[Relz] Bananasplit's Better Cities - Thread 44

Post » Fri May 04, 2012 1:29 am

http://tes.nexusmods.com/downloads/file.php?id=16513. There is now a second quest for the Rangers Guild, and we've fixed some scripting for the quest The Plot Thickens where a door was locked preventing player access at a stage where the player needed to use that door to continue the quest.
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flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Thu May 03, 2012 2:16 pm

I see several double doors in different towns (so far noticed in Bruma and Cheydinhal). Not all doors, just some of them.
http://imgur.com/4Hj37
Never seen this before, probably I did something dumb...
Active Mod Files:
Spoiler
00  Oblivion.esm01  All Natural Base.esm  [Version 1.3.2]02  Better Cities Resources.esm  [Version 5.1.4]03  Fundament.esm  [Version ision]04  Oblivifall Master File.esm  [Version 1.2]05  Unofficial Oblivion Patch.esp  [Version 3.4.1]06  UOPS Additional Changes.esp07  DLCShiveringIsles.esp08  Unofficial Shivering Isles Patch.esp  [Version 1.4.4]09  Better Cities .esp  [Version 4.7.0]++  LoadingScreens.esp0A  Natural_Habitat_by_Max_Tael.esp0B  All Natural.esp  [Version 1.33]0C  All Natural - SI.esp  [Version 1.3.2]0D  Immersive Interiors.esp  [Version 0.8.1]0E  PTAutumnTrees.esp0F  Skyrimized Water HD BLUE eng.esp  [Version 1.6]10  Better Bell Sounds.esp11  Idle Dialogue.esp  [Version 1.3]++  Symphony of Violence.esp12  Sounds of Cyrodiil.esp  [Version 1.1]13  OBSE-Storms & Sound SI.esp14  Rainbows.esp15  All Natural - Real Lights.esp  [Version 1.3.2]16  WindowLightingSystem.esp++  dist_trees_x1_5.esp17  Paladin.esp18  Personality Idles - Modified version.esp  [Version 1.5]19  PTFallingStars.esp1A  VAs Better Gold with no Menu Icon.esp1B  Willful Resistance.esp1C  Immersive Travelers.esp1D  PTRoamingNPCs.esp1E  Display Stats.esp  [Version 2.0.1]1F  FormID Finder4.esp20  kuerteeAutoSaveAndTime.esp21  kuerteeCleanUp.esp22  Lock Bash Omega.esp  [Version 1.5]23  QZ Easy Menus.esp24  Dynamic Map.esp  [Version 2.1.1]25  Map Marker Overhaul.esp  [Version 3.9.3]26  Map Marker Overhaul - 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Combat Archery.esp  [Version 7.3]B6  Duke Patricks - Melee Combat NO RECOIL.esp  [Version 5.9]B7  Vanilla Weapon Stat Override - SI.esp
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Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Thu May 03, 2012 6:35 pm

I seem to have a problem getting the flood in Leyawiin to render properly. It's fine except up to the area where it reaches the castle, where the water just cuts off directly, like its been sliced off. I'm sure you can understand what I'm saying, but I don't know how to describe it better.
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Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Fri May 04, 2012 1:37 am

I see several double doors in different towns (so far noticed in Bruma and Cheydinhal). Not all doors, just some of them.
http://imgur.com/4Hj37
Never seen this before, probably I did something dumb...
Active Mod Files:
Spoiler
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Unique Forts.esp8C  ImpeREAL Forts + Lost Spires + Silverfish River Patch.esp  [Version 1.0]8D  LostSpiresImpeREALFortsPatch2.esp8E  Castle_Seaview.esp8F  CastleSeaview+LostCoast Patch.esp  [Version 1.0]90  Frostcrag Village.esp  [Version 1.0.7]91  Sutch Village.esp  [Version 1.0.2]92  LostCoast + SutchVillage Patch.esp  [Version 1.0]93  NRB4+RR Patch.esp  [Version 2.1]94  Bag of Alchemy Rewrite.esp95  Better Dungeons.esp96  HUD Status Bars.esp  [Version 5.3.2]97  Dungeon Actors Have Torches 1.6 DT.esp98  Exterior Actors Have Torches 1.32 DT.esp99  PersuasionOverhaul.esp  [Version 1.43]9A  Enhanced Vegetation [125%].esp9B  Soulgem Magic.esp  [Version 2.0]9C  Alternative Beginnings.esp  [Version 1.3]9D  Lightweight Potions.esp  [Version 1.1]9E  Enhanced Grabbing.esp  [Version 0.5]9F  Bundlement.esp  [Version ision]A0  nGCD.espA1  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]A2  Birthsigns Expanded.esp  [Version 3.21.]A3  Better Cities Full.esp  [Version 5.1.4]A4  Better Imperial City.esp  [Version 5.1.4]A5  Better Cities - 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Combat Archery.esp  [Version 7.3]B6  Duke Patricks - Melee Combat NO RECOIL.esp  [Version 5.9]B7  Vanilla Weapon Stat Override - SI.esp

