[Relz]Bananasplit's Better Cities - Thread 33

Post » Sat Feb 19, 2011 9:39 am

Oh, I thought the UL mods added custom water meshes...hmmm...good to know. That was the only way I could think of having the black water issue. Or at least, I thought surfaces of some water was done by using custom meshes.


They do. But those are special. Standard water in Oblivion (as used in the Bathing House) is not mesh-related however.
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Elena Alina
 
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Post » Sat Feb 19, 2011 1:20 am

They do. But those are special. Standard water in Oblivion (as used in the Bathing House) is not mesh-related however.

Gotcha, thanks.
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Trevor Bostwick
 
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Post » Sat Feb 19, 2011 6:16 am

is it possible to get rid of the Imperial City's Distant LOD? I'm pretty sure it is making quite a dent in my FPS, but I don't know how to turn it off. (I'm using REAVWD, and my Distant Cities are turned off, but the Better Cities version is overriding it).
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Emily Jones
 
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Post » Fri Feb 18, 2011 6:45 pm

is it possible to get rid of the Imperial City's Distant LOD? I'm pretty sure it is making quite a dent in my FPS, but I don't know how to turn it off. (I'm using REAVWD, and my Distant Cities are turned off, but the Better Cities version is overriding it).


Don't use "Better Cities - VWD of the IC.esp"
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(G-yen)
 
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Post » Fri Feb 18, 2011 7:27 pm

OBC is compatible with v4.0.0 of Better Cities. That's the most I can be certain of. Beyond that all I can say is OBC is probably compatible with more recent releases of BC, but can't promise anything.

Fair enough. That's what I wanted to know. Thanks. :)
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{Richies Mommy}
 
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Post » Fri Feb 18, 2011 7:20 pm

I've decided to give this a try to see how it looks/works. It will make the changes by 300_regal_imperial_city by Cleitanious useless, right? I've done some fairly serious nif/dds editing to that one, like tombstone glowmaps and stuff.
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Jade MacSpade
 
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Post » Sat Feb 19, 2011 6:23 am

I hope someone can help - I've just installed Better Cities and wandered into the Public Bathing house in the Imperial Cities Market District, and found that the water is black. If I change my perspective i an see out from under the water, but from above it's completely black. No other water I've encountered appears affected.

Does anyone have any clues? I've done the usual update to the latest video drivers, reboot machine, reinstall, etc but to no avail I know it's not a major issue and I probably won't go in there all that often, but it just doesn't look right.


I actually had the exact same problem. I also noticed some black textures on the leaves of a couple plants in the garden on the top floor of the Public bathing house as well. Do you happen to have All Natural Weather installed? For me, I tried disabling a variety of mods to see if I could fix it, and found that the problem seemed to come from the All Natural - Indoor Weather Filter For Mods.esp plugin. If I imported cells for that patch in Wrye Bash as instructed, I had that black water. If i unchecked that plugin from import cells, the water looked normal. Not sure why that is...
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Ana
 
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Post » Fri Feb 18, 2011 10:55 pm

Have you let the http://www.gamesas.com/index.php?/topic/1083289-wipzrelz-weather-all-natural/page__st__40 know about this? That is an issue that definitely needs to be looked into. Did you have the latest patch installed? I do not remember it having the "Filter for Mods" plugin in it, but I only looked at the package briefly.
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Emma louise Wendelk
 
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Post » Sat Feb 19, 2011 1:34 am

I've decided to give this a try to see how it looks/works. It will make the changes by 300_regal_imperial_city by Cleitanious useless, right? I've done some fairly serious nif/dds editing to that one, like tombstone glowmaps and stuff.


