[Relz] Bananasplit's Better Cities - Thread 44

Post » Fri May 04, 2012 1:09 am

http://www.gamesas.com/topic/1224586-relz-bananasplits-better-cities-thread-43/

"This is a translation of Bananasplit's awesome Better Cities mod, which aims at making all the cities in the game more beautiful.
All credit goes to Bananasplit for the creation of his mod."


As you know we took over the job started by Satu with Skingrad and Bravil. The following cities from Bananasplit's Better Cities were also translated:
- Imperial City Market
- Chorrol
- Anvil
- Leyawiin
Then we added Reckless' Better City Cheydinhal, Wolfslady's Better City Bruma & Better Arboretum, SilentResident's ImpeREAL, jf2ln Anvil Bay and Bravil Dock and finally OnWard Softworks (aka TheXanadu & TheLastVoice) 's Leyawiin Port.

All these files are in the same pack in http://www.tesnexus.com/downloads/file.php?id=16513.
Expect new Patches/Fixes/Enhancements every Now and Then

Find the http://www.scharesoft.de/joomla/forum/showthread.php?t=18464.
Find the http://www.4shared.com/dir/RjhXQDmA/Oblivion_Japanese_Translation_.html (from version 4.6.1c), with http://www.4shared.com/file/ouD6qoOE/BBC461c__v08.html

_______________________________________________________
Technical Features:
Unique range of formID for each City/district:
Allow the merging of the esp while using TES4Gecko to never change any formID and thus banishing forever the need of clean saves between different version (started on version 4.3.0). This step was needed because of the Modularity of the mod. [Tool used: TES4Edit]
Modularity:
Each IC District is offered in two ways: as a separate ESP on its own, or as part of two merged Full ESPs. This allows users to pick and choose which Districts to use, so if they don't like one they can choose not to use it. Yet if you do want to use all cities, there's a single ESP for all, and if you want all IC Districts, there's a single ESP for all, which helps reduce the number of active ESPs in your load order if you do want every city and every District. We expand this concept into the FPS patch ESPs as well! [Tool used: Brains!!!]
Unique worldspace in the Imperial City:
Allow to have a separate Map for the Imperial City and also to banish any conflict with any mod dealing with the Imperial Isle (Unique Landscape Imperial Isle and others) as the districts do not share their landscape edition with the Imperial Isle anymore. The drawback is that the Better Imperial City needs to be loaded last (or so) in your load order to ensure that no mod is resetting the IC to its initial worldspace. You also can't fast travel outside the city (Speed is Limited!) but you need to get out of the IC to be able to fast travel to other places outside the IC. [Tool used: TES4Edit]
Way of dealing with Doors:
We replace the doors by BC version of the same doors when we have to move them from their vanilla position. The vanilla doors are disabled and made non persistent so that their state wont be kept in your saved game and if you remove Better Cities, the vanilla doors will automatically be back at their right place without any issue. [Tool used: Brains!!!]
Customization:
Nearly each city/district has its own customization based on the users preferences on gore, FPS issue and compatibility with other mods. The customization comes in 2 different way: In Game Menu for those who use OBSE (which is recommended also to use Streamline and lower the FPS hit of Better Cities) and Manual where the user needs to enter some console commands to achieve the customization desired. [Tool used: OBSE and Brains]
BAIN & Scripted Installation:
The installation which comes in 3 archives (Mains files with the esp/esm, Main resources with the bsa archives and Update to the Resources if and when needed) is all scripted to facilitate an omod installation with Oblivion Mod Manager. In the same way, the archives are packaged to allow an easy BAIN Installation when Using Wrye Bash. [Tool Used: OBMM and Wrye Bash]
Cleaned ESP:
All our plugins are cleaned with TES4Edit to limit the conflicts with Oblivion Vanilla and Other mods. Of course this doesn't mean that others mods wont conflict with Better Cities but just that we took extreme precautions to limit those conflict as much as we could. Before reporting any conflict, make sure that Better Cities is loaded after the mod you think is conflicting. [Tool used: TES4Edit]
PiFFYed Meshes:
All our meshes are PyFFIed and further stripped of useless data to ensure an optimum performance in game. [Tool used: PyFFI]
BSA Archives:
All the main resources are then packaged into BSA archives (when this is possible) to allow an easy install/uninstall. The BSA are separated into different categories for customization purposes (B&M or vanilla Bravil textures for instance) and translation purposes (English Names on Textures and English Dialogs which can be replaced by their translated version for any other language). [OBMM BSA Creator]
An ESM (A Master):
Early on we found that some new resources were being used by more than one city. Without an ESM, this means duplication of base objects in each ESP - not very tidy! So we adopted a single ESM to contain base records for all cities and Districts to reference as needed. Dialogue also goes into the ESM, as some of our dialogue is voiced, but voice files are stored in the Data folder based upon the ESM or ESP they are used by - since BC is modular, this gets messy as the same dialogue used by Better Cities - Chorrol.esp is needed by Better Cities Full.esp. So to avoid duplication of MP3s, the dialogue was moved into the ESM, allowing the MP3s to be stored once for use by the ESM only. Also (!) we store ALL interiors in the ESM instead of in each city or District ESP which makes creation of AI packages simpler as they can safely reference interiors from multiple cities or Districts. At the same time, this allows for the possibility of other ESPs to use the BC interiors without needing to be dependent on the BC ESPs. This means more to modders than mod users of course! [Tools used: TES4Edit and Brains!!!]
Built-in compatibility with other popular mods:
(Where possible)
Better Cities is specially tweaked in some locations to enable compatibility with other conflicting mods, without the need for patches. Examples include Bravil for Lost Spires, Bruma for Heart of the Dead, and the Arboretum for Let the People Drink. Lost Spires moved the city walls and raised some land up beside the Chapel to place a new building. Better Cities also moves the city walls to match Lost Spires, and raises the land height, so that Lost Spires' new building fits in perfectly. Yet this area is NOT left empty if you don't use Lost Spires. Without Lost Spires, you'll find a burnt out house ruin on the same spot, so you won't realize the area is reserved for Lost Spires. We do this for other mods as well! [Tool used: Brains!!!]

