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    Release date: 20-09-2019 Here you'll be able to read up on changes, big and small, made to various parts of the server. Highlights Battle for Azeroth Creatures 405 creature models from Battle for Azeroth 8.0 - 8.2 have been downported. Full list of creature models can be found here. Items 5,702 unique items from Battle for Azeroth 8.0 - 8.2 and in total 8,144 appearances have been downported. Full list of items can be found here. Objects 2,335 objects from Battle for Azeroth 8.1 - 8.2 have been downported. Full list of objects can be found here. 1,153 EmptyWMO objects from Battle for Azeroth 8.0 - 8.2 have been added. Full list of EmptyWMO objects can be found here. Tiles 1,957 tiles from Battle for Azeroth 8.0 - 8.2 have been downported. Full list of tiles can be found here. A new and updated tile mall can be accessed from anywhere through ".tele tilemall". Character Creation All Battle for Azeroth allied races have been downported and are accessible through character creation. If you're using custom patches for allied races (such as Zandalari replacing normal trolls) and/or updated goblin/worgen models, remove said patches else you will be encountering #132 errors. Item Limit We have managed to bypass the artificial item limit in WoW; allowing us to add as many items and unique appearances as we want from now on. New Commands and Features Character Creation Character Creation Screen Names now allow a max of 24 characters, up from 12. Names now allow spaces and apostrophes. Loading Screen Default loading screen tips have been replaced with Epsilon-themed tips to be more relevant to the server. Objects Deletion Deleting an object will now flag it for database deletion in 72 hours. The object will be visually removed although memory of it will be stored, making it easier to restore accidental uses of .gob mass delete and griefing. WMOs Trying to roll/pitch/scale a .wmo object will now result in an error message. .enchant .enchant mainhand #enchant_id Applies the given enchant to your main hand weapon. .enchant offhand #enchant_id Applies the given enchant to your off hand weapon. .gobject .gobject activate New argument added .gobject active [#guid [permanent]] Activates the given object's guid permanently. .gobject set New subcommands added .gobject set name [$name] Assigns what text shows if the object can be interacted with/hovered over. .gobject set type chair [$sit_height] [$sit_type] Turns the gobject into a chair. Sit height defines at what height the player model will sit at using yards. Sit type defines which sitting animation is used. The available animations are: low, medium, high .gobject set type static Removes the ability to interact with the object using your cursor. .gobject set type door [#time_until_reset] Turns the object into a door. You can specify how long it takes for the door to automatically close once opened using milliseconds, limited to 15000 milliseconds (15 seconds). .gobject set type sign Turns the object into a sign. Assign the text that shows when hovering over the sign object by changing its name. .gobject teleporter New subcommand added .gobject teleporter $unaura #spell_id Gives an object teleporter the ability to unaura a spell from a player as soon as it teleports them. If "0" is the given spell, it will no longer remove any auras from a player. New subcommand added .gobject relative $direction %yards Works like .gob move, the difference is that it moves the object relative to your character's orientation rather than the object's. .lookup .lookup enchant $name Searches for an enchant using the given text, e.g. "fire". Multiple keywords are not supported. You can use the Appearances tab to view enchants normally available to players. .lookup faction $name Searches for a faction using the given text, e.g. "stormwind". Multiple keywords are not supported. New subcommand added. .lookup display .lookup display creature $part Searches for the displayid(s) of the given part (creature model), e.g. "ogredraenor". Shows the model path and the texture in use by the displayid. .npc .npc cast New argument added .npc cast [#spellid] Allows a spell to be cast upon an NPC instantly, once. Type: ".help npc cast" to get an overview of spell scripting commands. .npc set clickable Toggles whether the NPC is clickable or not. This is useful for scenery NPCs, statues and so forth. You can edit an unclickable NPC by using ".phase dm on" .phase .phase enter New argument added .phase enter [$here] Makes you enter the phase at your current coordinates. Only available to phase owner and officers. .phase forge npc .phase forge npc outfit unequip New argument added .phase forge npc outfit unequip [$all] Lets you unequip all items from an NPC at once. This does not include weapons. New subcommands added. .phase forge npc aura #spellid Applies the given spell to all forged NPCs of the targetted NPC's entryid. .phase forge npc unaura #spellid/all Removes the given, or