If I remember correctly, that's a texture replacer with an optional ESP, right? Don't use the ESP, but the texture replacement is perfectly compatible.
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Lucky Girl
 
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Post » Sat Feb 19, 2011 1:19 am

I guess that's why it crashed at random intervals. The IC districts looks good, but it really kills performance. Guess I'm going to have to get me a new mobo+cpu one of these days.
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naana
 
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Post » Sat Feb 19, 2011 10:09 am

I hope someone can help - I've just installed Better Cities and wandered into the Public Bathing house in the Imperial Cities Market District, and found that the water is black. If I change my perspective i an see out from under the water, but from above it's completely black. No other water I've encountered appears affected.
Does anyone have any clues? I've done the usual update to the latest video drivers, reboot machine, reinstall, etc but to no avail I know it's not a major issue and I probably won't go in there all that often, but it just doesn't look right.


I actually had the exact same problem. I also noticed some black textures on the leaves of a couple plants in the garden on the top floor of the Public bathing house as well. Do you happen to have All Natural Weather installed? For me, I tried disabling a variety of mods to see if I could fix it, and found that the problem seemed to come from the All Natural - Indoor Weather Filter For Mods.esp plugin. If I imported cells for that patch in Wrye Bash as instructed, I had that black water. If i unchecked that plugin from import cells, the water looked normal. Not sure why that is...


Make that 3 of us. I also have Black water in the bath house, i figured this was the place to Post but looks like it might be caused from AN, which I am also using the Filter Mod In Bash.
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joannARRGH
 
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Post » Fri Feb 18, 2011 10:23 pm

The "Better Cities IC Market.esp" ( I'm using the modular version, as I use OC) crashes both the game and the CS.
Here's the load order. I've also put all non-vanilla meshes, textures, sounds in their own bsas.