_______________________________________________________
Requirements
Official Oblivion and Shivering Isles patched with http://static.gamesas.com/Oblivion/Oblivion_v1.2.0416English.exe (or whichever version you need for your language).

_______________________________________________________
Video Preview
http://www.youtube.com/watch?v=A9Iu5Mu22sQ by mrcrusty. Thanks!!!
You can also http://www.tesnexus.com/downloads/file.php?id=14584 to get a better quality.

http://www.youtube.com/watch?v=4Ajw0xdSCOg
http://www.youtube.com/watch?v=bdz3nwPw7S8
http://www.youtube.com/watch?v=MSz3WoNrYTw
http://www.youtube.com/watch?v=Qh4wwpDXVjM
http://www.youtube.com/watch?v=0Q8DQkT2TPQ
http://www.youtube.com/watch?v=-zBpGMyIEnw
http://www.youtube.com/watch?v=41ryK572TkY
http://www.youtube.com/watch?v=zMarn0-gblQ
http://www.youtube.com/watch?v=7FlqGNQbsIw
http://www.youtube.com/watch?v=cGGmbXUbwIM
http://www.youtube.com/watch?v=GzCHYT1tR7E
http://www.youtube.com/watch?v=bNlqwF41bX4
http://www.youtube.com/watch?v=usNORqG7V-I
http://www.youtube.com/watch?v=WrFgnwf7ems

_______________________________________________________
Compatibility Patches & Fixes
Textures mods: No textures is altered by these mods so any mod changing the textures is compatible.
Unofficial Oblivion Patch: This mod is recommended with Better Cities because it fixes many things like for instance the giant scrying balls being handled as static without havoc which comes handy around Bruma, plus many other things that should have been addressed by Bethesda.

Integrated
http://www.tesnexus.com/downloads/file.php?id=13303: Integrated in Better Cities IC Market and Temple Districts.
http://www.tesnexus.com/downloads/file.php?id=19589.
http://www.tesnexus.com/downloads/file.php?id=10256: Integrated in Better Cities IC.
http://www.tesnexus.com/downloads/file.php?id=14957: Integrated into Better Cities IC Market District.
http://www.tesnexus.com/downloads/file.php?id=3868: Integrated into Better Cities IC Talos Plaza.
http://www.tesnexus.com/downloads/file.php?id=3771: Integrated into Better Cities IC Palace.
http://www.tesnexus.com/downloads/file.php?id=4620: Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=4650: Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=4651: Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=3172.
http://www.tesnexus.com/downloads/file.php?id=33191.

