[Relz] Bananasplit's Better Cities - Thread 34

Post » Tue Feb 01, 2011 5:31 pm

Hello,

Not sure if its from BBC, but got a http://i279.photobucket.com/albums/kk145/koki373737/ScreenShot32.jpg on IC Waterfront

Thanks!


Nothing to do with BC. We do not edit the LAND records for either cells 5,11 or 5,12 where that tear is. You've got two OTHER mods editing this area and they're conflicting.
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Stephanie I
 
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Post » Tue Feb 01, 2011 11:59 pm

For no apparent reason, when I neter Bruma now, I see double-doors (i.e., two sets of doors in front of many houses such as Olav's Tap and Tack). Some of these doors are floating in the air, and are still usable... I am guessing its a Better Cities issue.

How can I fix this, and what caused this (didn't happen when I entered Bruma before this in this very game)? Do you need my LO to troubleshoot (quite long - 253 mods active with FCOM)

Thanks!
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Amy Gibson
 
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Post » Tue Feb 01, 2011 1:29 pm

For no apparent reason, when I neter Bruma now, I see double-doors (i.e., two sets of doors in front of many houses such as Olav's Tap and Tack). Some of these doors are floating in the air, and are still usable... I am guessing its a Better Cities issue.

How can I fix this, and what caused this (didn't happen when I entered Bruma before this in this very game)? Do you need my LO to troubleshoot (quite long - 253 mods active with FCOM)

Thanks!



This issue is covered by our fairly new http://thenexusforums.com/index.php?showtopic=220413, please have a read :)
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Floor Punch
 
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Post » Tue Feb 01, 2011 11:00 pm

This issue is covered by our fairly new http://thenexusforums.com/index.php?showtopic=220413, please have a read :)

Thanks for pointing me in the right direction, Vorians :goodjob:

Is that FAQ in the first post here on the Beth forums? It should be if not already there (I didn't look really closely)...
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Laura Simmonds
 
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Post » Tue Feb 01, 2011 2:31 pm

I have a request I would like to make, I know nothing about the complexity of mod making but it's nothing big so I don't think it would be to hard and seen as it's been done all I'm asking is that it is made compatible with one of my favourite mods :)

Here's the http://www.gamesas.com/index.php?/topic/1103269-req-lock-doors/page__p__16141705__fromsearch__1&#entry16141705 to the request thread I made...I hope it can be done thanks.
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Colton Idonthavealastna
 
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Post » Wed Feb 02, 2011 1:01 am

I have a request I would like to make, I know nothing about the complexity of mod making but it's nothing big so I don't think it would be to hard and seen as it's been done all I'm asking is that it is made compatible with one of my favourite mods :)

Here's the http://www.gamesas.com/index.php?/topic/1103269-req-lock-doors/page__p__16141705__fromsearch__1&#entry16141705 to the request thread I made...I hope it can be done thanks.

After a short anolyze of what this mod do it is not possible to simply patch it.
The mod replaces all the doors with a newer version meaning placement of doors all over the world. While Better Cities affect a lot of things, we tried to keep it to a minimum. For instance we move some houses in Cheydinhal and Bruma but not anywhere else. Patching this mod would force us to do it the same way and I don't think it was a good way. He should have just change the existing doors and script them to do what he wanted them to do instead of placing items (doors) all around the world. The conflicts raised are too heavy.

Now I understand why he did it though. You need to check for each house occupant and it is impossible to do that with a generic script. So his way, for the immersion factor was the only way. I could compare this to what I did in AWLS. AWLS simply put lights on the windows of any houses (with some exception for very specific houses which have their own special meshes and thus are clearly identified as different from the other houses). AWLS wont check if the house is inhabited or not. So while on the exterior it looks fine, if you actually check each house your might be disappointed that this or this house is actually deserted and shouldn't be lit... If the doors were scripted generically they would do the same and they wouldn't be able to check the AI or the disposition of the NPC toward the player.

To cut it short, this mod is a lot of work and would require more work even to be made compatible with Better Cities/Blood & Mud and soon some other mod we are patching. I'm afraid it is not doable any time soon.
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Arnold Wet
 
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Post » Tue Feb 01, 2011 4:28 pm

After a short anolyze of what this mod do it is not possible to simply patch it.
The mod replaces all the doors with a newer version meaning placement of doors all over the world. While Better Cities affect a lot of things, we tried to keep it to a minimum. For instance we move some houses in Cheydinhal and Bruma but not anywhere else. Patching this mod would force us to do it the same way and I don't think it was a good way. He should have just change the existing doors and script them to do what he wanted them to do instead of placing items (doors) all around the world. The conflicts raised are too heavy.

