[Relz]Bananasplit's Better Cities - Thread 33

Post » Sat Feb 19, 2011 5:35 am

Lovely. Thanks a ton!

Top killa: Could you tell me what exactly you liked about them?
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Heather Kush
 
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Post » Sat Feb 19, 2011 10:05 am

Hi folks. I recently got back into Oblivion, and am looking for a nice fresh set of mods to make it a clean experience. I've thus far used Open Cities, as I am philosophically inclined to prefer them being in the worldmap like they were in Morrowind. However, with all the texture packs I've included, I sometimes get lousy FPS and even freezing (is Oblivion limited to 32 bit memory addressing)? Anyway, the upshot is, I'm considering alternatives to Open Cities.

I have already installed BC for the Imperial City, and I quite like it. I don't really use any of the new features, but it's nicely atmospheric and makes the place seem less cramped. Are the other BC cities as immersive? I do quite like OC's Leyawiin Reborn--how is BC Leyawiin?

I think you should just watch the video I made to show the cities. This will give you a good idea of what is in.
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suniti
 
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Post » Fri Feb 18, 2011 11:43 pm

Anyone know what happened to the patch for http://www.tesnexus.com/downloads/file.php?id=18203? The patch referenced in the OP is missing :(.
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Katie Pollard
 
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Post » Fri Feb 18, 2011 6:47 pm

Hi again. I've taken a closer look at Better Cities and I'm starting to get interested in adding it to my installation. The only thing I'm worried about is whether it is compatible with the many mods I already have in my load order.

The one mod I most suspect of being incompatible is http://www.tesnexus.com/downloads/file.php?id=6665. I think it adds all those new NPCs by adding several spawn points for them trough out the cities.

But Better Cities changes the layout of some of the cities right? That will put those spawn points in bad places right?

Here is the rest of my current load order, see any other mods that might be a trouble spot. (I know I need to remove "Imperial City Waterfront Tunnel Entrance v2.1" if I install BC) I might be adding one or two arena mods too if I find something good. (Looking to expand the places you can go in the arena.)

Oblivion.esmMathFunctions.esmAll Natural Base.esmFrancesco's Leveled Creatures-Items Mod.esmFrancesco's Optional New Items Add-On.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmEnhanced Daedric Invasion.esmCyrodiilUpgradeResourcePack.esmTamrielTravellers.esmFCOM_Convergence.esmCURP_Controller.esmToaster Says Share v3.esmUnofficial Oblivion Patch.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espSM Plugin Refurbish - SI.espFrancesco's Optional Chance of Stronger Bosses.espFrancesco's Optional Chance of Stronger Enemies.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Quests-SI only.espFrancesco's Optional Leveled Guards.espFCOM_FrancescosNamedBosses.espLoadingScreens.espLoadingScreensAddOn.espAll Natural - Real Lights.espAll Natural.espAll Natural - SI.espBook Jackets Oblivion.espDays&Months.espPlayer Hunters Fame and Infamy - Normal.espmoDem's City Life.espCrowded Cities 30.espCrowded Roads.esptravellers-new balance.espChoices and Consequences.espC&C - The Blackwood Company.espBWCReborn.espLandmarks, w Wells.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espSM Plugin Refurbish - HorseArmor.espDLCOrrery.espDLCOrrery - Unofficial Patch.espSM Plugin Refurbish - Orrery.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espSM Plugin Refurbish - MehrunesRazor.espDLCSpellTomes.espBinoculars.espBinoculars - Auto-Give Modified.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espSM Plugin Refurbish - ThievesDen.espCobl Glue.espCobl Si.espOOO 1.32-Cobl.espBob's Armory Oblivion.espFCOM_BobsArmory.espOblivion WarCry EV.espFCOM_WarCry.espOscuro's_Oblivion_Overhaul.espChoices and Consequences - OOO.espMart's Monster Mod - Additional Enemy NPC Vars.espFCOM_Convergence.espFCOM_RealSwords.espFCOM_DurabilityAndDamage.espMart's Monster Mod - More Wilderness Life.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Safer Quest Locations.espMart's Monster Mod - Dungeons of MMM.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Farm Animals.espMart's Monster Mod - Diverse WaterLife.espCreate NPC Duplicates - Beta.espZombie Diversity.espTamrielTravellers4OOO.espTamrielTravellersItemsCobl.espShiveringIsleTravellers.espC&C - The Blackwood Company - OOO.espOOO-WaterFish.espEnhanced Quest Roleplaying.espKvatchAftermath.espCastle Ravenpride.espCyrodiil Border Regions 1.2.esp300_Artifacts.espaaaJNF-&-DS-Pirate-Isles-Beta.espHousewives v101.espkingdomofAlmar.espkingdomofAlamar_OOO.espFeudal Empire 300.espRomancingAhnassi.espTempleoftheFullMoon.espThe Siren's Deception.espTheElderCouncil.espTEC_4ERA_Dialog_Filter.espTheElderCouncil_TempleOfTheOne.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espBattlehornCastleEnhanced.espSM Plugin Refurbish - Battlehorn.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espSM Plugin Refurbish - FrostCrag.espKnights.espKnights - Unofficial Patch.espChoices and Consequences - SM Plugin Refurbish - Orrery.espRTT.espThe Lost Spires.espOrigin of the Mages Guild.espThe Mystery of the Dulan cult.espTheNecromancer.espMart's Monster Mod - City Defences.espFCOM_OMG.espFCOM_DulanCult.espEnhanced Daedric Invasion.espbartholm.espImperial City Waterfront Tunnel Entrance v2.1.espHarvest [Flora].espHarvest [Flora] - DLCFrostcrag.espCUO_Dwemer.espCUO_FightersGuildContracts_SAFE.espCUO_MerchantUpdate_SAFE.espCUO_NewFactionDialog_SAFE.espCUO_BadGuy_Specific_Loot_DIRTY.espP1DkeyChain.espSalmo the Baker, Cobl.espRoleplaying Dialogues.espAlternative Start by Robert Evrae.espRealisticForceMedium.espRealisticMagicForceMedium.espVampire Aging Disabled.espSupremeMagicka.espSM_ShiveringIsles.espSM_EnchantStaff.espMidasSpells.espKobu's Character Advancement System.espTSS Custom Companion  Template.espToaster Says Share Faction Recruitment.espCobl Silent Equip Misc.espZones w Expanded Tests.espBashed Patch, 0.espFormID Finder4.esp