Active Mod Files:00  Oblivion.esm01  Cosmetic Compilation - No JPeepers or NPC Changes.esm02  Open Cities Resources.esm  [Version 3.2]03  TR_OoT_Main.esm04  Silgrad_Tower_T.esm05  wz_TripWire.esm06  You Are Here.esm07  All Natural Base.esm  [Version 0.9.9]08  Better Cities Resources.esm++  All Natural - EW + NW + AWS.esp  [Version Final]09  All Natural.esp  [Version 0.9.9]0A  All Natural - SI.esp  [Version 0.9.9]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  DLCShiveringIsles.esp0E  Oblivion Graphics Extender Support.esp  [Version 0.2]0F  AmbientDungeons.esp  [Version 1.3]10  Enhanced Water v2.0 HD.esp11  Better Bell Sounds.esp12  Blackmarsh.esp13  Summerset.esp14  SummersetLandscapes.esp++  Symphony of Violence.esp15  Atmospheric Oblivion.esp16  36Sermons-Miltiades.esp17  Oblivifall - New Classes.esp  [Version 1.0]18  Oblivifall - Something's Not Right.esp  [Version 1.0]19  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.0]1A  Oblivifall - Let's Talk!.esp  [Version 1.1]1B  Oblivifall - Closing Time.esp  [Version 1.0]1C  aaaBorsBedrolls.esp1D  Encyclopaedia Cyrodilica.esp1E  lantern.esp1F  P1DanywhereSittable.esp20  Crowded Roads.esp  [Version 2.0]21  Map Marker Overhaul.esp  [Version 3.4]22  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]23  DLCHorseArmor.esp24  Compatibility Patch - DLCHorseArmor.esp  [Version 1.0.0]25  DLCOrrery.esp++  Real Lava 1.3.esp26  DLCMehrunesRazor.esp27  DLCSpellTomes.esp28  Bonemold_helmet.esp29  crusadercg.esp++  Ethereal - Armor Imperial Legion Edition.esp  [Version FINAL]2A  IceBladeofTheMonarchOblivion.esp2B  SPARTAN VIs Ordinator Lite.esp2C  Spears of Cyrodiil.esp2D  The Bow of the Mongolian Horseman.esp2E  The Bow of Robin of Locksley.esp2F  The Bow of the Drow.esp30  Defensive_staves_Immersive.esp++  New_Magical_Staves.esp31  Daedric_Katana_0.4_vendors_and_leveled.esp32  javbs.esp33  Slof's Horses Base.esp34  Slof's Dogs.esp35  DLCThievesDen.esp36  Dwemer_Skyship_1_1_0.esp37  akaviriimports.esp38  Ghogiels Armor.esp39  VA_UniqueKatana1.esp3A  Hel Borne's Chitin Armor Weapons.esp3B  HB Legacy Dwemer Weapons.esp3C  Hel Borne's MW Style Wooden Staff.esp3D  HB Ayelid Longsword.esp3E  Hel Borne's Vampire Slayer Sword.esp3F  Hel Borne Spear Set.esp40  Hel Borne Blackiron Blade Set.esp41  Nine Divines Robes.esp42  JazzJRKhajiitfeets.esp43  Imperial Library.esp44  nmDLTIC-1-6.esp  [Version 1.6]45  pegasus_alpha.esp46  Gift of Kynareth.esp47  TR_Stirk.esp48  Stirk_Compatibility_Patch.esp49  WeaponsOfTheNine.esp  [Version 2.0]4A  WOTFH_1.2.esp4B  za_bankmod.esp4C  DLCFrostcrag.esp4D  DLCBattlehornCastle.esp4E  Knights.esp4F  Knights Patch.esp  [Version -02]50  immersive_caves_auto.esp51  Cats & Rats.esp52  OC+Cats&Rats Patch.esp  [Version 1.0]53  Open Cities New Sheoth.esp  [Version 1.0.5]54  Enhanced Vegetation [110%].esp55  Silgrad_Tower_T.esp56  Valenwood.esp57  ElsweyrAnequina.esp58  Valenwood_Anequina_Patch.esp59  xulRocks.esp5A  xulArriusCreek.esp  [Version 1.1.3]5B  xulAspenWood.esp  [Version 1.0.1]5C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]5D  xulBlackwoodForest.esp5E  xulBravilBarrowfields.esp  [Version 1.3.2]5F  xulBrenaRiverRavine.esp  [Version 1.0.1]60  xulCheydinhalFalls.esp  [Version 1.0]61  xulCloudtopMountains.esp  [Version 1.0.3]62  xulColovianHighlands_EV.esp63  XulEntiusGorge.esp64  xulFallenleafEverglade.esp  [Version 1.3]65  xulHeathCreatureAddon.esp66  xulPantherRiver.esp67  xulRiverEthe.esp68  xulRollingHills_EV.esp  [Version 1.3.2]69  xulStendarrValley.esp6A  Anequina-Fallenleaf-Patch.esp6B  Vvardenfell_Imports.esp6C  OC+Imports Patch.esp6D  bartholm.esp6E  Open Cities Bartholm.esp  [Version 1.0.2]6F  Open Cities Full + Leyawiin Reborn.esp  [Version 3.2]70  OC+Cheydinhal Falls Patch.esp  [Version 1.0]71  OCLR+ULBWForest Patch.esp72  Akatosh Mount By Saiden Storm.esp73  MrSiikasBats.esp74  OblivionDurzogs.esp75  skeletons.esp76  ReneerCreatureMod.esp77  BETA2_Strike_a_Pose_Character_Idle_Animations.esp78  CTAddPose_v_1.esp79  EFGAddPose.esp7A  Tamriel's Glittering Geology- No Gold Weight.esp7B  4431-1.0-wz_Tripwire Test Plugin-TESSource.esp7C  PTArtifacts.esp7D  Staff of the Scamp-Milt.esp7E  P1DcandlesForKleptos.esp++  DarNified Books.esp7F  Cliff's Daggerfall Uriel Septim and Ocato.esp80  P1DkeyChain.esp81  RealisticMagicForceLow.esp82  RealisticForceMedium.esp83  SSEE.esp84  Advanced Mark & Recall.esp85  Better Cities .esp86  Better Cities IC Arena.esp87  Better Cities IC Arboretum.esp88  Better Cities IC Elven Gardens.esp89  Better Cities IC Market.esp8A  Better Cities IC Talos Plaza.esp8B  Better Cities IC Temple.esp8C  00RBScribeSupplies02, read summary.esp8D  RenGuardOverhaul.esp8E  RenGuardOverhaulShiveringIsles.esp8F  Tabaxi Race 2.0.esp  [Version 2.0]++  BadderFrostFX.esp++  BadderFireFX.esp++  BadderShockFX.esp90  LoadingScreensRemade.esp++  Visually Enchanted 2.1.esp91  Atmospheric Loading Screens - No Text.esp92  Bashed Patch, 0.esp93  TamrielWorldspaceCompleteWorldMap.esp94  Streamline 3.1.esp