Please read the BC FAQ on the Nexus discussions tab. I'd give you a link but unfortunately I'm at work right now and Nexus doesn't display properly on work computers (IE 7).

I seem to have a problem getting the flood in Leyawiin to render properly. It's fine except up to the area where it reaches the castle, where the water just cuts off directly, like its been sliced off. I'm sure you can understand what I'm saying, but I don't know how to describe it better.

Sounds like you have another mod loaded after BC which is editing Leyawiin. Fix your load order.
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Fri May 04, 2012 12:47 am

Please ignore the below reports if they have been fixed in the latest update, but I did not see them listed in the changelog for v5.1.5 - I am using v5.1.4.

Firstly, there seems to be a missing mesh for an object in one of the Skingrad basemants, hope this refscope log contains all the info needed (the mesh may be for an object 'behind the scenes' but the 'yellow diamond' shows through the ceiling - and yes, I have both the permanent and the additional resources installed):
Reference 10086B71(Non-Persistent)Defined in Better Cities Resources.esmStatic 10086B72Defined in Better Cities Resources.esmMissing resources:architecture\BetterCitiesResources\Skingrad\BANSkingradUngrdWall01.nif

Secondly, I am having some trouble with 'The Case of the Missing Body', possibly due to me accidentally doing things out of the intended sequence:
Spoiler
While searching the Baron's house, I found the suspicous letter (which gave a pop-up, telling me I had found a clue) and then the secret door, which I went through, leading me to pick up the "dropped note" (neither of which provided any pop-up). I continued to search the sewers for any further clue before returning to the house and searching it more carefully, finally finding the human blood. This advanced the quest to "maybe there is something else hidden somewhere in the house". So I again searched the house top to bottom, but cannot find any further clue (I had already killed the bats and rats on the top floor earlier). Did I break the quest by going through the secret door and picking up the "dropped note" earlier or am I simply too blind to find the missing clue in the house?
Any help is much appreciated, and also many thanks for all the hard work that continues to be put into making Cyrodiil's cities better!
User avatar
Nick Pryce
 
Posts: 3386
Joined: Sat Jul 14, 2007 8:36 pm

Post » Thu May 03, 2012 2:28 pm

Secondly, I am having some trouble with 'The Case of the Missing Body', possibly due to me accidentally doing things out of the intended sequence:
Spoiler
While searching the Baron's house, I found the suspicous letter (which gave a pop-up, telling me I had found a clue) and then the secret door, which I went through, leading me to pick up the "dropped note" (neither of which provided any pop-up). I continued to search the sewers for any further clue before returning to the house and searching it more carefully, finally finding the human blood. This advanced the quest to "maybe there is something else hidden somewhere in the house". So I again searched the house top to bottom, but cannot find any further clue (I had already killed the bats and rats on the top floor earlier). Did I break the quest by going through the secret door and picking up the "dropped note" earlier or am I simply too blind to find the missing clue in the house?
Any help is much appreciated, and also many thanks for all the hard work that continues to be put into making Cyrodiil's cities better!