In-case you don't recognize some of those ESPs some of those are custom made by me. (Sorry for the huge list, how do you get the scroll version of one of these boxes.) ....Thanks :)
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steve brewin
 
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Post » Sat Feb 19, 2011 7:16 am

Hi again. I've taken a closer look at Better Cities and I'm starting to get interested in adding it to my installation. The only thing I'm worried about is whether it is compatible with the many mods I already have in my load order.

The one mod I most suspect of being incompatible is http://www.tesnexus.com/downloads/file.php?id=6665. I think it adds all those new NPCs by adding several spawn points for them trough out the cities.

But Better Cities changes the layout of some of the cities right? That will put those spawn points in bad places right?

Here is the rest of my current load order, see any other mods that might be a trouble spot. (I know I need to remove "Imperial City Waterfront Tunnel Entrance v2.1" if I install BC) I might be adding one or two arena mods too if I find something good. (Looking to expand the places you can go in the arena.)



As a general rule Better Cities is compatible with quite a lot of things. Crowded Cities for instance is perfectly compatible (though you might suffer a nice FPS drop with both) as long as Better Cities is loaded after any mod that adds anything in the city. Some mod adding new houses however are most of the time not compatible but items or NPC mods can be used without any problem. Of course Better Cities is not to be used with mod doing the same thing as they do in the cities like BC Bruma and OC Bruma for instance, or BC Talos Plaza and ImpeREAL Talos Plaza.

Other than that we managed to make BC compatible with almost everything. We have patches or replacers for most used mods too.

If the nuisance is minor (like items buried under rocks or something) we advise to just TCL because a patch just to loot some items is a bit overkill and items shouldn't be lying around anyway. It is so simple to just add an NPC in any shot that will sell the items even if only for one gold piece...
Anyone know what happened to the patch for http://www.tesnexus.com/downloads/file.php?id=18203? The patch referenced in the OP is missing :(.

Sorry about that. This is the problem when people do their own patches: If they take it off, it is off....

I guess we will have to make a patch ourselves for that one...
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Emzy Baby!
 
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Post » Sat Feb 19, 2011 7:28 am

Lovely. Thanks a ton!

Top killa: Could you tell me what exactly you liked about them?

