[Relz]Bananasplit's Better Cities - Thread 33

Post » Sat Feb 19, 2011 2:25 am

No, that's not necessary. It's fairly unlikely that anything you edit will also get changed by us later unless you're making drastic, major changes. And even if we did, the game wouldn't suffer too greatly (unless maybe you edited one of our scripts or AI packages) anyway.

Go ahead and do what you like in your patch ESP dependent on our ESM and/or ESPs. If something does go terribly wrong, we might be able to assist you.


Ok, duly noted.

Thanks.
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Joey Bel
 
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Post » Fri Feb 18, 2011 8:37 pm

Question on installing BC:

I want to install the merged version of BC EXCEPT the IC which I do not want to use. The merged esp of the other cities will save on number of ESP files.

Now, I also want to use Vaults of Cyrodiil and Clocks of Cyrodill and Bank of Cyrodiil. I assume I need the BC versions for all the non-IC cities. However, will this not mess up the clocks, vaults and bank in the non-BC IC? I think the Bank is only in the IC so that may not be a problem but maybe someone knows for sure.

Hoping someone has an answer before I spend a bunch of time testing.

Thanks in advance for any help.
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Rusty Billiot
 
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Post » Sat Feb 19, 2011 2:29 am

Question on installing BC:

I want to install the merged version of BC EXCEPT the IC which I do not want to use. The merged esp of the other cities will save on number of ESP files.

Now, I also want to use Vaults of Cyrodiil and Clocks of Cyrodill and Bank of Cyrodiil. I assume I need the BC versions for all the non-IC cities. However, will this not mess up the clocks, vaults and bank in the non-BC IC? I think the Bank is only in the IC so that may not be a problem but maybe someone knows for sure.

Hoping someone has an answer before I spend a bunch of time testing.

Thanks in advance for any help.

The bank mod only touches the IC, so you would not need that patch. CoC touches all of the cities. I am not sure Vaults touches the IC.
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BaNK.RoLL
 
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Post » Fri Feb 18, 2011 10:41 pm

Question on installing BC:

I want to install the merged version of BC EXCEPT the IC which I do not want to use. The merged esp of the other cities will save on number of ESP files.

Now, I also want to use Vaults of Cyrodiil and Clocks of Cyrodill and Bank of Cyrodiil. I assume I need the BC versions for all the non-IC cities. However, will this not mess up the clocks, vaults and bank in the non-BC IC? I think the Bank is only in the IC so that may not be a problem but maybe someone knows for sure.

Hoping someone has an answer before I spend a bunch of time testing.

Thanks in advance for any help.


When Willie Sea gave me permission to offer a compatible version of Clocks of Cyrodill, I put a lot of effort into ensuring that the BC-compatible version was 100% compatible with every place it edits, whether BC is being used there too or not. This means that you could use the BC-compatible version of Clocks of Cyrodiil without using any part of BC, and still every clock would look suitable in its location.

In other words, there will be no problem with using our version of Clocks of Cyrodiil, while not using BC IC.
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Nienna garcia
 
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Post » Sat Feb 19, 2011 5:32 am

Thanks DNIAIU.
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Siobhan Wallis-McRobert
 
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Post » Sat Feb 19, 2011 1:41 am

I want to uninstall (yes, I just said uninstall :P) some of BC's IC district mods to make room for my friend Redbag's own IC overhaul mod. Should I just use the BC console commands to return quest items to their places, save in a separate interior, and deactivate the mod, or is uninstallation done another way?
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Keeley Stevens
 
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Post » Sat Feb 19, 2011 7:25 am

I want to uninstall (yes, I just said uninstall :P) some of BC's IC district mods to make room for my friend Redbag's own IC overhaul mod. Should I just use the BC console commands to return quest items to their places, save in a separate interior, and deactivate the mod, or is uninstallation done another way?


In fact the in-game menu should no longer offer an option to reset quest items, we made it redundant some time ago, but must have forgotten to remove the option. Trying to use that option will do nothing in-game.
You should save somewhere away from the Imperial City (as you suggested, an interior would be wise), then quit to desktop and delete/disable the BC ESPs which relate to the IC, leaving the rest of the BC ESPs active.
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Yvonne Gruening
 
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Post » Sat Feb 19, 2011 1:25 am

http://www.tesnexus.com/downloads/file.php?id=16513

Hello folks,

Let me present you the newest release of Better Cities:

In this version we (we is a standard name for Vorians) fixed what needed to be fix:
- The Hanse Villa of Leyawiin which has been furnished and occupied by its owners who wont regard petty theft kindly from now on.
- The hanging corpses in front of the city of Bravil will now be properly toggled off by the use of the command to remove gore in this city (a waste of good rotting meat imho)
- The traveling costs of the ship trips has been reduced
- The tunnel passage way of the IC Undercavern has been cleared and the atmosphere there, as well as in the Smuggler Caves is now much more darker as it suit underground caverns.
- The OBSE menu scripts have been cleaned of unused commands.

