Так конфликт заключается только в мясе? Или присутствуют вылеты, баги с моделями, текстурами? Просто у меня из всех глобальных модов стоит только МММ. Мне он нравится и отключать я его не хотел бы. А этот мод тоже попробовать охота. Если зверушки из двух плагов передерутся, то и фиг с ними. Главное, чтобы сама игра не выпала в осадок...
Конфликтовать между собой могут те параметры, которые два различных мода меняют в оригинальной игре (AI пакеты, левеллинг, списки инвентаря, death item и т.п.), либо что-то добавляется новое, как в случае с фракциями, и конфликт уже на этой почве. Баги с моделями, текстурами, ессно к этому не относятся.
Да и вылеты не участятся. Если только из-за общего перегруза системы. Тут соответственно, общее правило - чем больше глобалов, тем ниже ФПС. Хотя МММ+WAC, не должны оказать ощутимого его снижения.
А вот на FCOM+WAC, машина уже помощнее требуется... Да и не нужно это, имхо. Меня вполне устраивает связка WAC+ООО.
Выложите, пожалуйста, ReadMe плагина. Меня поставила в тупик регистрация на форуме автора.
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WAC Alpha v0.5b
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Install:
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To install the mod I made all into a big .bsa archive. So nothing to think about, you drop the items into your data folder, you check the esps and the master in your load order (esp(s) preferably loaded last). And play.
For now it should be easier this way, and it does make something utterly clean compared to the original set-up of the files of WAC. As I'm using several things that come directly from the game itself, I tried not to replicate stuff, and so I placed my new things in the same folders as the original files. This help not having to load the same file more than one time by the game engine as many creatures use the same resources, However, due to the volume of monstrosities I made, the folders are kind of full. BSA to the rescue!
Last Thing First:
WAC.bsa is a big file. After you install that in your data folder, defragment your drive (HDD). This will make it go a lot smoother if it wasn't defragmented at all, or since a while (or for some more like 'never'!). Defragment, it's always worth it. And when you install something new that is mandatory, more so if it's a huge file or application.
RealSwords material and much more than what's in the preview modules are included in WAC. You don't need any of the older RealSwords mods with WAC. ANY. It will interfere with WAC and the way it handle the weapons. FCOM RealSwords shouldn't be used either while using WAC- TCOS.esp, The Chronicles of Steel. WAC RealSwords integration (TCOS) contain a lot of new material not available in FCOM version or in my own releases, as well as upgrades to some stuff.
The next version of WAC (v0.05c) is going to bring balance to the weapons as well as new material. WAC v0.05c contain what I consider as RealSwords v2, on which the remaining RS mods will be based upon (Dunmer, Altmer, Imperial)..and then a final v3 should bring this weapon thing to a close, with models enhancement/upgrade and a final texture check-up for everything.
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The files:
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Legend: Red= mandatory. Yellow= Optional files
If you want WAC to run, those files need to load:
- WAC.bsa contain all the files (textures, meshes, and sounds).
- Waalx Animals & Creatures.esm The master file, contain the data for (almost) everything. Must be loaded for anything else in the overhaul to work.
- WAC.esp Mandatory if you want WAC.bsa to load. This esp places new spawn points in the world. It also change some small parts of the world around the camps (goblins). Other than the landscape editing around the camps, WAC.esp is made so it shouldn't conflict with other things, or mostly not. Even with other overhauls as this esp only place new spawn points.
The other files in the archives are optional:
- WAC - Overspawn.esp This esp rework the vanilla creature lists, this one also add the goblins of WAC that aren't touched by the WAC.esp at all. Overspawn make a big difference and you will not see some stuff without it, for example, the new horses of WAC are managed here. This will conflict with anything else that modify Leveled lists (FCOM, MMM, FRAN, OOO, TIE, etc...). WAC Goblins, WAC zombies, skeletons, horses, and some others stuff are controlled here.
- WAC - TCOS.esp TCOS stand for The Chronicles of Steel. The sum of RealSwords, this esp is the thing in the overhaul that does NPC changes. Weapons, Mages Robes, Armors, Beards, clothes (later). This will conflict with anything that modify vanilla NPC. Yet it's one big part of WAC. TCOS is a very big part of WAC.
- WAC - TCOS Shops.esp This esp place the merchants of RealSwords in the world as in the RealSwords module. Khajiit have been updated to a Forge-Tower alike the one I made for RealSwords Nord. The Khajiit tower is still in Borderwatch. Started by dev_akm and destroyed by waalx. May ultimately be merge diretly to the TCOS.esp.
- WAC - Dead Knights.esp The base for the Dead Knights quest. For now all you can do is fight them in 7 differents forts around the map. Fort Chalman, Fort Wariel, Fort Facian, Fort Rayles, Fort Cedrian, Dasek Moor, Fort Horunn. Killing a dead lord and taking his sword make you a Lord, and while the sword is equiped the Dead will not attack you (this is temporary as the swords and Dead Knights are tied to a more complex plot that shall unravel later.).
- WAC - BlackBoot Dungeon.esp Extend the BlackBoot Dungeon to unknown areas. Made by StarX.
- WAC - Magic.esp Add new spells to some select creatures. Made by StarX.
- WAC - Player Summons.esp Add different merchants that can sell you different selections of spells to summon some of WAC creatures. Some are stationary, some are always on the move. Find them. Made By StarX.
- WAC Crowded Roads Revisited.esp waalx revisit the revisited and WACify the thing. WCRR spawn rate is very low here, and I made this primarly so the folks that walk the roads wear lots of my new gears and robes (and weapons). I will continnue to 'revisit' this as I create more clothes and armors.
- WAC - 8th Gate.esp the esp that add the hircine place to the random oblivion planes. It's unfinished, here for testing purpose only. Later-on, while you enter a random Oblivion gate and enter The Hunt plane, you will have to prove your worth to be able to get out. As of now The Hunt plane is already in the Random oblivion gates lists, however, you can close the gate without having to do The Hunt. That will change later so that each time you randomly enter The Hunt you will have to win your exit back to Tamriel.
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