I liked EVERYTHING about it. I liked how there is more shops,taverns,bathing houses,etc.. How each place is unique and every town fells much bigger and castles are actually look like castles should. You can look at the videos to see them http://tesnexus.com/downloads/file.php?id=16513. What I recommend is for you to try it out and see for yourself. IMO THIS is how vanilla Oblivion should have been and now I can't play oblivion Without BC.
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City Swagga
 
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Post » Sat Feb 19, 2011 7:23 am


Thirst mod: No clue, I've never seen the point of such mods, so don't know what there is out there. One of the first posts in this thread mentions an FF Thirst for Cobl, maybe that's what you want?


I'm already using the Cobl version, but I've deleted those wells with Tes4edit and it works perfectly.

Another thing You should check out:

http://img443.imageshack.us/i/oblivion201005172151586.png/
Barrel sticking through the tent in Waterfront market
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phil walsh
 
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Post » Sat Feb 19, 2011 10:39 am

I'm already using the Cobl version, but I've deleted those wells with Tes4edit and it works perfectly.

Another thing You should check out:

http://img443.imageshack.us/i/oblivion201005172151586.png/
Barrel sticking through the tent in Waterfront market


Well spotted! I've corrected that for our next release.
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Abel Vazquez
 
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Post » Fri Feb 18, 2011 7:56 pm

Hey, do you guys alert the user to remove the original versions of the plugins for which they choose replacers. I have not used the OMOD installer in a while, so I do not know what the script does anymore. Some users still have both the original and the BC version of CoC and/or Vaults of Cyrodiil in their load lists.
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Betsy Humpledink
 
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Post » Sat Feb 19, 2011 12:10 am

I was told I might get a quicker answer if I poted in this thread.
So I downloaded Septim's mansion and went looking for the book and couldn't find it. It says that the book is located at the bottom of the statue of Akatosh. But since BC is such a huge overhaul the statue is moved and where the statue use to be is a big bush and some rocks. Does anybody know how I can find the book. I've tried disabling BC and looking for it and couldn't find it either. Is there maybe a way to use the console to make the book appear in my inventory or some place else?

here's a link to the http://www.tesnexus.com/downloads/file.php?id=6870 if it would help
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Brittany Abner
 
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Post » Sat Feb 19, 2011 2:02 am

Ehhh, I went for it. What pushed me over the edge, actually, was all the vines on the buildings. It makes me think happy thoughts about the old lore-style Cyrodiil.

I stuck with OC Leyawiin Reborn, though.
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Alba Casas
 
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Post » Sat Feb 19, 2011 5:11 am

I was told I might get a quicker answer if I poted in this thread.
So I downloaded Septim's mansion and went looking for the book and couldn't find it. It says that the book is located at the bottom of the statue of Akatosh. But since BC is such a huge overhaul the statue is moved and where the statue use to be is a big bush and some rocks. Does anybody know how I can find the book. I've tried disabling BC and looking for it and couldn't find it either. Is there maybe a way to use the console to make the book appear in my inventory or some place else?

here's a link to the http://www.tesnexus.com/downloads/file.php?id=6870 if it would help


That's not a mod I know, so I'll need to download and take a look when I get home from work this evening. Mod description states "You can aquire the book in the Imperial City's arboretum, at the bottom of the statue of Akatosh." so at least I know which District the statue is meant to be in!
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Mr. Allen
 
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Post » Sat Feb 19, 2011 4:54 am

I was told I might get a quicker answer if I poted in this thread.
So I downloaded Septim's mansion and went looking for the book and couldn't find it. It says that the book is located at the bottom of the statue of Akatosh. But since BC is such a huge overhaul the statue is moved and where the statue use to be is a big bush and some rocks. Does anybody know how I can find the book. I've tried disabling BC and looking for it and couldn't find it either. Is there maybe a way to use the console to make the book appear in my inventory or some place else?

here's a link to the http://www.tesnexus.com/downloads/file.php?id=6870 if it would help

I used to use Septim Mansion (great mod, BTW) and I had the same problem. The console code for the book is 00462E - I'd just go visit the Arboretum as normal, then use the console to add the book to my inventory. :)
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Brooke Turner
 
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Post » Sat Feb 19, 2011 4:51 am