all spells from all forged NPCs of the targetted NPC's entryid. .phase forge npc clickable Toggles whether the NPC is clickable or not. This is useful for scenery NPCs, statues and so forth. You can edit an unclickable NPC by using ".phase dm on" .phase forge npc copy Copies the targetted custom NPC and creates a new one with a new entryid. .phase forge npc creaturetype [$aberration, beast, critter, demon, dragonkin, elemental, giant, humanoid, mechanical, undead] Sets the NPC's creature type, allowing them to be tracked on the minimap by tracking spells and so forth. NPC tooltips will only show creature type if the NPC is hostile or neutral. Can still be tracked. .phase forge npc faction #faction_id Sets the faction of the NPC. If the faction has a name, it will show up in the NPC tooltips under certain circumstances. Friendly factions require a friendly NPC to show. .phase forge npc health #mod Sets the health modifier of the NPC to a max of 1,000,000. .phase forge npc level #minlevel [#maxlevel] Sets the level, or level range of the NPC between 1 and 110. .phase forge npc mana #mod Sets the mana of the NPC to a max of 1,000,000. .phase forge npc mount #display_id Sets the mount of the NPC using the given displayid. Setting the mount to displayid 0 will dismount them. .phase forge npc rank #rank_id Sets the status of an NPC, such as Elite, Rare, etc. 0 = Normal 1 = Elite | Gold border 2 = Rare Elite | Silver border 3 = Boss | Gold border, skull 4 = Rare | Silver border .phase forge npc sheath #sheath Allows you to set the default sheath type for a custom NPC. 0 = Sheathed 1 = Melee 2 = Ranged .phase own New argument added .phase own [$here] Makes you enter the phase at your current coordinates. .phase set weather $weather #density Allows you to set the weather and its density of your phase. Available weather types are: rain, snow, sandstorm, thunderstorm, blackrain, bloodrain, blacksnow, mistgrain, fireball, deathwing, firespark, arcanespark, thunder Density goes from 0 to 100. Known issues: Requires terrain to work. If you've built a phase more than 60-75 yards above terrain, the command will not work for you. Some weather effects do not show below a certain density, for example, arcanespark must be at density 30+ to show. Using ".gps" or [Blink] spells will break the weather effects, simply re-activate it. .phase shift New subcommand added .phase shift $list Shows which zones have been shifted within your current phase. New subcommand added .phase dm $on/off Allows you to toggle on or off "Dungeon Master", or "<DM>" status in a phase, making you essentially a <GM> of that phase. DM status allows you to click and edit unclickable NPCs, now important due to the addition of the ".npc set clickable/.phase forge npc clickable" commands. Both commands turn NPCs into the perfect candidates for scenery or statue NPCs, for example. DM status is only available to the owner of a phase and officers. DM status will be removed upon leaving a phase and will also be removed if the player is demoted. Command and Feature Changes Character Creation New Characters Action bars should no longer be filled up with spells and/or abilities. New characters should now start with 4 Foror's Crate of Endless Resist Storage (36-slot) instead of Madman's Luggage (34-slot). NPCs NPCs now spawn with their weapons unsheathed by default. Whispers You can now whisper a player with a spaced name by replacing the space(s) with an underscore "_". Example: "/whisper This_Char_Doesn't_Exist" .whisper still works as well, however it will be pointing out this new system and will thus likely be removed in a later patch. .character .character changefaction Has been restored to being a player command. Using it twice will remove the faction change flag from the character. .character changerace Has been restored to being a player command. Using it twice will remove the race change flag from the character. .gobject .gobject info Now shows the current gobject state. Now shows who built the object. Now shows visibility of the object. Now shows gobject teleporter information. .gobject mass visibility #sight_range #entry #radius Sight range is now a 3D sphere instead of a 2D circle. .gobject move System message changed to match that of ".gobject spawn". .gobject select Has been rewritten from scratch to reduce lag caused by ".gob sel <keyword>". Functions the same, only difference is; keywords now have to be written within quotation marks. Example: .gob sel "bench" Now accepts an object's guid as input. No longer shows who built the object. No longer shows visibility of the object. No longer shows gobject teleporter information. .gobject set visibility #sight_range sight range is now a 3D sphere instead of a 2D circle. .gobject teleporter setspell #spell_id/0 Now accepts "0" as the given spell to remove setspell from teleporter. .lookup .lookup item Now accepts an optional slot input, the slot must be prefixed with a dash "-". All available inventory slots can be seen