You haven't done anything out of sequence.
Spoiler
Go back to the sewers again and have another look around, you don't need to go beyond the gate where you picked up that note to find what you're looking for
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Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Fri May 04, 2012 4:25 am

I stuck again. This time on stage 50 in "The Baron von Zarov Files: The Plot Thickens". If you could check these three cases.
Choosing first reporting to guards don't set stage to 60.
The second issue is less important: choosing first talking with Elizabeth, stage 60 is quiet - no log entry.
And the last problem (this may be intentional): choosing response "Nevermind" in topic "I’d like to report a crime" ends quest.
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Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Thu May 03, 2012 8:28 pm

You're right about stage 60 (and 70 has problems too because of 60), I missed some scripting in the dialogue topics to control stage updates so they're not happening. I'll fix that for our next release.
But you must be mistaken about the quest ending after saying "Nevermind" - do you actually mean it ends (marked as completed - this should not happen, I cannot see any way for the game to do this) or simply that you run out of things to do? If you ran out of things to do, that's partly because stage 70 didn't occur (due to my scripting mistakes) but also partly because
Spoiler
at this point there is no more to do, you've come to a dead-end in your investigations, try concentrating on the other Baron von Zarov quest for a bit instead.
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Lucky Boy
 
Posts: 3378
Joined: Wed Jun 06, 2007 6:26 pm

Post » Thu May 03, 2012 2:34 pm

You haven't done anything out of sequence.
Spoiler
Go back to the sewers again and have another look around, you don't need to go beyond the gate where you picked up that note to find what you're looking for

Thanks you for trying to help. Unfortunately I still cannot get the quest to advance.
Spoiler
I assume you are referring to the dead bodies in the pit by the ladder to the Baron's house. Unfortunately, jumping down into the pit and even looting all the bodies did not trigger the quest advancement. So I had a go at solving the mystery using my limited CS knowledge and I noticed that BANSkingradSewerCMBBodiesTrigZoneScript is looking for GetStage BANSkingradMissingBodyQuest == 90 - should this not be >90? To complicate matters further, I reckon I had already jumped into that pit before I found the human blood, ie at BANSkingradMissingBodyQuest 90, so it should have worked then. It is defintively not working at queststage 95.
Hope Ii am making sense. Many Thanks again for your help!
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gemma
 
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Post » Fri May 04, 2012 1:33 am

I could be wrong but topic "I’d like to report a crime" has flag "Say Once", response "Nevermind" ends conversation and consequently there is no chance to continue the conversation and reach stage 70.
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Jenna Fields
 
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Post » Fri May 04, 2012 2:35 am

Thanks you for trying to help. Unfortunately I still cannot get the quest to advance.
Spoiler
I assume you are referring to the dead bodies in the pit by the ladder to the Baron's house. Unfortunately, jumping down into the pit and even looting all the bodies did not trigger the quest advancement. So I had a go at solving the mystery using my limited CS knowledge and I noticed that BANSkingradSewerCMBBodiesTrigZoneScript is looking for GetStage BANSkingradMissingBodyQuest == 90 - should this not be >90? To complicate matters further, I reckon I had already jumped into that pit before I found the human blood, ie at BANSkingradMissingBodyQuest 90, so it should have worked then. It is defintively not working at queststage 95.
Hope Ii am making sense. Many Thanks again for your help!
That weird because this part works for everyone else.
Spoiler
There are 3 clues to find. Do you have them all? I mean the 2 other even if you don't get the corpses.
I could be wrong but topic "I’d like to report a crime" has flag "Say Once", response "Nevermind" ends conversation and consequently there is no chance to continue the conversation and reach stage 70.
We checked the script and fixed it for next version.
Spoiler
Well when I designed this part, the point was to let the player retract and forget about it. It sure won't update to next stage but it doesn't matter. Maybe the dialog should still be available though until you decide either to report it or further in the quest when it is appropriate (that is if it is not already). It is just further complication for nothing much. Anyway, this issue is not quest threatening in a sense that you can still do the rest without ever getting to stage 60 and 70.
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Trish
 
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Post » Fri May 04, 2012 5:36 am

I could be wrong but topic "I’d like to report a crime" has flag "Say Once", response "Nevermind" ends conversation and consequently there is no chance to continue the conversation and reach stage 70.