Already Compatible
http://www.tesnexus.com/downloads/file.php?id=11495 OK (Arrival at Leyawiin Harbour possible by Robert Evrae. This requires OBSE v14+)
http://www.tesnexus.com/downloads/file.php?id=19039 OK (created compatible by RGM)
http://www.tesnexus.com/downloads/file.php?id=12016: OK (special version of Bravil)
http://www.tesnexus.com/downloads/file.php?id=9858: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=12249 (aka MMM, OOO, Fran & Warcry): OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=7825: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=9724: OK (source Lyre)
http://www.tesnexus.com/downloads/file.php?id=13692: OK (version 1.3+)
http://www.tesnexus.com/downloads/file.php?id=15617: OK (source Greenwarden & IceMan80)
http://www.tesnexus.com/downloads/file.php?id=14829: OK (source SheerShaw)
http://www.tesnexus.com/downloads/file.php?id=7902: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=11249: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=6895 OK (Compatible esp created by Geniel)
http://www.tesnexus.com/downloads/file.php?id=17201 OK (Compatible esp created by Lametrie)
http://www.tesnexus.com/downloads/file.php?id=14425: OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=17644 OK (created compatible via quest by AlexKnight1978)
http://www.tesnexus.com/downloads/file.php?id=16316 OK (created compatible by Ervvyn with OBSE v0014a+ detection)
http://www.tesnexus.com/downloads/file.php?id=6846: OK (source Bluepie)
http://www.lostspires.com: OK
http://www.tesnexus.com/downloads/file.php?id=9655: OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=19628 OK (by Ismelda)
http://kvatch.net/forum/viewtopic.php?t=887: OK (Source BBC Team)
http://www.tesnexus.com/downloads/file.php?id=22226: OK (Source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=6779: OK (Source Vorians)
http://www.tesnexus.com/downloads/file.php?id=11999: OK (Source Vorians)
http://theelderscrolls.info/?go=dlfile&fileid=349: OK (BG2408)
http://www.tesnexus.com/downloads/file.php?id=10223 OK since version 2.4
http://www.tesnexus.com/downloads/file.php?id=22155 OK since version 1.5.2

Minor Issues
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=991: OK except for few floating signs (source Whitestrake)
http://www.tesnexus.com/downloads/file.php?id=14853: OK need to disable a wine barrel with the console (source Vorians)

Incompatible
http://www.tesnexus.com/downloads/file.php?id=14442: NO but Better Cities have their own City Defenses now.
http://www.tesnexus.com/downloads/file.php?id=11333: NO with IC Market only (source 2Cold Scorpio-RGc1)
http://www.leiawen.net/ceedee/BabSite/html/addons.html: NO with IC Market only (source wmj)
Artifacts of the Ancestors with Blood & Mud and thus with Blood & Mud Editions of Better Cities.

Users Fixes and Patches
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=4513 http://www.tesnexus.com/downloads/file.php?id=17454: OK (Patch by Roxas116)

Patches & Replacers included
http://www.tesnexus.com/downloads/file.php?id=18203 OK (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=14601: OK (BBC must be loaded after VHB to ensure highest compatibility) (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=11778 OK (Replacer by Vorians & Arthmoor)
http://www.tesnexus.com/downloads/file.php?id=14939 OK (patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=19228 OK (patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=19058 OK (made compatible by Ismelda)
http://www.stephanewuttunee.net/tnr_tie.html: OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=3027: OK (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=7155: OK (Replacer by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=11598: OK (Patch by BluePie)
http://www.tesnexus.com/downloads/file.php?id=7663: OK (Replacer by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=8714: OK (Patch by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=9357: OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=11189: OK (Patches by Vorians).
http://www.tesnexus.com/downloads/file.php?id=5156: OK (Patch by Vorians) Load Better Cities after Thievery in the Imperial City and the patch after Better Cities.
http://www.tesnexus.com/downloads/file.php?id=3849: OK (Patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=9324: OK (Patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=25839: OK (Patch by Chaky)
http://www.tesnexus.com/downloads/file.php?id=24453: OK (Patch by Ismelda)

_______________________________________________________
FPS Tips:
Use http://www.gamesas.com/bgsforums/index.php?showtopic=795779
You can alter your Oblivion.ini file (After a Backup) to change these settings (http://www.gamesas.com/bgsforums/index.php?showtopic=794126&st=129#)
fLODFadeOutActorMultCity: Default value is 1. Change it to lower the distance you see NPCs in the city. Suggestion 0.4 - 0.8
fLODFadeOutItemMultCity: Default value is 1. Change it to lower the distance you see items in the city. Suggestion 0.4 - 0.8
fLODFadeOutObjectMultCity: Default value is 1. Change it to lower the distance you see objects in the city. Suggestion 0.4 - 0.8
(I use it at 0.8 for the 3 of them).
_______________________________________________________
Possible Issues & FAQ
You might encounter some items that are really out of place when you update your Better Cities.
I don't have any explanantion on why this happens but the only way to fix it is:
- Uncheck the Better Cities plugins (cities, fixes, patchs at additions).
- Save your game.
- Re-enable the better cities plugins and load the game.
All should be back to normal. If you do not want to loose any quest progress (there are some small quests in now), do not uncheck the master (Better Cities Resources.esm) as it holds all the quests.

