[Relz] Bananasplit's Better Cities - Thread 48

Post » Thu Jun 13, 2013 5:03 pm

http://www.gamesas.com/topic/1435055-relz-bananasplits-better-cities-thread-47/


As you know we took over the job started by Satu with Skingrad and Bravil. The following cities from Max Ischreyt (aka Bananasplit) 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's (aka TheXanadu & TheLastVoice) 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 from version 4.0.2.
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

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Wiki:
http://www.darkcreations.org/better-cities/wiki/index.php/Main_Page
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Technical Features:
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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).

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Video Preview
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Compatibility Patches & Fixes
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Integrated
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Already Compatible
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Minor Issues
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Incompatible
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Users Fixes and Patches
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Patches & Replacers included
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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).
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Possible Issues & FAQ
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Also check our http://thenexusforums.com/index.php?showtopic=220413 for instant answers to most commonly asked questions.

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Bug Reports
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Projects of Interest about Cities:
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Alternative Mods:
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City Maps & Miscellaneous Preview:
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Injected Records
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User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Thu Jun 13, 2013 8:26 am


Is the keep present?

If not, you don't have the latest hotfix.
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Thu Jun 13, 2013 10:43 pm

Ok, I've wandered around Bruma, Bravil and the Waterfront and everything looks ok.

User avatar
Jade Payton
 
Posts: 3417
Joined: Mon Sep 11, 2006 1:01 pm

Post » Thu Jun 13, 2013 3:58 pm

Thanks guys for the info on LMR! I haven't had the time to try it out myself but I am hoping it doesn't cause any issues. I do know that LMR changes the exterior meshes of the chapels but I don't *think* it changes any BC NPCs. It does affect LOD meshes for the chapels too though (my only real gripe with the mod is that the new meshes don't work with RAEVWD so that a large castle and all the chapels disappear from view after moving far enough away from the cell) but I don't think that really affects BC.

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Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Thu Jun 13, 2013 11:38 am

The VWD thing can probably be fixed fairly simply. I'll try to carve out some time to look into it.

User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Thu Jun 13, 2013 4:48 pm

I've got the hot fix and I have the Keep, the wall to the left of it is missing completely. the strange part is that the model is there if I no clip from the inside of the city and look at the same wall from there.

User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Thu Jun 13, 2013 4:36 pm

I've found a small bug with the bank. You can't get a display of your account balance. This is because the dialogue sets the variable 'BANICMarketBankCornelius.message' to 1, but Cornelius's script looks for the variable 'Display'.

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Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » Thu Jun 13, 2013 6:42 pm

Ok I uninstalled Better Cities - house price patch from Enhanced Economy and Imperial Palace Topper mod and An Unexpected Company mod which had patches related to BC. I unistalled them one by one and trying to rebuild bashed patch. But Wrye Bash still crashes.

And now I'm lost. :(

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Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Thu Jun 13, 2013 6:34 pm

If it crashes without BC, then it is not BC right?

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Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Thu Jun 13, 2013 7:23 am

It crashes with new BC, when trying to rebuild patch.

I should have given my load order earlier:

Active Mod Files:

Spoiler

EDIT:

The missing masters at the end are caused by uninstallation of those mods. I did it because they touch BC and thought that they might caused crash, as Nephenee13 pointed out to check the patches.

I saw some error in Better Cities House Price patch from Enhanced Economy, so I deleted it.

User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Thu Jun 13, 2013 8:23 am

Ok NEW VERSION again: 5.3.3

- Fix for the meshes in Bruma Castle.
- Removed an incomplete quest.
- Fixed an issue with the Bank of Cyrodiil not displaying correctly your account balance.

User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Thu Jun 13, 2013 7:36 am

I just rebuilded the Bashed Patch and got no crash. So I guess it is some of your settings to create it that crashes it. I'm no specialist in that matter so I can't help you though...

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Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Thu Jun 13, 2013 11:39 am

If Wrye Bash is crashing, you need to post in the Wrye Bash thread, we have nothing to do with the workings of Wrye Bash. If there are errors in a BC House Price patch from Enhanced Economy, then you need to contact the author of that patch, presumably the same author of Enhanced Economy, as we did not make that patch (and I at least was completely unaware of its existence).

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Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Thu Jun 13, 2013 4:15 pm

Ok, something in the new ESM broke Item Interchange.

Oh well.

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Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Thu Jun 13, 2013 8:24 pm

It has?

Maybe that can be fixed.
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emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Thu Jun 13, 2013 1:03 pm

Yeah, you can get around it by deactivating Item Interchange - Placement in the Bashed Patch Import Inventory window...of course that largely removes Item Interchange's functionality.

Unfortunately, I have no idea how to actually open up Item Interchange to see how it works, much less even begin to think about fixing things.

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Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Thu Jun 13, 2013 8:44 pm

Item Interchange somewhat befuddles me also - I don't know how it was put together, so fixing it would involve fixing BC.

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SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Thu Jun 13, 2013 10:48 pm

Thank's for the release, And the speedy updates. (Bruma looks a Lot better today)

I think I took Item Interchange out when I updated to the new FCOM, just realized it's not included with COBL 1.73.

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Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Thu Jun 13, 2013 8:52 am

It's probably because a lot of ingredients and loot items had their weights and values changed. Someone would likely need to update II (which should be done anyway, since it's based on COBL 1.71).

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Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Thu Jun 13, 2013 1:56 pm

Is there any way to do that without all the things II depends on? Can you just pull out the BC part, fix it, and then stick it back in?

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Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am


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