But we (yeah, him again), also added:
- 2 new interiors in Anvil (the map on the first post has been updated accordingly)
- 2 new boat destinations: Firsthold (when using Onra's Summerset Landascapes) an Senchal (when using StarX's Elsweyr: Senchal which is not yet released)
- new silent file voices pertaining to the ship trips
- new restricted areas in several interiors when using Better Cities in conjunction with TIE
- new decorations in the IC Market (which are removed in the FPS patch) inspired by Fingerschnipp work.

And finally, the first glimpse of what lays beyond the Age-Old Silver Gater beneath Chorrol which is stil a work in progress.

Enjoy!!!

PS: on a less "Yeepie" note, the resources archive had to be split in 2 due to the fact that it weight 320Mb while the limit on TESNexus is 300Mb. To get the regular OMOD ready archive you need to unzip each part then, use 7zip to unpack the 2 parts you got to finally obtain the complete archive. This double unpacking is dut to the fact that TESNexus rename any file you upload, thus improperly renaming archives parts...
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Amy Cooper
 
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Post » Sat Feb 19, 2011 3:58 am

^^ Awesome! :celebration: Keep up the good job :goodjob:
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Liv Staff
 
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Post » Sat Feb 19, 2011 10:24 am

Thanks for the update!
- Tomlong75210
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Charlotte Lloyd-Jones
 
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Post » Sat Feb 19, 2011 7:41 am

Two minor pieces of additional info added to Ismelda's post.
In this version we (we is a standard name for Vorians) fixed what needed to be fix:
- The traveling costs and time of the ship trips has been reduced

And finally, the first glimpse of what lays beyond the Age-Old Silver Gate beneath Chorrol which is stil a work in progress. (if you cheat-unlock the gate to get through it)


Many thanks to WhoGuru for sharing her Burnt Ayleid Ruins & Lavafalls resource, which has been heavily used and will be further used beyond the Age-Old Silver Gate.
Also thanks to PacificMorrowind for combining two vanilla cave tileset meshes into a single piece for the lavafalls to flow from.
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sally R
 
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Post » Sat Feb 19, 2011 7:47 am

Ooooo0ooo000Ooh, very nice. :foodndrink:
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Jose ordaz
 
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Post » Fri Feb 18, 2011 9:43 pm

Just downloaded the new 4.5.2 resources (thank you) and found out that OBMM does not recognize them - they can't be loaded. OBMM takes the folders with the unpacked part 1 and 2 as empty...
Any suggestions what I do wrong?
Any chance for non-BSA download?
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Lou
 
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Post » Sat Feb 19, 2011 6:05 am

Just downloaded the new 4.5.2 resources (thank you) and found out that OBMM does not recognize them - they can't be loaded. OBMM takes the folders with the unpacked part 1 and 2 as empty...
Any suggestions what I do wrong?
Any chance for non-BSA download?


Quote from Vorians (display name is already in use):
@ Trigoras @ M177O: TESNexus has a file size limit of up to 300mb. Our resource archive is now 320mb, so Ismelda was forced to split the archive into two files for download.
1) Download "Better Cities 4-5-2a" which will give you "Better Cities 4-5-2-16513.7z"
2) Download "Better Cities Resources 4-5-2 Part 1" which will give you "Better Cities Resources 4-5-2 Part 1-16513.zip"
3) Download "Better Cities Resources 4-5-2 Part 2" which will give you "Better Cities Resources 4-5-2 Part 2-16513.zip"
3) Extract the two ZIP files into the same folder. This will give you "Better Cities Resources BSA 4.5.7z.001" and "Better Cities Resources BSA 4.5.7z.002"
4) Use 7-Zip to extract "Better Cities Resources BSA 4.5.7z.001" (most users of 7-Zip should be able to right-click the file, hover the mouse over 7-Zip, then click on "Extract Here"). This will give you a folder named "Better Cities Resources BSA 4.5" which will contain the file "Better Cities Resources BSA 4.5.2.7z"
5) Keep "Better Cities 4-5-2-16513.7z" and "Better Cities Resources BSA 4.5.2.7z", but delete the other files so far mentioned. These two archives are the ones you need to install the mod, whether creating an OMOD from each, or a BAIN installer from each, or simply manually installing. So now follow the installation instructions as provided in the readme...