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darnell waddington
 
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Post » Fri Feb 18, 2011 6:39 pm

Just a quick question:

Psymon suggested that I did not need both these esps installed:

VaultsofCyrodiil.esp

VaultsofCyrodiilBC.esp

Is that correct? There is no reference in Boss or in the OMOD install script.

Thanks.

~ Dani ~ :)
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tiffany Royal
 
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Post » Sat Feb 19, 2011 2:37 am

Just a quick question:

Psymon suggested that I did not need both these esps installed:

VaultsofCyrodiil.esp

VaultsofCyrodiilBC.esp

Is that correct? There is no reference in Boss or in the OMOD install script.

Thanks.

~ Dani ~ :)

Remove the original plugin. The BC docs clearly state which plugins are the replacers. (The TESNexus description indicates that the plugin is chosen in the "Replacers" section.)
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Kevin Jay
 
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Post » Sat Feb 19, 2011 12:54 am

The BC docs clearly state which plugins are the replacers.


REMOVED ORIGINAL TEXT:

You're right - my bad. I missed one very obvious step. Thanks for pointing out the ReadMe.

~ Dani ~ :)
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Robyn Lena
 
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Post » Sat Feb 19, 2011 9:50 am

The ReadMe is even more explicit than that excerpt.
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courtnay
 
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Post » Sat Feb 19, 2011 8:03 am

Hey, just wanted to say that this is a great mod. Lately I've stumbled upon this: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2701. Is this mod compatible with Better Cities?
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Soku Nyorah
 
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Post » Fri Feb 18, 2011 11:13 pm

@Dwemer Cyborg: Yes. That is just a texture replacer for the vanilla meshes. The "texture" replacers that conflict are those that also replace vanilla meshes, mainly the architecture meshes (i.e., QTP3.)
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AnDres MeZa
 
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Post » Fri Feb 18, 2011 7:17 pm

Hmm, I see. Thanks for the incredibly fast reply.
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Philip Lyon
 
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Post » Fri Feb 18, 2011 11:56 pm

After some initial testing, I can tentatively say that OBC 3.1 is compatible with BC 4.5.1. I went to Bruma and ran around a bit without any problems, at any rate.

I did, however, run into a problem with another mod - CNRP. BC seems to override the changes from CNRP Chorrol, Bruma, and Cheydinhal, so the NPCs are back in their drab vanilla clothing. I didn't make any changes to CNRP - they still have the Import Inventory tags - so I can't figure out why it's doing this.
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Dean Ashcroft
 
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Post » Sat Feb 19, 2011 8:26 am

The "Better Cities IC Market.esp" ( I'm using the modular version, as I use OC) crashes both the game and the CS.
Here's the load order. I've also put all non-vanilla meshes, textures, sounds in their own bsas.



The IC Market ESP does not crash the game or the CS. If it did, then the IC Full ESP would too, in which case everyone would have reported this on 22nd February when the current version was released.
So it isn't the ESP causing the crash, it must be something else on your PC getting upset when you try to use it. What other ESMs or ESPs did you load into the CS? Have you ensured that all your custom BSAs are being loaded into the game? What happens when you disable all ESPs and ESMs except for the BC ones?

After some initial testing, I can tentatively say that OBC 3.1 is compatible with BC 4.5.1. I went to Bruma and ran around a bit without any problems, at any rate.

