[Relz]Bananasplit's Better Cities - Thread 33

Post » Fri Feb 18, 2011 7:02 pm

The original BSAs are all in the sArchiveList section. Doesn't OBMM put an entry there when doing BSA redirection? Besides, I let BSACommander register the custom BSAs, isn't it supposed to know what it's doing? I could give renaming the niff.bsa a try.
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Kelsey Anna Farley
 
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Post » Fri Feb 18, 2011 7:01 pm

I am not saying the other methods do not work (though they certainly do not work all of the time for custom added BSAs other than OBMM and WryeBash's redirection BSAs, apparently.) The plugin-forced loading is guaranteed to work, and you do not have to mess with the Oblivion.ini more than necessary. Weird things can make files like that invalid (i.e., white space, end of line markers, etc.) I do not know all of the specific quirks of the Oblivion.ini file, but if you can avoid tweaking it safely, avoid it. It is not the BSA Commander's fault that that method does not always work. If you still have problems, I suggest regenerating your Oblivion.ini just to be sure.
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Scared humanity
 
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Post » Fri Feb 18, 2011 11:23 pm

The original BSAs are all in the sArchiveList section. Doesn't OBMM put an entry there when doing BSA redirection? Besides, I let BSACommander register the custom BSAs, isn't it supposed to know what it's doing? I could give renaming the niff.bsa a try.


I don't use BSACommander so don't know what edits it might make to the INI, but if you've got a BSA listed which doesn't exist, I believe this might cause the game to CTD. However it wouldn't do this only when a single specific ESP is in use and not at other times. It's better to use an ESP to enable BSAs than the INI, in my opinion.
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kristy dunn
 
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Post » Sat Feb 19, 2011 3:28 am

Huh, that was weird. Didn't know the NetImmerse engine was so sensitive about how custom mesh BSAs are loaded. Renamed the BSA, removed the entry from sArchiveList and the CS didn't crash this time. Hopefully the game won't either. Thanks for the advice, Tomlong and Vorians. Have some extra Easter chocolate eggs from me. :cake: The custom audio and texture BSAs seem to work allright so far,though I might rename them too just in case.

Does anyone else get logged out randomly by the forum in the middle of a reply?
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Yonah
 
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Post » Sat Feb 19, 2011 10:55 am

Huh, that was weird. Didn't know the NetImmerse engine was so sensitive about how custom mesh BSAs are loaded. Renamed the BSA, removed the entry from sArchiveList and the CS didn't crash this time. Hopefully the game won't either. Thanks for the advice, Tomlong and Vorians. Have some extra Easter chocolate eggs from me. :cake: The custom audio and texture BSAs seem to work allright so far,though I might rename them too just in case.

Does anyone else get logged out randomly by the forum in the middle of a reply?

Oh yes. If I had a quarter for every time that happened... It really has nothing to do with what type of BSA it is. You may not have noticed, but that is the whole reason the "DLCShiveringIsles.esp" is need for SI, to load its BSAs. You could get rid of it and rename the BSAs to be loaded by a different plugin if you wanted. The SI BSAs are all "DLCShiveringIsles - XX.bsa" All of the other DLCs use the ".bsa" method.
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Gemma Flanagan
 
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Post » Sat Feb 19, 2011 12:21 am

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.

Okay, must be Wrye Bash 2.80 then. I keep a log of all mods/utilities I add/change/remove, so I can better track down problems like this.
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gary lee
 
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Post » Sat Feb 19, 2011 8:46 am

Don't use "Better Cities - VWD of the IC.esp"

I don't have that ESP active, nor could I find it in the Better Cities folders.
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Stat Wrecker
 
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Post » Fri Feb 18, 2011 10:08 pm

Please http://sites.google.com/site/oblivionpoinfo/walkthroughs/postlo
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Leonie Connor
 
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Post » Sat Feb 19, 2011 5:26 am

I don't have that ESP active, nor could I find it in the Better Cities folders.


Then you're using an outdated version of Better Cities. Upgrade to the latest version, then ensure you are not using the ESP I mentioned. The current release moves all of the IC VWD data into a separate, optional ESP specifically for those who get low FPS when looking towards the IC.
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Megan Stabler
 
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Post » Sat Feb 19, 2011 9:19 am

Well, what can I say? The IC looks really good this way, much more like a busy center of a vast empire. Like ancient Constantinople, Alexandria and the other great Mediterranean cities. Most excellent indeed. :goodjob: A few door markers on the upper levels are a bit off; it's a bit of a hit and miss to get the crosshair placed correctly in order to open them. Are the shop/establishment signs supposed to be activators? If so, nothing happens when activating them. Apart from that, well done to all involved.
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Mari martnez Martinez
 
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Post » Fri Feb 18, 2011 8:46 pm

Well, what can I say? The IC looks really good this way, much more like a busy center of a vast empire. Like ancient Constantinople, Alexandria and the other great Mediterranean cities. Most excellent indeed. :goodjob: A few door markers on the upper levels are a bit off; it's a bit of a hit and miss to get the crosshair placed correctly in order to open them. Are the shop/establishment signs supposed to be activators? If so, nothing happens when activating them. Apart from that, well done to all involved.