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rheanna bruining
 
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Post » Sat Feb 19, 2011 3:14 am

Hi, Tomlong75210.
I just downloaded it from megaupload.
Full one, OMOD version. No side effects.
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Cameron Wood
 
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Post » Sat Feb 19, 2011 1:08 am

Hi, Tomlong75210.
I just downloaded it from megaupload.
Full one, OMOD version. No side effects.

I remember seeing the "Mirrors" update.


Good to hear!
- Tomlong75210
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Jordan Moreno
 
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Post » Sat Feb 19, 2011 3:26 am

Is the only change from 4.5.2a to 4.5.2b the omod script or are there other changes? I use Wrye Bash to install so it seems "b" would not have any changes I require.

Thanks for any guidance
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Susan
 
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Post » Sat Feb 19, 2011 5:26 am

I LOVE this mod. It was one of the first ones I downloaded when I got the game about a month ago. The only thing I don't like about the mod is that since it changes the arboretum so much I can't use the Septim mansion mod I downloaded. The mansion mod has a book you find in the vanilla version of the arboretum near a statue. But with the banana splits mod I can't find the book.

I don't know if I have the newest version though I'll have to check. IF I don't have the newest version how do I update to the newest one without loosing anything I've picked up from the last version? I'm using OBMM for my mods.
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Liii BLATES
 
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Post » Sat Feb 19, 2011 10:47 am

I don't know if I have the newest version though I'll have to check. IF I don't have the newest version how do I update to the newest one without loosing anything I've picked up from the last version? I'm using OBMM for my mods.


Disable the OMODs for the version you have installed, then enable the OMODs for the new version. As long as you do not play the game and save between removal of one version and installation of another version, you will keep whatever BC-unique objects you are carrying.
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Sylvia Luciani
 
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Post » Fri Feb 18, 2011 10:08 pm

Is the only change from 4.5.2a to 4.5.2b the omod script or are there other changes? I use Wrye Bash to install so it seems "b" would not have any changes I require.

Thanks for any guidance

It is only OBMM script changes.
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Russell Davies
 
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Post » Sat Feb 19, 2011 4:28 am

Disable the OMODs for the version you have installed, then enable the OMODs for the new version. As long as you do not play the game and save between removal of one version and installation of another version, you will keep whatever BC-unique objects you are carrying.

Sweet thanks
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Quick draw II
 
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Post » Sat Feb 19, 2011 8:25 am

:brokencomputer: I HATE MY LIFE!!!!!!

I so I download the new stuff and activate it in OBMM. So I go to play my game which was working fine last night with the old 4.5.1 or what ever the previous one was. I was doing the guild mission where you get rid of the vampires in the cave. I forget the name of the quest or cave. Anyways I first go and check out the Imperial City market place since I can tell if my mods are loaded wrong right away. So they are goo and i go back to the cave. when I enter I get the load screen and music. Then when the game is done loading it crashes. I deactivate the new stuff and load the old files and it still crashes. I even try loading a game with out the mod activated and it still crashes on me. Can anybody help me out? If you need to see my load order how do i copy it to show you what it looks like? I don't think it's the new update that messed things up but I have no idea what it could be.
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Marcia Renton
 
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Post » Fri Feb 18, 2011 8:58 pm

Do a clean save: http://sites.google.com/site/oblivionpoinfo/runoblivion/updatesaves.
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Amy Masters
 
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Post » Fri Feb 18, 2011 10:47 pm

You know what I must be cursed with some kind of bad luck. Because as soon as I post that I go and try for the 5th or 6th time to get things to work and the damn thing works fine now. I have no idea what was going on. I swear I try to fix things myself without asking and as soon as i ask for help thing magically fix themselves. I hate my life some times. Now the only thing left to figure out is FCOM which is still giving me trouble for some reason.
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Spaceman
 
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Post » Sat Feb 19, 2011 12:49 am

don't hate your life, this is Oblivion's fault and Oblivion's only :D
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Genocidal Cry
 
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