Also check our http://thenexusforums.com/index.php?showtopic=220413 for instant answers to most commonly asked questions.
_______________________________________________________
Bug Reports
Read the http://www.gamesas.com/bgsforums/index.php?showtopic=449239 pinned in this forum.
- Try to make Beta Comments (Tracking Down Problems With Specific Mods in the Oblivion Mods FAQ)
- Post a picture of the issue if possible (we spent more time modding than actually playing. We test the stuff we just created but we are humans and still can miss things).
- When taking a screenshot, open your console and type in
  • SDT 33 (then enter)
  • TDT (then enter and close the console)
This will bring to the screen coordinates, cell name and so on which helps to locate where you are and where your bug was found.
Open the console and type TDT again to remove all the info from your screen.
_______________________________________________________
Projects of Interest about Cities:
http://www.gamesas.com/bgsforums/index.php?showtopic=796509
http://www.gamesas.com/bgsforums/index.php?showtopic=817511

_______________________________________________________
Alternative Mods:
http://www.tesnexus.com/downloads/file.php?id=19589 by SilentResident

_______________________________________________________
Free Doors and Used Free Doors:

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ICMarketWestMap.jpg
Door 3 is reserved for the http://www.tesnexus.com/downloads/file.php?id=19058.
Door 4 is reserved for the http://www.tesnexus.com/downloads/file.php?id=3172.
Door 5 has an interior included in the ICMarket.
Door 6 is reserved for http://www.tesnexus.com/downloads/file.php?id=8714.
Doors 1 & 2 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ICMarketEastMap.jpg
Door 10 is reserved for the http://www.tesnexus.com/downloads/file.php?id=14957.
Door 11 is reserved for the http://www.tesnexus.com/downloads/file.php?id=7155.
Door 13 is reserved for the http://tesnexus.com/downloads/file.php?id=13692.
Door 14 is reserved for the http://tesnexus.com/downloads/file.php?id=13303.
Doors 7, 8, 9 & 15 are free.

http://bettercities.free.fr/2009/02/BBCMarketUpperLevelMap.jpg
Doors 16 & 19 are free.

http://bettercities.free.fr/Maps/Labelled/Anvil.jpg
Doors with ??? are free.

http://bettercities.free.fr/Maps/Labelled/Bravil_BnM.jpg
No Free Doors

http://bettercities.free.fr/Maps/Labelled/Bravil.jpg
No Free Doors

http://bettercities.free.fr/Maps/Labelled/Leyawiin.jpg
No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_LeyawiinDockMap.jpg
Doors with ??? are free.

http://bettercities.free.fr/Maps/Labelled/Bruma.jpg
No Free Doors

http://bettercities.free.fr/Maps/Labelled/Cheydinhal.jpg
No Free Doors.

http://bettercities.free.fr/Maps/Labelled/Chorrol.jpg
No Free Doors

http://bettercities.free.fr/Maps/Labelled/Skingrad.jpg
2 doors are free.


_______________________________________________________
Injected Records
Bananasplit's Better Cities Team will use a range of Injected ID into Oblivion.ESM which is from
0000FB00 to 0000FBFF
It is a range of 256 records which are free in Oblivion.ESM that we will use for toggle items to ensure compatibility with other mods without having to make patches or dependent files.
Please do not use any ID from this range in your own mods.

_______________________________________________________
For Translators:
My psd files of the shop signs are http://www.megaupload.com/?d=LCL06VKL
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Fri May 04, 2012 4:18 am

Hi !
Back from up north, I tried to find out if the incompatibilities between BetterCities and Reclaiming Sancre Tor have been fixed, but no luck.
Can I use both now (BC 5.1.1 and RST RC1.0.4) without major issue(s) ?
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

Post » Thu May 03, 2012 11:40 pm

Yes. All but one conflict has been resolved as I removed the conflicting objects from BC in Bravil, and added a toggle for the conflicting objects from BC in the Arena District. DarkRider resolved the conflicts with Arboretum, Elven Gardens and Skingrad by editing Reclaiming Sancre Tor - I don't even know what these conflicts were as he told me he'd resolve them at the same time as telling me they existed so I never looked into them.

The only remaining conflict is in the Waterfront. I suggested a way for the conflict to be resolved with minimal impact by making a small change to RST at the end of October, and have since been waiting patiently for DarkRider to get back to me.
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Thu May 03, 2012 4:44 pm

Howdy all.