Yes you're right, however that's not the same as the quest ending. The quest is still running, and you will be able to progress further at a later point. Don't worry about not being able to get to stage 70, it is not vital - you don't need to wait for our next update to continue the quest.
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Marta Wolko
 
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Post » Fri May 04, 2012 3:13 am

That weird because this part works for everyone else.
Spoiler
There are 3 clues to find. Do you have them all? I mean the 2 other even if you don't get the corpses.

I think I have found all the clues.
Spoiler
I initiallly only found the suspicous letter in the Baron's house, and then while doing a thorough top to bottom search found the hidden sewer entrance, so I went into the sewer, found the dropped note, searched the rest of the sewer (I think I already jumped into the pit with the bodies at this point), went back to the Baron's house (through the front door, in case it matters) and finally found the blood, which gave me the journal update about the letter and the blood and told me to keep looking, so I went back into the sewers, definitively went into the pit with the bodies, looted every last worthless item of them, but I get no more quest updates. I even dropped the dropped note and picked it up again in case that helps and also already spoke to the person named in the dropped note, but of course that person does not have anything to say yet.
Since it seems something is not working in my set-up, are there any console commands or anything else I could do to debug this?
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Milagros Osorio
 
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Post » Thu May 03, 2012 3:44 pm

I think I have found all the clues.
Spoiler
I initiallly only found the suspicous letter in the Baron's house, and then while doing a thorough top to bottom search found the hidden sewer entrance, so I went into the sewer, found the dropped note, searched the rest of the sewer (I think I already jumped into the pit with the bodies at this point), went back to the Baron's house (through the front door, in case it matters) and finally found the blood, which gave me the journal update about the letter and the blood and told me to keep looking, so I went back into the sewers, definitively went into the pit with the bodies, looted every last worthless item of them, but I get no more quest updates. I even dropped the dropped note and picked it up again in case that helps and also already spoke to the person named in the dropped note, but of course that person does not have anything to say yet.
Since it seems something is not working in my set-up, are there any console commands or anything else I could do to debug this?
Maybe it is another case of out of order things though I think we checked for those.
Spoiler
Correct order would be Blood bottle and Letter in the house (in whatever order), then the cadavers in the pit. So maybe you upsetted the "if" and "else" and those are really picky :smile:
To set the quest on next step:
Spoiler
Use the console to type:
SetStage BANSkingradMissingBodyQuest 100
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Jeff Tingler
 
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Post » Fri May 04, 2012 4:06 am

When you are done with the Missing Body quest, I would like you all to http://forums.nexusmods.com/index.php?showtopic=568117http://forums.nexusmods.com/index.php?showtopic=568117please, to help us make better quests for better cities!
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Josh Lozier
 
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Post » Thu May 03, 2012 7:48 pm

Maybe it is another case of out of order things though I think we checked for those.
Spoiler
Correct order would be Blood bottle and Letter in the house (in whatever order), then the cadavers in the pit. So maybe you upsetted the "if" and "else" and those are really picky :smile:

As far as I recall there is no required order here, it should work regardless of the order this is done. But when I get home from work I'll take a look at the scripts.
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gemma
 
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Post » Thu May 03, 2012 2:04 pm

Sounds like you have another mod loaded after BC which is editing Leyawiin. Fix your load order.

I really don't....I don't have anything that edits Leyawiin or the Leyawiin Castle Area.
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Nicole Mark
 
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Post » Thu May 03, 2012 2:03 pm

Thanks you for trying to help. Unfortunately I still cannot get the quest to advance.
Spoiler
I assume you are referring to the dead bodies in the pit by the ladder to the Baron's house. Unfortunately, jumping down into the pit and even looting all the bodies did not trigger the quest advancement. So I had a go at solving the mystery using my limited CS knowledge and I noticed that BANSkingradSewerCMBBodiesTrigZoneScript is looking for GetStage BANSkingradMissingBodyQuest == 90 - should this not be >90? To complicate matters further, I reckon I had already jumped into that pit before I found the human blood, ie at BANSkingradMissingBodyQuest 90, so it should have worked then. It is defintively not working at queststage 95.
Hope Ii am making sense. Many Thanks again for your help!