by typing: ".help lookup item" Example: ".lookup item tattoo -shirt" Will show you all items with "tattoo" in its name that can be equipped in the shirt slot. This works with keyword filters, such as: ".lookup item tattoo brown -shirt" It does not matter in what order the slot or keyword(s) are given as long as the slot is prefixed. .nameannounce (GM-only) Command renamed. New syntax: .serverannounce To result in fewer accidental server announces from misspelling GMs. It had a stupid name anyway. .npc .npc info Now shows what gender the NPC is. Now shows which phase a custom NPC was created in. Now shows who spawned the NPC. .npc revive Renamed from ".respawn" to be more clear about what it does. .npc set weapons Standardised to: ".npc set weapon" Syntax changed to match that of ".phase forge npc weapon" New syntax: .npc set weapon #item_entry #item_slot [#bonusid] .phase .phase enter Entering a phase you're already in will now take you back to the phase start. .phase forge .phase forge npc outfit equip Now accepts displayids. When assigning an item using a displayid, the number will have to be negative. Example: ".phase forge npc outfit equip -149737" Assigns vrykul tattoos to the NPC. Use ".help phase forge npc outfit equip" in case something is unclear. .phase forge npc outfit feature Help description now clarifies what the command is used for. .phase forge npc weapons Standardised to: ".phase forge npc weapon" .phase own Using ".phase own" in your own phase will take you back to the phase start. .waypoint .waypoint show Waypoint NPCs now appear the same as the custom player model NPC they belong to. Waypoint NPCs do not retain weapons. "Let me see what you have." "A knife!" "NO!" Bug Fixes Announce Discord Patrons should now have their title (and not just colour) in-game when posting in the Discord #main channel. Character Creation Character Creation Screen It should now be possible to create void elf warlocks. When entering character creation, a random race and class should now be chosen instead of a blood/night elf demon hunter. Blood/night elves should no longer default to having demon hunter customisation options. Characters Should no longer leave character artefacts when teleporting or joining/leaving a phase. Meaning, you no longer have to move to see someone's character disappear. NPCs NPCs should now retain weapons assigned with ".phase forge npc weapon". All subsequent spawns of the same entryid should have their weapons applied without the need of a server restart. Party Should no longer be possible to enable/disable ".cheat fly" (and other targetted commands) on a targetted party member who is in another phase. .appear Should now properly appear to characters with spaced names. Should now place the appearing character at the exact coordinates of the appeared character no matter if they're on another map or high in the sky. Should now be case-insensitive. .gobject .gobject info Should no longer show "Unknown" if a character that was deleted spawned the object. .gobject mass delete Has been re-enabled. Should no longer remove all objects despite an object's specific entryid being input. .gobject mass visibility Now accepts "-1" as radius once more. (Affects entirety of current map.) .gobject select Selecting an object by typing part of its name should no longer display a scale of "0". .lookup .lookup creature .lookup next should no longer return: "You have no pending .lookup in memory." Should no longer result in a crash every 1-5 days. .modify .modify scale Scale should now persists between game sessions. System message when changing scale now shows up to 6 decimals instead of rounding up to 2 decimals. .npc .npc set unaura Trying to unaura a specific spell from an NPC should no longer unaura all spells applied to the NPC. .phase .phase blacklist/whitelist You should now be able to remove deleted characters from the list of blacklisted/whitelisted characters. Removing someone from blacklist should no longer tell the affected player they've been phase banned. Cleaned up system message to affected player for all blacklist and whitelist commands. .phase forge npc outfit feature #slot #feature Should now correctly assign the input of "#slot" and "#feature". The two had been reversed in the code. Removed the "?" at the start of the syntax shown in the help description. .phase forge npc flyable Should now persist between server restarts. .phase forge npc scale Scale should now persist between server restarts. .phase set time Setting phase time to "00:00 permanent" should now keep it at midnight, permanently. .summon Should now properly summon characters that have spaced names. Should now be case-insensitive. .waypoint .waypoint modify emote Emotes should now persist between server restarts. Removed Items Items no longer support more than one bonusid. Fare thy well, my glorious Cooking Ingredient Timewarped Warforged Champion Equipment [Thunderfury, Blessed Blade of the Windseeker]. .respawn Renamed to ".npc revive".