I was told I might get a quicker answer if I poted in this thread.
So I downloaded Septim's mansion and went looking for the book and couldn't find it. It says that the book is located at the bottom of the statue of Akatosh. But since BC is such a huge overhaul the statue is moved and where the statue use to be is a big bush and some rocks. Does anybody know how I can find the book. I've tried disabling BC and looking for it and couldn't find it either. Is there maybe a way to use the console to make the book appear in my inventory or some place else?

here's a link to the http://www.tesnexus.com/downloads/file.php?id=6870 if it would help


You can find the book lying on the ground beside the pond, opposite the waterfalls. It's easy to spot if you're looking in roughly the right place, as there are no bushes and there is no grass growing at this spot.
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emma sweeney
 
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Post » Sat Feb 19, 2011 12:20 am

You can find the book lying on the ground beside the pond, opposite the waterfalls. It's easy to spot if you're looking in roughly the right place, as there are no bushes and there is no grass growing at this spot.

You know I must of passed over that post at least 20 or 30 times looking and never found it. I finally found it next to a small plant. i was about to give up when the color of the book caught my eye. It was easy for me to miss because it was the same color as the big flower it was next to.
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Albert Wesker
 
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Post » Fri Feb 18, 2011 7:01 pm

I remember there was this good fellow a while ago who started working on optimizing BC meshes, any news on that? :)
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Luis Reyma
 
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Post » Sat Feb 19, 2011 12:51 am

I remember there was this good fellow a while ago who started working on optimizing BC meshes, any news on that? :)

The BC meshes are optimized already. If you are talking about a reduced version, haven't heard of it...
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Veronica Martinez
 
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Post » Sat Feb 19, 2011 4:51 am

I remember there was this good fellow a while ago who started working on optimizing BC meshes, any news on that? :)


Depends which good fellow you refer to. Qazaaq did a few and was going to do more, but got distracted by RL (moving apartment and stuff like that). Metallicow continues to provide us with some mesh improvements every once in a while. He produced an excellently optimised IC Inner Wall mesh just last week for us (plus some other optimised meshes), but since it was through PM, you weren't aware of this :)
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rebecca moody
 
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Post » Sat Feb 19, 2011 2:17 am

no, but I did remember Metallicow offering to help with meshes in this thread. good to hear it worked out fine, thanx Metallicow :)
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Hayley Bristow
 
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Post » Fri Feb 18, 2011 8:50 pm

Depends which good fellow you refer to. Qazaaq did a few and was going to do more, but got distracted by RL (moving apartment and stuff like that). Metallicow continues to provide us with some mesh improvements every once in a while. He produced an excellently optimised IC Inner Wall mesh just last week for us (plus some other optimised meshes), but since it was through PM, you weren't aware of this :)



no, but I did remember Metallicow offering to help with meshes in this thread. good to hear it worked out fine, thanx Metallicow :)

Oooh, I see. That's very cool then. Thanks. :)
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Riky Carrasco
 
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Post » Sat Feb 19, 2011 12:28 am

Looking for a little installation help with Better Cities...I've successfully installed this on my machine, and am now trying to assist a friend. However, we're having trouble, and I just don't remember the process being quite this...complex, shall we say? Here's my issue:

The first step of the installation instruction say this:

1 - OMOD INSTALLATION (recommended)
Create an OMOD Better Cities #-#-# and the Better Cities Resources BSA #-#-# (which you will get by unpacking the 2 parts of the resource), and let the scripts guide you through the installation process.

...I'm afraid this isn't clear to me. Is this implying that the OMODs are simply already there and zipped ("which you will get by unpacking the 2 parts of the resource"), or am I being instructed to CREATE my own OMODs using TES?

We're also having extensive issues with 7Zip. I'm extremely tempted to blame them on Vista; however, if anyone else has experienced issues opening the Resource Packs using 7zip, I'd appreciate any advice you could offer.
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Chloe Botham
 
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Post » Sat Feb 19, 2011 12:09 am

Looking for a little installation help with Better Cities...I've successfully installed this on my machine, and am now trying to assist a friend. However, we're having trouble, and I just don't remember the process being quite this...complex, shall we say? Here's my issue:

The first step of the installation instruction say this:

1 - OMOD INSTALLATION (recommended)
Create an OMOD Better Cities #-#-# and the Better Cities Resources BSA #-#-# (which you will get by unpacking the 2 parts of the resource), and let the scripts guide you through the installation process.