I did, however, run into a problem with another mod - CNRP. BC seems to override the changes from CNRP Chorrol, Bruma, and Cheydinhal, so the NPCs are back in their drab vanilla clothing. I didn't make any changes to CNRP - they still have the Import Inventory tags - so I can't figure out why it's doing this.


Not related to BC. BC does not touch any vanilla NPCs, so if something is overriding a mod adding new clothing to vanilla NPCs, it's something else.
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matt
 
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Post » Sat Feb 19, 2011 7:48 am

Disabling everything except


Oblivion.esmBetter Cities Resources.esmUnofficial Oblivion PatchBetter Cities.espBetter Cities IC Arena.espBetter Cities IC arboretum.espBetter Cities IC elven gardens.espBetter Cities IC market.espBetter Cities IC talos plaza.espBetter Cities IC temple.esp


still crashes the game and the CS when entering/loading the IC market district. And yes, my custom bsas are correctly regisitered in the ini-file and loads properly into the CS and the game. I didn't load any other stuff apart from Better Cities IC market + the resource esm + BC esp intothe CS.

It just quits without warning. There's not even a popup-window saying "oblivion.exe has encountered an error in module blah blah at address so and so". I'd better go through the memory dump file in a hex-editor to see if there's something that can shed a light on this annoyance. If I can't fix it I suppose I have to live without the BC IC Market. I pyffied all the nifs except the ones that we shouldn't before making the custom bsas.
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Shelby Huffman
 
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Post » Sat Feb 19, 2011 10:00 am

Disabling everything except


Oblivion.esmBetter Cities Resources.esmUnofficial Oblivion PatchBetter Cities.espBetter Cities IC Arena.espBetter Cities IC arboretum.espBetter Cities IC elven gardens.espBetter Cities IC market.espBetter Cities IC talos plaza.espBetter Cities IC temple.esp


still crashes the game and the CS when entering/loading the IC market district. And yes, my custom bsas are correctly regisitered in the ini-file and loads properly into the CS and the game. I didn't load any other stuff apart from Better Cities IC market + the resource esm + BC esp intothe CS.

It just quits without warning. There's not even a popup-window saying "oblivion.exe has encountered an error in module blah blah at address so and so". I'd better go through the memory dump file in a hex-editor to see if there's something that can shed a light on this annoyance. If I can't fix it I suppose I have to live without the BC IC Market. I pyffied all the nifs except the ones that we shouldn't before making the custom bsas.


Well our resources are all PyFFIed and BSA'd already, so you must be referring to meshes from other mods, I presume. Or did you extract our BSAs, rePyFFI the meshes, then create new custom BSAs for yourself?
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Karl harris
 
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Post » Sat Feb 19, 2011 2:00 am

No, no, it was other meshes from all those mods that don't come with BSAs.

Hmm, it works if I remove my custom mesh BSA from oblivion.ini. So it's obviously a mesh,or at worst several, that there's something wrong with. It's lucky I have a backup of the entire meshes folder. Now totrack down the offending mesh/meshes. Sigh....
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Victoria Vasileva
 
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Post » Fri Feb 18, 2011 7:48 pm

No, no, it was other meshes from all those mods that don't come with BSAs.

Hmm, it works if I remove my custom mesh BSA from oblivion.ini. So it's obviously a mesh,or at worst several, that there's something wrong with. It's lucky I have a backup of the entire meshes folder. Now totrack down the offending mesh/meshes. Sigh....

Well, at least you know to look in the BSA. One more thing. Do not add BSAs to the sArchiveList in the Oblivion INI. Instead, rename the bsa, ".bsa." The naming conventions I always suggest to SI users is "DLCShiveringIsles - .bsa." For example, you could name the BSA "DLShiveringIsles - Custom.bsa." This method of naming forces the game to load the BSAs because they are automatically associated with the plugins they share their names with. That method is safer, and guaranteed to work. Plus, you do not want to accidentally mess with your sArchiveList. You may have tweaked improperly it unintentionally. If the game cannot find or does not look for the original BSAs, your game would definitely freak.
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Amy Smith
 
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