Confirmed and fixed. Stage 95 did not exist when the script checking for stage 90 was written and tested, so I missed that it needed updating to recognise stage 95 as well. Thanks for letting us know about this. Our next release will resolve this, however I suggest that you do as Ismelda said and setstage to 100 rather than wait, I don't know when our next release will be.

I really don't....I don't have anything that edits Leyawiin or the Leyawiin Castle Area.

You have of course confirmed this by testing, right? By temporarily disabling every ESP loaded after "Better Cities Full.esp" or "Better Cities Full - B&M Edition.esp" and checking in-game.
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Richard Dixon
 
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Post » Thu May 03, 2012 4:26 pm

No. I truly meant to post "I don't believe I have anything that edits the Leyawiin area."

I did, however, earlier had Better Cities installed with the Open Cities option and the flood disabled (for some reason, I was sure I had chosen to enable it upon install). I did a clean save before I reinstalled it without Open Cities and the flood enabled. I have the Better Cities Full FPS patch installed, Kvatch Rebuilt, Stirk, and Tamriel Heightmaps to name a few.
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Pat RiMsey
 
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Post » Thu May 03, 2012 11:00 pm

Well then, you have another mod loaded after BC which is editing the Leyawiin worldspace. Once you do the test I just described you'll be able to find out which ESP is the cause, and move it before the BC ESP.
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Lindsay Dunn
 
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Post » Thu May 03, 2012 2:51 pm

Maybe it is another case of out of order things though I think we checked for those.
Spoiler
Correct order would be Blood bottle and Letter in the house (in whatever order), then the cadavers in the pit. So maybe you upsetted the "if" and "else" and those are really picky :smile:
To set the quest on next step:
Spoiler
Use the console to type:
SetStage BANSkingradMissingBodyQuest 100
Many Thanks for your advice - making good progress on the quest now. I will fill in the questionaire when I am all the way through.
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Kayla Oatney
 
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Post » Thu May 03, 2012 6:32 pm

Vorians, just thought I'd let you know that I did fix that problem I was having with 5-1-2, though I didn't get around to actually doing it until 5-1-5, it was definitely what I thought, and remaking my patches fixed it. Did them in a slightly more intelligent way this time too, so hopefully they won't break next time you update.
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Louise Andrew
 
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Post » Thu May 03, 2012 10:04 pm

Thanks for letting me know, Nephenee.

VKS, it will surely please Ismelda to have someone fill in the questionaire for the von Zarov quest!
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Lyndsey Bird
 
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Post » Thu May 03, 2012 9:07 pm

I just stumbled across OC3's "Better Cities Imperial City Lighting Overhaul" [http://tes.nexusmods.com/downloads/file.php?id=39149]. Claiming "I discovered that there were originally 2, yes 2, light sources inside of each streetlamp and wall mounted lamp in Better Cities IC", and both use animated flames, so the mod removes one of each to improve FPS.

Wondered if the team was aware of this, and (assuming it has merit) if there are any plans to incorporate it? Otherwise it might be worth noting in the OP. (Haven't tried it myself. Still trying to build a stable setup.)

-Dubious-
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Emilie Joseph
 
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Post » Thu May 03, 2012 7:53 pm

I just stumbled across OC3's "Better Cities Imperial City Lighting Overhaul" [http://tes.nexusmods.com/downloads/file.php?id=39149]. Claiming "I discovered that there were originally 2, yes 2, light sources inside of each streetlamp and wall mounted lamp in Better Cities IC", and both use animated flames, so the mod removes one of each to improve FPS.

Wondered if the team was aware of this, and (assuming it has merit) if there are any plans to incorporate it? Otherwise it might be worth noting in the OP. (Haven't tried it myself. Still trying to build a stable setup.)

-Dubious-
Yep there is. We do not use light bulb but real flame for Better Cities. And the flames are in the lamp post. The problem being that they do not give enough light if I use only one flame so I intensified the light with a second flame. It is all done on purpose and won't change. Most people have FPS issues during the day and not the night... (I mean the flames are not even active during the day).
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Elizabeth Lysons
 
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