First off, thanks for the great mod - really livens things up and I can't imagine going back now that I have it installed. Guess that means I'm invested.


I searched through about 10 previous threads, so my apologies if these was answered in the past, but I have a few questions about locked shop doors. Well, more specifically, doors that appear locked and show a red hand when moused-over, but are perfectly legit to enter and don't require lock-picking. Mostly I notice this with the Bravli herbalist when I start a game by slumming it, but I think I've seen a few NPCs standing outside of shops trying to enter under similar conditions. Digging around with TES4Edit, I notice that the problem goes away when I remove her 'No Low Level Processing' flag, but can I then assume that the quasi-locked doors are there to save some processing power? If so, and if I wanted to unlock the doors in an efficient fashion, would adding a game-mode global script be appropriate, or perhaps adding a "Keymaster" NPC whose only job is to lock and unlock doors via once-a-day AI packages. I've heard tell that the NPC packages are checked once every 5 seconds or so, versus once every frame, but I'm a little new to all of this.

Anyhow, thanks once again! Really great stuff.


Er, post-script, I suppose. While slumming it, and with UL Bravil Barrowfields installed, I've noticed that an azaela pops up in the doorway of the shack near the stables: Barrowfields formID 2E49. It's overriden by the compatibility patch but rotated, not moved. Also, the terrain for BC Bravil, I think untouched by UL, has some rather unsightly grass growing through the floor of the baker out there, Tamriel BravilStables00 (361C). Could be mistaken on that last bit though, as it might all be in BravilStables01 (65DE) which the compatilbility patch edits but UL does not.


(If anyone wants to send me a face code that looks like this: http://www.gamersriot.com/wp-content/uploads/2011/03/rick-moranis-ghostbusters-250x248.jpg, that would be fantastic).
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Thu May 03, 2012 11:04 pm

Earlier today, http://www.tesnexus.com/downloads/file.php?id=16513 was uploaded. This is a minor update, the main change being an attempt to fix a small but awkward glitch which may occur during the Skingrad quest The Plot Thickens, where attempting to do certain actions out of sequence from how we intended could break the quest. Some other less-important changes too, following is the changelog:

Changelog:
v5.1.2:
-Changes to quest script for Skingrad quest The Plot Thickens, should prevent game getting stuck on two occasions when the player is supposed to wait a given time and then return to an NPC for new information. If you're already stuck waiting for an anolysis or translation to be completed and have waited more than the expected time, you may need to load an earlier save from before you were first told to come back another day.
-Topal Trading Company offices in Leyawiin port's southern harbour now contain office workers (they have nothing to say, they just work at their desks - non-stop).
-Lighting reduced slightly in Topal Trading Company offices to prevent radiation sickness.
-All AI packages set to Wander "In Cell" without a specific target changed to use a specific target after being told that Wander "In Cell" is bugged and doesn't work as intended.
-Anvil open worldspace pond water height raised to match the closed worldspace.





Howdy all.

First off, thanks for the great mod - really livens things up and I can't imagine going back now that I have it installed. Guess that means I'm invested.


I searched through about 10 previous threads, so my apologies if these was answered in the past, but I have a few questions about locked shop doors. Well, more specifically, doors that appear locked and show a red hand when moused-over, but are perfectly legit to enter and don't require lock-picking. Mostly I notice this with the Bravli herbalist when I start a game by slumming it, but I think I've seen a few NPCs standing outside of shops trying to enter under similar conditions. Digging around with TES4Edit, I notice that the problem goes away when I remove her 'No Low Level Processing' flag, but can I then assume that the quasi-locked doors are there to save some processing power? If so, and if I wanted to unlock the doors in an efficient fashion, would adding a game-mode global script be appropriate, or perhaps adding a "Keymaster" NPC whose only job is to lock and unlock doors via once-a-day AI packages. I've heard tell that the NPC packages are checked once every 5 seconds or so, versus once every frame, but I'm a little new to all of this.

Anyhow, thanks once again! Really great stuff.


Er, post-script, I suppose. While slumming it, and with UL Bravil Barrowfields installed, I've noticed that an azaela pops up in the doorway of the shack near the stables: Barrowfields formID 2E49. It's overriden by the compatibility patch but rotated, not moved. Also, the terrain for BC Bravil, I think untouched by UL, has some rather unsightly grass growing through the floor of the baker out there, Tamriel BravilStables00 (361C). Could be mistaken on that last bit though, as it might all be in BravilStables01 (65DE) which the compatilbility patch edits but UL does not.