...I'm afraid this isn't clear to me. Is this implying that the OMODs are simply already there and zipped ("which you will get by unpacking the 2 parts of the resource"), or am I being instructed to CREATE my own OMODs using TES?

We're also having extensive issues with 7Zip. I'm extremely tempted to blame them on Vista; however, if anyone else has experienced issues opening the Resource Packs using 7zip, I'd appreciate any advice you could offer.

First yo need to know what omods are and that they are not made with TES...

Once you get that part, you will understand everything. So go check Oblivion Mod Manager (which is the tool used to create omods) or "simply" proceed with the manual installation or BAIN...
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mike
 
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Post » Sat Feb 19, 2011 7:53 am

Looking for a little installation help with Better Cities...I've successfully installed this on my machine, and am now trying to assist a friend. However, we're having trouble, and I just don't remember the process being quite this...complex, shall we say? Here's my issue:

The first step of the installation instruction say this:

1 - OMOD INSTALLATION (recommended)
Create an OMOD Better Cities #-#-# and the Better Cities Resources BSA #-#-# (which you will get by unpacking the 2 parts of the resource), and let the scripts guide you through the installation process.

...I'm afraid this isn't clear to me. Is this implying that the OMODs are simply already there and zipped ("which you will get by unpacking the 2 parts of the resource"), or am I being instructed to CREATE my own OMODs using TES?

We're also having extensive issues with 7Zip. I'm extremely tempted to blame them on Vista; however, if anyone else has experienced issues opening the Resource Packs using 7zip, I'd appreciate any advice you could offer.

Vista does seems to complicate just about everything that has to do with installation. Does your friend have Oblivion installed outside of the default folder? That would help tremendously as far as getting around a number of Vista's quirks. The archives are OMOD-ready, just as they have always been. The only difference with this installation is that the original 7-zip archive for the resources needs to be reconstructed. All that that requires is using the 7-zip 'Extract here' function on part 001 with part 002 in the same folder. The rest of the process is as usual.

First yo need to know what omods are and that they are not made with TES...

Once you get that part, you will understand everything. So go check Oblivion Mod Manager (which is the tool used to create omods) or "simply" proceed with the manual installation or BAIN...

There is definitely a misunderstanding there.

Intro to Modded Oblivion - http://sites.google.com/site/oblivionpoinfo/intro <-- Even if you have been using mods for a while, this should help.
Oblivion Mod Manager - http://sites.google.com/site/oblivionpoinfo/prep/obmm <-- for future reference, and see OMOD Installation (linked in the Related Pages section for more info)
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Sylvia Luciani
 
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Post » Sat Feb 19, 2011 10:38 am

Vista does seems to complicate just about everything that has to do with installation. Does your friend have Oblivion installed outside of the default folder? That would help tremendously as far as getting around a number of Vista's quirks. The archives are OMOD-ready, just as they have always been. The only difference with this installation is that the original 7-zip archive for the resources needs to be reconstructed. All that that requires is using the 7-zip 'Extract here' function on part 001 with part 002 in the same folder. The rest of the process is as usual.


There is definitely a misunderstanding there.

Intro to Modded Oblivion - http://sites.google.com/site/oblivionpoinfo/intro <-- Even if you have been using mods for a while, this should help.
Oblivion Mod Manager - http://sites.google.com/site/oblivionpoinfo/prep/obmm <-- for future reference, and see OMOD Installation (linked in the Related Pages section for more info)



Mis-type on my part--meant to type OBMM. So, I can create an OMOD for the first Better Cities file, works fine--just can't seem to extract the resource files. It's really weird--I've tried 7zip, and the Universal Extractor--it just keeps throwing up an error message. So...yeah. Any idea what might be up with that? I've got them in the same folder and everything...
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Nuno Castro
 
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Post » Sat Feb 19, 2011 3:42 am

Mis-type on my part--meant to type OBMM. So, I can create an OMOD for the first Better Cities file, works fine--just can't seem to extract the resource files. It's really weird--I've tried 7zip, and the Universal Extractor--it just keeps throwing up an error message. So...yeah. Any idea what might be up with that? I've got them in the same folder and everything...

The easiest option, of course, is to download the full OMOD from the Mirror link. However, it would be nice to know the answer to my question about the location of your friend's install. Even without that information, try moving the two parts two another temporary folder by themselves, and then use "extract here" on the first part. Are you sure both parts were downloaded completely?
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yermom
 
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