Some of the doors were hard to place, due to the protruding collision of the building meshes behind. Some are even collision boxes as doors in FRONT of the visible doors. I had thought they were all easily usable though, which ones are being awkward for you?
The vanilla game used activators as signs, we just did the same.
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Rhi Edwards
 
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Post » Fri Feb 18, 2011 8:26 pm

I didn't make a list of them, I was just walking around enjoying the sites when noticing it. It's not really a big problem, thought I'd put it out there before someone starts whining loudly about it. :)
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Gavin boyce
 
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Post » Fri Feb 18, 2011 7:16 pm

For some reason there a lot of doors in Cheydinhal that isn't in the right place, they just hang in the air. I can still go Through them, but yea. Dunno if this is just me or...
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Katie Samuel
 
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Post » Sat Feb 19, 2011 5:17 am

For some reason there a lot of doors in Cheydinhal that isn't in the right place, they just hang in the air. I can still go Through them, but yea. Dunno if this is just me or...

It sounds like you did not do a clean save before updating.

1) Remove BC from your load order, completely.

2) Launch the game, open the console and type "COC testing hall," save there and exit

3) Add BC back

4) Launch the game, open the console and type "COC Weye," or if you know the cell Id of the location where you were before, the console command is "COC ." This just gets you back into the Tamriel worldspace.

To see the cell ID: Open the console and type "tdt," followed by "sdt 0." The cell ID will be in the upper-left corner I believe...you'll see it. I do not think you can teleport to places in the Tamriel worldspace, the exterior with that command, but if you find an interior nearby, you can definitely get a cell ID for it.


Edit: I forgot to ask my question. http://www.gamesas.com/index.php?/topic/1085073-relz-map-marker-overhaul/page__view__findpost__p__15817907
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Nathan Maughan
 
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Post » Fri Feb 18, 2011 8:46 pm

I didn't update, I made a clean install =/
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Melanie
 
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Post » Fri Feb 18, 2011 10:22 pm

For some reason there a lot of doors in Cheydinhal that isn't in the right place, they just hang in the air. I can still go Through them, but yea. Dunno if this is just me or...


This is a simple case of your saves not catching up with the changes when you installed BC. It's also real easy to resolve. Wander off away from the city, save into a new save slot, quit to desktop, then load that save. The doors will all be correct.

EDIT
Tomlong75210, I'm not sure what the question actually is.

My SL purge mode is set to 2, 1 is too fast and tends to disrupt NPC conversations.

I don't use a mod to handle the extra bits currently. Other than adding a pcb call to the animated city gates in Open Cities 3.5. Did that to simulate what should happen when you click on a normal gate to a closed city space. This seems to have helped with memory issues in Cheydinhal at least. Chorrol is still a pain and I've not figured out why. Even if I drop the UL from the list, it crashes trying to get into Oak & Crosier unless I save first, exit to desktop, then reload - or do a manual pcb before going inside. Being able to have a pcb called at fast travel would eliminate the issue everywhere except Chorrol at this point. This is really all a subject for some other thread somewhere though.



Does Better Cities have this? That sounds like a very good idea.

Edit: Yes, sorry.


What is the "this" which you are referring to? I'm not about to read an entire other thread just to figure out the question :)
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Jaki Birch
 
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Post » Fri Feb 18, 2011 9:05 pm

She wants to know if BC calls a buffer purge when using the city gates, which it obviously doesn't, and probably has no real need for since the cities aren't open :)
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Laura Elizabeth
 
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Post » Sat Feb 19, 2011 4:53 am

Ah. Well then, no :)
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luis ortiz
 
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Post » Sat Feb 19, 2011 8:44 am

Really? Well, that is fine too. Thank you. ^__^
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Daniel Holgate
 
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Post » Sat Feb 19, 2011 3:58 am

some crates in the market district float in mid air for me. any advice?
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Jack Bryan
 
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Post » Sat Feb 19, 2011 10:53 am

Did you try doing a clean save?
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Sara Lee
 
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Post » Sat Feb 19, 2011 8:08 am

some crates in the market district float in mid air for me. any advice?


Make sure you got your load order right.
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kristy dunn
 
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Post » Fri Feb 18, 2011 11:21 pm

I noticed that those three large umbrella thingies on the upper level in Elven Gardens are transparent from below, but when viewed from above the canvas texture is in place. Is that how it's supposed to be or is it just an overlooked texture setting easily fixed in NifSkope? http://i776.photobucket.com/albums/yy46/igerup/games/Untitled215.png http://i776.photobucket.com/albums/yy46/igerup/games/Untitled216.png
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Mr. Allen
 
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Post » Fri Feb 18, 2011 8:32 pm

I noticed that those three large umbrella thingies on the upper level in Elven Gardens are transparent from below, but when viewed from above the canvas texture is in place. Is that how it's supposed to be or is it just an overlooked texture setting easily fixed in NifSkope? http://i776.photobucket.com/albums/yy46/igerup/games/Untitled215.png http://i776.photobucket.com/albums/yy46/igerup/games/Untitled216.png


Talos Plaza, not Elven Gardens :)

So, I sure hope someone knows how to fix that for us with nifSkope!
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cutiecute
 
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Post » Sat Feb 19, 2011 3:19 am

Yeah, I noticed that that typo after loading a save. :laugh: Shouldn't be too hard to fix, as I recall there's a setting/property that handles whether a texture is applied to one or both sides of a mesh. Don't remember the name of it, but it's there somwhere to be found. I think it's an extra property that has to be added, or some such. :unsure:
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Danii Brown
 
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