(If anyone wants to send me a face code that looks like this: http://www.gamersriot.com/wp-content/uploads/2011/03/rick-moranis-ghostbusters-250x248.jpg, that would be fantastic).

The Bravil herbalist should indeed not have "No low level processing" ticked to prevent her keeping the shop locked until you're inside. This will be changed in our next release. Thanks for mentioning it!

You got the Form ID wrong for that bush, it was actually Barrowfields 2E4A. 2E49 is correctly relocated (it isn't rotated, as it's a bush and you cannot rotate bushes and trees), but I missed the other bush in the doorway as I keep leaves turned off in the CS, making bushes very hard to spot. I have uploaded onto the UL patches page a BC patches update for both Barrowfields patches, disabling this second bush as well as an unwanted rock, and removing the grass growing through Yvette's shack floor.
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Thu May 03, 2012 2:10 pm

Fantastic, thank you very much. Sorry about the azalea. While you're poking around in that area, I believe that the grain sack BC Full 020870 in the slum should be set to be owned by the player, as everything else in there already is.
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Thu May 03, 2012 3:01 pm

Hey folks. I just sort of wanted to stop by and offer my thanks for all the continuing amazing work on this mod. It's been a few months since I was last able to sit at my neglected gaming computer (yay bilateral knee replacements) and as usual the BC updates just keep on comin'... I'm still back at version 4.9.something. This morning's devoted to dl'ing and installing the latest releases of my 300+ mods and I have a bad feeling I'll be spending the next few hours struggling with something or other having imploded, likely due to my own stupidity... but it's always worth the effort when I finally get everything up and playing nicely together. Kudos!
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Eoh
 
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Post » Fri May 04, 2012 4:39 am

Thanks for new quests.
I just started "Sickness in the Arboretum" but stuck on stage 20.
First talked with the day patrol and second response in topic BANICArbGuardTopicRG01Sickness01 has in choices topic BANICArbGuardTopicRG01Sickness01.
I'm not sure, but this shouldn't be BANICArbGuardTopicRG01Sickness02?
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k a t e
 
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Joined: Fri Jan 19, 2007 9:00 am

Post » Fri May 04, 2012 2:13 am

Loving the updates, but I do miss the redwoods in Anvil Bay. The harbor feels so empty without them. :( Plus they made a nice transition to UL:Lost Coast. Please, please bring them back!
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Luis Reyma
 
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Joined: Fri Nov 02, 2007 11:10 am

Post » Thu May 03, 2012 10:29 pm

Thanks for new quests. I just started "Sickness in the Arboretum" but stuck on stage 20. First talked with the day patrol and second response in topic BANICArbGuardTopicRG01Sickness01 has in choices topic BANICArbGuardTopicRG01Sickness01. I'm not sure, but this shouldn't be BANICArbGuardTopicRG01Sickness02?

I think you're probably right, it does look like it ought to link to 02 instead of back to 01. Changed for next release.

EDIT

Loving the updates, but I do miss the redwoods in Anvil Bay. The harbor feels so empty without them. :( Plus they made a nice transition to UL:Lost Coast. Please, please bring them back!
Really? I thought they looked out of place, there aren't redwoods in this part of Cyrodiiil, which is why I cut them down. Thought it might help anyone with FPS issues round the bay.

Anyone else missing those trees and wanting them back?
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Flash
 
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Post » Fri May 04, 2012 6:18 am

True there aren't any redwoods around in vanilla, but with UL:Lost Coast, there are patches of them nearby, going northwards along the coast. I always loved how BC and UL fit so perfectly together at the little lagoon just before the climb up to the runestone, with redwoods towering all around...
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Music Show
 
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Joined: Sun Sep 09, 2007 10:53 am

Post » Fri May 04, 2012 3:11 am

I'd like the redwoods too, unless they are killing the FPS. Reminds me of the coastline around here (Northern California), especially Carmel and Pebble Beach.
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Destinyscharm
 
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Joined: Sun Jul 23, 2006 6:06 pm

Post » Thu May 03, 2012 6:42 pm

Also a fan of the redwoods.
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Yonah
 
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Post » Thu May 03, 2012 8:28 pm

Then I guess I'll replant them. Where's my spade?
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Grace Francis
 
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Joined: Wed Jul 19, 2006 2:51 pm

Post » Thu May 03, 2012 11:21 pm

I know this will probably sound odd, but I'm getting very strange behaviour from

\textures\bettercitiesresources\clothes\mtc\upperclass\goldpants05f.dds

Its not affecting things in game, but it isn't displaying properly in Blender or Paint.net, though it WILL show up properly in NIFScope. Though I've then had it get massively corupted for reasons I"m still unsure of, in which case it doesn't work at all in anything.

