Please post compatibility questions and information on the Compatibility page.
I will try to periodically update the main post on that page with information regarding specific mods and links to available patches, and it will help me significantly if this information is already available in posts under that topic and I don't have to search through the longer main thread.
I'm serious about this. From this point forward, I will remove posts about compatibility if they aren't posted on the compatibility page. I want to keep all this information together so it is more easily searchable and not have it mixed in with other comments and posts about WACCF. If you have comments or questions about compatibility go to the forum page linked above.
I don't believe that's something I've seen before. It's a bit hard to tell what exactly is happening in that image, but it looks to me like it's probably an issue with the mesh, and unfortunately the console doesn't tell you which mod is the last to edit a mesh (WACCF does not, in this instance). The mesh in question is Meshes\Clothes\Warlock\WarlockHood_1.nif; I would check if you have any other mods editing it.
I literally just fixed it now lol. I disabled this patch and use the patch collection from Skeleton Replacer HD now. It was a random guess based on xEdit but it works. Thanks for your trouble and quick replies.
For some reason this mod blocks me in creating Stalhrim Light armors, anyways thanks for the mod. oh! and please point me where to fix this kind of error.
There's a couple possible reasons you're not seeing crafting for Light Stalhrim. WACCF renames the "Light Stalhrim" to just "Stalhrim" and the regular "Stalhrim" to "Heavy Stalhrim", and the formerly Light Stalhrim now requires the Glass Smithing perk instead of the Ebony Smithing perk.
It is safe to install mid-game, but unfortunately there isn't an option to just install the mesh fixes (you could do that manually by extracting the .bsa and installing the mesh folder though).
Why does this mod change Dukaan to be light armor? It seems unnecessary, and it doesn't help that I built my heavy armor Nord Battlemage around Dukaan only to find out mid-playthrough that it was made into light armor.
If you dislike that change, you can reinstall WACCF and select the "Vanilla Dragon Masks" option on the last page of the installer. It shouldn't have any impact on your save.
As far as the reason for the change, I've copied this from the LE version of the mod (and I'll try to incorporate into an article here in the near future).
HELLOO!! I WOULD APPRECIATE ANY HELP THAT I COULD GET! THANK YOU!
I want to disable the outfit distribution for Jarls and Stewards but I can't seem to understand how to do it. I've read that there should be an option in the MCM but the thing is, WACCF is not present in my MCM Menu.. Please help me. I tried reinstalling this mod but it didnt work.
Apparently this mod prevents the Elven perk from applying to Auriel's Bow. I can enchant a normal elven bow to 81 but Auriel's bow to 74 on my character (considering the character's other Smithing and Marksman abilities)
Did this mod change the perk for Auriel's Bow to Daedric or is this a bug?
It sets the tempering perk for Auriel's Bow and Shield to Advanced Light Smithing (Advanced Armors in vanilla), along with the rest of the Ancient Falmer/Snow Elf armor.
So I rebuilt my bash patch with WACCF_BashedPatchLvlListFix.esp enabled, and then promptly forgot to disable it and played many many hours, so now it's in my load order and LOOT throws an error. If I disable it, the game crashes when loading the save. So I'm wondering if anyone knows a way to fix this? My workaround so far was to make an empty .esp and rename it WACCF_BashedPatchLvlListFix.esp and then the save loads just fine. So I don't actually have the MLU conflict (I suspect). Going forward it will just be a pain renaming etc to rebuild the bash patch and then trying to remember everything (which I obviously am bad at). Anyway, any insight from anyone is appreciated.
WACCF_BashedPatchLvlListFix.esp doesn't add any new records, so if you load your Bashed Patch in SSEEdit and "Clean Masters", it should remove WACCF_BashedPatchLvlListFix.esp as a master from your Bashed Patch.
DrMonops- ok, I cleaned masters on the bashed patch is SSedit, but the save still crashes on load. To reiterate, I'm trying to load a save that is looking for WACCF_BashedPatchLvlListFix.esp, which I disable before launching. It crashes because WACCF_BashedPatchLvlListFix.esp is no longer in my load order. The save I have requires it and I'm trying to fix that. Sorry if I'm being redundant, I'm not really an expert at this ;-0. So, thanks for the advice! Zanderat- I'm trying to disable WACCF_BashedPatchLvlListFix.esp and load a save that requires it. If I disable it and run rerun wyre, then the bashed patch won't have WACCF_BashedPatchLvlListFix.esp anymore. Perhaps I just don't understand your advice, if so, I do appreciate your help anyway.
Sorry, I misunderstood what you trying to do. I think your options are limited. What harm is there in leaving WACCF_BashedPatchLvlListFix.esp in your load order? Or the dummy plugin seems to be the only other way that I can see.
It's a little perplexing because that file just contains leveled list edits, so it *shouldn't* cause any crashes if removed, unless maybe it were somehow inadvertently added as a master to another file.
In any case, I agree with the options Zanderat presents. I'd be inclined to just stick with the dummy plugin if it's working for you.
I'll stick with the empty renamed plugin then, as it works just fine. I too am perplexed why the save needs the file, as it is just leveled list info. Maybe someone else will chime in with a reason. Regardless, thanks to both of you for the advice.
I'm not opposed to the idea of increasing them a bit, but I should point out those are just the base values of the staves; their values are further modified in game by their respective enchantments. Their respective UESP pages list their values as 1565 for Wabbajack and 1468 for the Staff of Magnus. We have some nebulous plans to do a large review of values at some point, so I think we'll hold off making any changes ourselves at this point, but if I were to increase their base values at this time, I'd probably add 750 to Wabbajack and 1500 to the Staff of Magnus (based on comparisons with the values of other artifacts).
1757 comments
I will try to periodically update the main post on that page with information regarding specific mods and links to available patches, and it will help me significantly if this information is already available in posts under that topic and I don't have to search through the longer main thread.
I'm serious about this. From this point forward, I will remove posts about compatibility if they aren't posted on the compatibility page. I want to keep all this information together so it is more easily searchable and not have it mixed in with other comments and posts about WACCF. If you have comments or questions about compatibility go to the forum page linked above.
The black cowl uses the same mesh as the blue, except that the blue one has a texture set applied to it.
As far as the reason for the change, I've copied this from the LE version of the mod (and I'll try to incorporate into an article here in the near future).
I want to disable the outfit distribution for Jarls and Stewards but I can't seem to understand how to do it. I've read that there should be an option in the MCM but the thing is, WACCF is not present in my MCM Menu.. Please help me. I tried reinstalling this mod but it didnt work.
Did this mod change the perk for Auriel's Bow to Daedric or is this a bug?
Zanderat- I'm trying to disable WACCF_BashedPatchLvlListFix.esp and load a save that requires it. If I disable it and run rerun wyre, then the bashed patch won't have WACCF_BashedPatchLvlListFix.esp anymore. Perhaps I just don't understand your advice, if so, I do appreciate your help anyway.
In any case, I agree with the options Zanderat presents. I'd be inclined to just stick with the dummy plugin if it's working for you.
what do you think about increasing their values?
i can actually do it right now (looking at sseedit atm)
but i can't figure out their lore wise(?) correct value
for some reason they are very cheap in my game