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    Stage 3 of Epsilon Development begins in Patch 735.4, all missing items will be inserted in 735.5.
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    Hello and welcome to my Mod Compendium! When I'm on my PC, I mess around with graphics and WoW mods in between my server duties and building. This Compendium will include some of my personal projects and any bits and pieces I've been making in my spare time. Most of the items will eventually become their own standalone items as we continue to upgrade the CDN, but for now they will remain as replacers unfortunately. DISCLAIMER: Epsilon still does not officially support the use of custom patches, so please do not use the #support channels in Discord for help with malfunctioning custom patches. However, if my mod specifically gives you trouble, please don't hesitate to PM me and I'll personally try to fix the problem. UPDATED 10/09/2019 UPDATED 10/09/2019
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    Having reinstalled Epsilon, the issue appears to have been resolved. My machine is working just fine running it currently. Perhaps my particular client had somehow become corrupted in some way. Either way, thank you for your help Graydon! 😃
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    By now, people know me for my scaling guide and obsession with accurate height, scaling and numbers, so here's my guide on how to properly scale for that lil' bit of extra immersion. Recommended Converter TheCalculatorSite • [Height Converter] Size Comparison Ssite (up to 6 figures) OddsEnds • [Comparing Heights] How to Scale Addon Addon based on this guide • Made by @gardener • [Forum Thread] • [Addon Download] List of Model Heights (Scale 1) How to Scale How to Measure Models Manually Useful links to check out Height chart on Wowpedia - Not all accurate, check notes for the accurate/confirmed heights Model heights on Wowpedia - More accurate than some heights on the above link, added by me, ofc Average troll subspecies height - Researched & added by me, ofc Update - 10/05/2019 I recently found a way to get the exact model heights for every playable race, thus it was time to start updating this page. I've re-designed the post itself a bit, changed wording, toned down the colour usage and various other things to hopefully make it easier on the eyes. I also changed the calculator links to a much better alternative, it is the most accurate converter I've found and is something I used in the making of the height chart below. Added dwarves to the list because apparently I forgot them lmao. Also added Kul Tirans and Zandalari rather than forgetting to do it later. In this update I'll include my personally made player model height chart I made using WMV, Blender and Photoshop, as it is currently the most accurate one to date. (Goblins and worgen will be added once their model updates are out.)
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    WARFRONT TEXTURES. essentially a quality of life patch. replaces existing ground textures. DISCLAIMER: I AM NOT RESPONSIBLE FOR YOUR CLIENT. images: https://imgur.com/a/4XPHEo0 HOW TO DOWNLOAD. 1. click download link, then hit the blue download button 2. extract zip file using winrar or other similar program 3. drop "tileset" into directory and delete those jpg images (unless you want em or whatever) 4. launch game - by any stroke of unluck, and you have problems, my discord is Mav n' Cheese#9696 dont hesitate. LINK: https://tinyurl.com/HDWARFRONT i havent replaced the detail doodads. (tbh it doesnt look too bad without but..)i have the files and textures if you want to do the replacing yourself. ill admit i keep doing it wrong. someday there will be a detail god. its 4am as of writing this. screw u blizz
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    I'm sending feet pics.
