CTDs in your game.

Edited by Nealus
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[damn buggy internetz]

 

Lookm I have no idea of how to do the batch thing, because my oblivion allways worked fine thanks to load order alone.

 

Seeing the mods, I can hope that COH works alone, since the compatibility was for MMM's werewolves to work like the COH ones.

 

If Slofs horses and horse armor have compatibility for the WAC ones by batching them, then great, I just need to know how the heck to do it.

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