I've extracted it from the BSA multiple times, and its the same each time. I can provide screenshots if necessary.
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Emilie M
 
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Joined: Fri Mar 16, 2007 9:08 am

Post » Thu May 03, 2012 6:48 pm

If it works in game, then I think that's all that matters in terms of mod-support. It's in an MTC folder which means it's come from either one of the two mods by Nernie integrated into Better Cities, or it is part of one of the new interiors Nernie created just for Better Cities. Either way, it's a DDS so I don't know much of anything about it. Take it to a texture person, perhaps?

I still haven't found my spade. Rather silly considering how many I found in Skyrim, yet I can't find any in Cyrodiil.
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trisha punch
 
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Post » Fri May 04, 2012 3:53 am

Now this is the height of nitpicking, but can someone else confirm this?

In the waterfront, inside the abandoned shack where there are 2 stragglers, there is a missing mesh object added by BC (I think it is a rope - last I checked 3 versions ago, Refscope told me it was from BC). I am nowhere in the area, so can't check (I don't fast travel at all) if true in the latest version.
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Robyn Howlett
 
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Post » Thu May 03, 2012 6:43 pm

Now this is the height of nitpicking, but can someone else confirm this?

In the waterfront, inside the abandoned shack where there are 2 stragglers, there is a missing mesh object added by BC (I think it is a rope - last I checked 3 versions ago, Refscope told me it was from BC). I am nowhere in the area, so can't check (I don't fast travel at all) if true in the latest version.

The Abandoned Shack is a vanilla interior, not from BC. So there is nothing in this interior added by BC, must be missing from some other mod you're using.
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chinadoll
 
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Joined: Tue Aug 22, 2006 5:09 am

Post » Thu May 03, 2012 5:00 pm

Yay! :dance:

Vorians.additem 000251A8 1
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DarkGypsy
 
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Joined: Tue Jan 23, 2007 11:32 am

Post » Thu May 03, 2012 9:53 pm

Yay! :dance:

Vorians.additem 000251A8 1

Thanks. Now I need some redwood seeds. The gardener from the IC Bathing House ought to have some, I'll go ask her.
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Janine Rose
 
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Post » Thu May 03, 2012 7:03 pm

BBC Team,

You may or may not be aware of this but the info is not in your compatibility section. A mod called 'A sneaky Buy - BETTER CITIES' http://www.tesnexus.com/downloads/file.php?id=36803 uses door #16 in the Imperial City Market Upper Level (marked free).

-MA
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Leah
 
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Joined: Wed Nov 01, 2006 3:11 pm

Post » Thu May 03, 2012 9:23 pm

Hi guys,

I am having a problem where Oblivion crashes while loading the main title screen on startup. This problem starts as soon as I install Better Cities Full (no Open,VWD, FPS patch etc.) and I have tried everything I can think of to solve the problem; making sure I have all the compatibility patches, all the master file were present, fully installed through OBMM, Bashed Patched, BOSS...

The crash ceases as soon as I uninstall Better Cities so I am almost certain it is the cause.

Below is my load order, apologies I don't know how to make it a spoiler.

I hope someone can help me!


Active Mod Files:

? 00 Oblivion.esm
? 01 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5b]
? 02 Francesco's Optional New Items Add-On.esm [Version 4.5b]
? 03 Cobl Main.esm [Version 1.72]
? 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
? 05 Mart's Monster Mod.esm [Version 3.7b3p3]
? 06 TamrielTravellers.esm [Version 1.39c]
? 07 FCOM_Convergence.esm [Version 0.9.9a7]
? 08 Kvatch Rebuilt.esm
? 09 Better Cities Resources.esm [Version 5.1.2]
? ? ? Cobl Races TNR.esp [Version 1.53]
? 0A Unofficial Oblivion Patch.esp [Version 3.4.1]
? 0B Better Cities .esp [Version 4.7.0]
? 0C Francesco's Optional Chance of Stronger Bosses.esp
? 0D Francesco's Optional Chance of Stronger Enemies.esp
? ++ FCOM_Francescos.esp [Version 0.9.9]
? ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
? 0E FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
? 0F Fran Armor Add-on.esp
? 10 Fran_Lv30Item_Maltz.esp
? 11 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp
? ++ Item interchange - Extraction.esp [Version 0.76]
? 12 ExnemRuneskulls.esp
? ++ FCOM_ExnemRuneskulls.esp [Version 0.9.9]
? 13 Cobl Glue.esp [Version 1.72]
? 14 Bob's Armory Oblivion.esp
? 15 FCOM_BobsArmory.esp [Version 0.9.9]
? 16 Loth's Blunt Weapons for Npcs.esp
? ++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]
? 17 Oblivion WarCry EV.esp [Version 1.08a]
? 18 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
? ++ OOO-Water_Weeds.esp [Version 1.33]
? ++ OOO-Container_Trap_Instant_Effects.esp [Version 1.33]
? ? ? OMOBS.esp [Version 2.0]
? 19 OOO 1.32-Cobl.esp [Version 1.72]
? 1A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
? 1B FCOM_Convergence.esp [Version 0.9.9]
? 1C FCOM_RealSwords.esp [Version 0.9.9]
? ++ FCOM_DurabilityAndDamage.esp [Version 0.9.9]
? 1D Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
? ++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
? ++ FCOM_SaferRoads.esp [Version 0.9.9]
? 1E Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
? ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
? 1F Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
? 20 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
? 21 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
? 22 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
? 23 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
? 24 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]
? ++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
? ++ TamrielTravellerAdvscript.esp [Version 1.39c]
? 25 TamrielTravellers4OOO.esp [Version 1.39c]
? ++ TamrielTravellersItemsnpc.esp [Version 1.39c]
? 26 TamrielTravellersItemsCobl.esp [Version 1.39c]
? ++ FCOM_TamrielTravelers.esp [Version 0.9.9]
? ++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
? ++ FCOM_BobsGuardUnity.esp [Version 0.9.9]
? ? ? FCOM_FriendlierFactions.esp [Version 0.9.9]
? 27 TIE In.esp [Version 1.2b]
? ++ TIE In - ExnemRuneskulls.esp [Version 1.2b]
? ++ TIE In - Cobl.esp [Version 1.2b]
? ++ TIE In - FCOM Convergence.esp [Version 1.2b]
? ++ TIE In - RealSwords.esp [Version 1.2b]
? ++ TIE In - MMM Gems.esp [Version 1.2b]
? ++ TIE In - MMM Craft.esp [Version 1.2b]
? ++ TIE In - DiverseGuardUnity.esp [Version 1.2b]
? ++ TIE In - BobsGuardUnity.esp [Version 1.2b]
? 28 OOO-WaterFish.esp [Version 1.34]
? ++ MMM-Cobl.esp [Version 1.69]
? 29 Kvatch Rebuilt.esp
? ++ Kvatch Rebuilt - OOO Compatibility.esp
? 2A Kvatch Rebuilt - Leveled Guards - FCOM.esp
? 2B VaultsofCyrodiilBC.esp
? 2C Salmo the Baker, Cobl.esp [Version 3.08]
? ++ FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]
? ++ TIE In - Rebalance.esp [Version 1.2b]
? ++ TIE In - Salmo, Cobl.esp [Version 1.2b]
? ++ TIE In - SlofsHorses.esp [Version 1.2b]
? ++ TIE In - Kvatch Rebuilt.esp [Version 1.2b]
? ++ TIE In - BC-Anvil.esp [Version 1.2b]
? 2D Alternative Start by Robert Evrae.esp
? ++ Item interchange - Placement for FCOM.esp [Version 0.76]
? 2E Cobl Races.esp [Version 1.52]
? ++ Cobl Races - Balanced.esp [Version 1.52]
? 2F Better Cities Full.esp [Version 5.1.2]
? 30 Better Imperial City.esp [Version 5.1.2]
? 31 Better Cities - COBL.esp [Version 2.1]
? ? ? FCOM_Archery.esp [Version 0.9.9]
? ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
? 32 Cobl Silent Equip Misc.esp [Version 01]
? 33 Bashed Patch, 0.esp
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Scott Clemmons
 
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Joined: Sun Sep 16, 2007 5:35 pm

Post » Thu May 03, 2012 5:38 pm

Is your Bashed Patch checkbox green or reddish/purple?
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Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Thu May 03, 2012 7:51 pm

It's green, I always make sure to rebash and use BOSS after every installation, uninstall and reinstall
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Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Fri May 04, 2012 4:52 am

There's a mesh you could try deleting. You'll need to open the BC resource archive (I think it's in the resource update archive) to find the exact location of the mesh. It's in something like Meshes\UE\ or some similar two-letter folder. Find the right folder in that archive, and you'll see which mesh I refer to. Delete it and try again, see if he game will load.
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Taylrea Teodor
 
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Joined: Sat Nov 18, 2006 12:20 am

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