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    Here is a collection of work that has accumulated throughout my time here at Epsilon. AddOns GLink - [Forum Thread] - [Download] Adds useful hyperlinks to the chat. MogIt - [Forum Thread] - [Download] The modified version of MogIt, tailored for Epsilon. CT2 - [Download] Colour Text 2, enables you to write messages in colour - useful for linking things to other players. Copying coloured text is as easy as trying to link an item in-game. NewChar - [Forum Thread] - [Download] Automatically cleans action bars, gear and bags from newly created characters. Includes commands to make doing this easier for when you need to quickly remove things. MattScale - [Forum Thread] - [Download] Based off of Matt's How to Scale guide. Input a desired height and get the in-game scale of what you want to set your character's height to. Use /hts in-game to get started. AutoCommand - [Forum Thread] - [Download] Executes commands automatically. PJDJ- [Forum Thread] - [Download] Cross-client music player. rossTest - [Download] Allows you to press space bar 3 times in quick succession to toggle cheat fly on or off. Couldn't think of a name. If you encounter any issues with these, be sure to submit a bug report below, or contact me on Discord: Gardener#8000
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    It might be just me, but Mattscale just downloads rossTest.zip. Please fix. other than that, this is real useful. why am i noticing these so quickly
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    NewChar Source: https://github.com/iplantplants/NewChar Last Updated: 15/09/2019 Current Release Version 0.1.5 Features • Automatically cleans action bars, bags and gear from newly created characters. • Commands added to make life easier when emptying bags, action bars and equipment. Bug Fixes • Fixed issue where old characters were seen as new. • Changed clash command from /nc clean to /clean Installation • Extract NewChar folder from NewChar.zip to your EpsilonWoW\interface\addons directory. Usage /nc help - will display all available commands in-game. /nc clear bags/gear/bars - clears those, respectively. Changelog Download
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    Yo, I'm Queenside Rook, or just Rook. Some of my characters include Qasymira Brightstar (helf abjurer), Elayna Vowbreaker (velf ex-blood knight), Talia Rook (human technomage, 80% techno, 20% mage, adherent of goblin engineering principles), Dephynea (draenei warrior/shaman), Styginar (aka Stalren, my Mary Sue-ass uncorrupted black dragon from ten years ago I can't bring myself to abandon, though I've dialed him back a lot), and Karne'ga Swordbreaker (orc scout, dabbler in magic). I started WoW RP as Sam on Libertas about ten years ago, where I met @Dove, went to Echeloned when that died, and haven't really seriously done any non-tabletop RP since Echeloned shut down. I have also gone by Kethrook, Darmekhanu, Joramir, Senaya, Nosurena, and probably a few others I'm forgetting. I'm a pretty laid-back, curious, open person. My main interests in WoW are the deep lore, and the speculation of magic as a hard vs. soft magic system. Also, I'm a queer, trans woman; please don't hate crime me. Love you, bye.
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    Hey! Now, there was this thing I have encountered when building Galepoint, and I happen to have thought about a little feature that could maybe be implemented. .waypoints start with < ID > Why? I have a pair of children playing tag for example and it is incredibly hard to synchronize the waypoint's starts so they seem to be running after each other. The same could be applied to pairs that walk next to each other, patrolling, etc. Peace Out, Glenn
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    We're all very aware how broken apart most, if not all, Kul Tiran objects are. A similar situation to some Zandalari-based objects. I wouldn't know, I haven't touched them (yet). Blizzard has taken a different step when it comes to the construction of buildings when BfA came around. As shown by the blank models littering the list of Kul Tiras objects, they have taken the route of: Lego Building. Basically scrapping the already made models. I have no idea what to even call it, bare with me. Essentially, they make a fuckton of smaller objects, maybe a few bigger ones (WMOs), and put them together. This makes almost every Kul Tiran building that exists unique. So here's a list of examples with a list of objects they use! Go wild! Impress others! Wow! May look smaller due to it being resized on retail. (Curse WMO limitations) [Simple Stone Bridge] -8hu_kultiras_bridge_narrow01_ramp01.wmo (874890) -8hu_kultiras_bridge_medium01_span01.wmo (874886) TIP: Add extra ramps even if a majority clips into the ground, it will make the curb go into the ground and not abruptly end into nothingness. Ah shit, here we go. [Complicated Fishing Docks or something] -8hu_kultiras_docks_stairsnarrow02.wmo (874900) -8hu_kultiras_docks_wide01.wmo (874894) wide03.wmo (874892) >Possibly my favorite objects wide02.wmo (874893) -8hu_kultiras_docks_planknarrow01.m2 (877242) -8hu_kultiras_docks_narrow03.wmo (874896) narrow02.wmo (874897) narrow01.wmo (874898) -8hu_kultiras_docks_pillar01.wmo (874979) pillar02.wmo (875141) > These two are very commonly used as support for numerous Kul Tiran constructs. Or as banner stands. -8hu_kultiras_stairjunction_tall_narrow_01.wmo (874787) \ narrow_02.wmo (875030) > Commonly used for support, walls, platforms, staircases. narrow_03.wmo (875042) / -8hu_kultiras_shipbarge01.wmo (875407) -8hu_kultiras_marketstall03_green.m2 (878554) marketstall01_green.m2 (878552) -8hu_kultiras_lamppost01.m2 (875936) unlit.m2 (875939) -8hu_kultiras_fencerope01.m2 (876034) fencerope02.m2 (876036) fencerope03.m2 (876037) fencerope01_post.m2 (876035) -8hu_kultiras_crane01.m2 (876341) crane02.m2 (876342) -8hu_kultiras_bar01.m2 (877795) bar02.m2 (877796) TIP: Don't be afraid of NOT using tiles. As useful or fancy as they are, they can be difficult to work with when making sidewalks or docks or whatever. Explore the possibilities with "8hu_kultiras_docks_wide01.wmo" and "8hu_kultiras_docks_narrow03.wmo" variations (one includes a 45 degree turn). "smallhouse" objects can easily be used to create a city. [Two Story City House] -8hu_kultiras_fencerope01.m2 (876034) fencerope02.m2 (876036) fencerope03.m2 (876037) fencerope01_post.m2 (876035) -8hu_kultiras_docks_wide01.wmo (874894) wide03.wmo (874892) wide02.wmo (874893) -8hu_kultiras_docks_narrow03.wmo (874896) narrow02.wmo (874897) narrow01.wmo (874898) -8hu_kultiras_docks_pillar01.wmo (874979) pillar02.wmo (875141) -8hu_kultiras_stairjunction_tall_narrow_01.wmo (874787) narrow_02.wmo (875030) narrow_03.wmo (875042) -8hu_kultiras_docks_stairsnarrow02.wmo (874900) -8hu_kultiras_smallhouse_01_interior.wmo (875162) -8hu_kultiras_smallhouse_roof_01.wmo (874671) \ roof_02.wmo (874672) > Sorry the roof got clipped, pick one. (875158 for a destroyed version of roof_01) roof_03.wmo (874673) / -8hu_kultiras_lamppost01.m2 (875936) -8hu_kultiras_smallhouse_entrance_03.wmo (875031) -8hu_kultiras_smallhouse_base_03.wmo (874676) TIP: Don't be afraid of adding windows or doors to a "base" object. Can easily become a basement of sorts or simply a small stone building. For your bandit/outlaw/whatever needs. [Outdoor Bar + House] -8hu_kultiras_smallhouse_base01.wmo (874665) -8hu_kultiras_smallhouse_01.wmo (874664) > Use interior version if you fancy that. (875162) -8hu_kultiras_smallhouse_roof_01.wmo (874671) \ roof_02.wmo (874672) > Much like the last one, use whichever you like. Use ".gob go" for that perfect fit. Objectmover addon recommended. roof_03.wmo (874673) / -8hu_kultiras_docks_narrow03.wmo (874896) narrow02.wmo (874897) narrow01.wmo (874898) -8hu_kultiras_bar01.m2 (877795) bar02.m2 (877796) -8hu_kultiras_docks_pillar01.wmo (874979) pillar02.wmo (875141) -[Table unspecified, probably doesn't exist in the object ID list or is something else entirely] -8hu_kultiras_chandelier02.m2 (877953) chandelier01.m2 (876051) -8hu_kultiras_hangingbarrels01.m2 (878505) hangingbarrels02.m2 (878506) -8hu_kultiras_docks_plankwide01.m2 (877243) > A lot of these are used for roads, but mainly for unfinished ceilings or chandelier hanging spots. -8hu_kultiras_smallhouse_entrance_03.wmo (875031) -8hu_kultiras_hanginglantern01.m2 (876940) hanginglantern02.m2 (877821) hanginglantern03.m2 (877831) -8hu_kultiras_walldeco01.m2 (877501) -6hu_jewelcrafting_stool.m2 (228651) NOTE: Alas, re-scaling or rotating WMOs is still impossible. Perhaps one day we will gain such an ability. So do your best! More coming soon™
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    This patch fixes the pistol model to sit in your hand, instead of float a kilometer off. DOWNLOAD Put this into the directory, the same folder as your .exe. DM me on Discord at Kalrihk#5474 if you have any issues. I also take requests.
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    please come back into ur room i need help with the glue
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    HEY GAMER, I just wanted to tell you that this post is pretty EPIC. Thank you for making such a wonderful contribution to the community, I look forward to seeing the future endeavors that you partake in when it comes to modding, as always you make it worth the while to SMILE.
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