Now I understand why he did it though. You need to check for each house occupant and it is impossible to do that with a generic script. So his way, for the immersion factor was the only way. I could compare this to what I did in AWLS. AWLS simply put lights on the windows of any houses (with some exception for very specific houses which have their own special meshes and thus are clearly identified as different from the other houses). AWLS wont check if the house is inhabited or not. So while on the exterior it looks fine, if you actually check each house your might be disappointed that this or this house is actually deserted and shouldn't be lit... If the doors were scripted generically they would do the same and they wouldn't be able to check the AI or the disposition of the NPC toward the player.

To cut it short, this mod is a lot of work and would require more work even to be made compatible with Better Cities/Blood & Mud and soon some other mod we are patching. I'm afraid it is not doable any time soon.


Ahh I see, that's a good example when it comes to my understanding of how mods work... I'm their thinking it wouldn't be a hard task as it's just a mod for doors but in truth I simply don't have a clue. Thanks for looking into it though, if a time does come in the future where you have a chance to make such a mod that would be great but untill then no drama :)
Thanks again.
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CArlos BArrera
 
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Post » Wed Feb 02, 2011 1:51 am

I noticed a missing/wrong section of sidewalk in the IC Market district by a group of barrels next to Rindell's Staff here are some shots showing where it is and what it looks like.

http://i175.photobucket.com/albums/w139/tatts4life_photos/ScreenShot4.jpg
http://i175.photobucket.com/albums/w139/tatts4life_photos/ScreenShot5.jpg
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Matthew Aaron Evans
 
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Post » Tue Feb 01, 2011 3:10 pm

I noticed a couple of problems in Bruma. I was going there to find Ongar during the independent thievery quest. When you walk around the far west side I think of the chappel I found that the ground was raised up around a couple of the houses and one guy was stuck under his roof. In another part around Ongars house the back part is floating in the air and the same with his steps. there were also a few tears. Here is a link to the screenshots I took. http://s175.photobucket.com/albums/w139/tatts4life_photos/Bruma%20Better%20Citie/
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pinar
 
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Post » Tue Feb 01, 2011 9:22 pm

This works with FCOM thievery in Imperial city too?
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Dan Scott
 
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Post » Tue Feb 01, 2011 11:06 pm

I noticed a couple of problems in Bruma. I was going there to find Ongar during the independent thievery quest. When you walk around the far west side I think of the chappel I found that the ground was raised up around a couple of the houses and one guy was stuck under his roof. In another part around Ongars house the back part is floating in the air and the same with his steps. there were also a few tears. Here is a link to the screenshots I took. http://s175.photobucket.com/albums/w139/tatts4life_photos/Bruma%20Better%20Citie/


Mod conflict. Correct your load order so that BC loads after whatever other mod is editing land height in/around Bruma.

This works with FCOM thievery in Imperial city too?


No idea, that's not part of FCOM Beta v0.9.9
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Lloyd Muldowney
 
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Post » Wed Feb 02, 2011 12:02 am

Mod conflict. Correct your load order so that BC loads after whatever other mod is editing land height in/around Bruma.



No idea, that's not part of FCOM Beta v0.9.9

Would UL snowdale be messing with that? I didn't think that would change anything inside the castle walls. Since when you walk through the castle gates I thought it then has it own world space. I'll post my load order and if somebody could tell me what file to move up or down that would help me out.
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Monika Krzyzak
 
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Post » Tue Feb 01, 2011 7:27 pm

Yes, it'll be Snowdale. You've got it loading after BC, when it should be before BC. Swap them around.

There will still be a few land tears, but not many, and in our next release they'll all be gone.
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Steve Bates
 
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Post » Tue Feb 01, 2011 1:01 pm

Yes, it'll be Snowdale. You've got it loading after BC, when it should be before BC. Swap them around.

There will still be a few land tears, but not many, and in our next release they'll all be gone.

Here is my loadorder. If you look Snowdale and BC are near the bottom. Do I move it above the Better CitiesFULL.esp?


Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.3.5]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9MB3]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm09  Better Cities Resources.esm0A  bookplacing.esm  [Version 1]0B  Unofficial Oblivion Patch.esp  [Version 3.2.7]0C  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0D  Oblivion Citadel Door Fix.esp0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  Better Cities .esp11  Francesco's Optional Chance of Stronger Bosses.esp12  Francesco's Optional Chance of Stronger Enemies.esp13  Francesco's Optional Chance of More Enemies.esp14  Francesco's Optional Leveled Guards.esp15  FCOM_Francescos.esp  [Version 0.9.9]16  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]18  LoadingScreens.esp19  Natural_Habitat_by_Max_Tael.esp1A  EnhancedWeather.esp  [Version 1.3.5]1B  All Natural - Real Lights.esp  [Version 0.9.9.5]1C  Enhanced Water v2.0 HD.esp1D  WindowLightingSystem.esp1E  Akatosh Mount By Saiden Storm.esp1F  Book Jackets Oblivion.esp20  aaaBorsBedrolls.esp21  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp22  SwampGrass.esp23  Reznod_Mannequin.esp24  Landmarks, w Wells.esp  [Version 1.11]25  DLCHorseArmor.esp26  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]27  DLCOrrery.esp28  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]29  DLCVileLair.esp2A  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]2B  DLCMehrunesRazor.esp2C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2D  DLCSpellTomes.esp2E  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2F  DLCThievesDen.esp30  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]31  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]32  Bob's Armory Oblivion.esp33  FCOM_BobsArmory.esp  [Version 0.9.9]34  Loth's Blunt Weapons for Npcs.esp35  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]36  Oblivion WarCry EV.esp37  FCOM_WarCry.esp  [Version 0.9.9MB3]38  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]39  OOO-Water_Weeds.esp  [Version 1.33]3A  OOO-No_Guild_Ownership.esp  [Version 1.33]3B  OMOBS.esp  [Version 1.0]3C  OMOBS_SI.esp  [Version 1.0]++  ArmamentariumLL.esp  [Version 1.35]3D  ArmamentariumLLVendors.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]3E  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]3F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]40  FCOM_Convergence.esp  [Version 0.9.9Mb3]41  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]42  FCOM_RealSwords.esp  [Version 0.9.9]43  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]44  FCOM_SaferRoads.esp  [Version 0.9.9]45  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]47  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]49  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]4B  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]4C  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]4D  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]4E  FCOM_BobsGuardUnity.esp  [Version 0.9.9]4F  FCOM_FriendlierFactions.esp  [Version 0.9.9]50  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]51  FCOM_MoreRandomItems.esp  [Version 0.9.9]52  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]53  ArmamentariumLL4OOO.esp  [Version 2.01]54  ArmamentariumLLMagicOOO.esp  [Version 1.35]55  OOO-WaterFish.esp  [Version 1.34]56  Artifacts.esp57  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]58  BravilSeaDomesixpanded.esp59  eyja.esp5A  LetThePeopleDrink.esp  [Version 2.5]5B  Septim Mansion.esp5C  DLCBattlehornCastle.esp5D  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]5E  BattlehornCastleEnhanced.esp5F  DLCFrostcrag.esp60  Knights.esp61  Knights - Unofficial Patch.esp  [Version 1.0.9]62  The Lost Spires.esp63  Shadowcrest_Vineyard.esp64  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]65  FCOM_Knights.esp  [Version 0.9.9Mb3]66  xuldarkforest.esp  [Version 1.0.5]67  LostSpires-DarkForest patch.esp68  xulStendarrValley.esp  [Version 1.2.2]69  xulTheHeath.esp6A  XulEntiusGorge.esp6B  xulFallenleafEverglade.esp  [Version 1.3.1]6C  LostSpires-Everglade patch.esp  [Version 1.2]6D  xulColovianHighlands_EV.esp  [Version 1.2.1]6E  xulChorrolHinterland.esp  [Version 1.2.2]6F  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]70  xulBravilBarrowfields.esp  [Version 1.3.2]71  xulLushWoodlands.esp  [Version 1.3]72  xulAncientYews.esp  [Version 1.4.2]73  xulAncientRedwoods.esp  [Version 1.6]74  xulCloudtopMountains.esp  [Version 1.0.3]75  xulArriusCreek.esp  [Version 1.1.3]76  xulPatch_AY_AC.esp  [Version 1.1]77  xulRollingHills_EV.esp  [Version 1.3.2]78  xulPantherRiver.esp79  xulRiverEthe.esp  [Version 1.0.2]7A  xulBrenaRiverRavine.esp  [Version 1.0.2]7B  xulImperialIsle.esp  [Version 1.6.5]7C  xulBlackwoodForest.esp7D  xulCheydinhalFalls.esp  [Version 1.0.1]7E  xulAspenWood.esp  [Version 1.0.1]7F  xulSkingradOutskirts.esp80  Millstone_Farm.esp81  Natural_Vegetation_by_Max_Tael.esp82  Book Placement v2.esp  [Version 2.0]83  Quest Award Leveller.esp84  Quest Award Leveller - Battlehorn Castle.esp85  Quest Award Leveller - Vile Lair.esp86  Quest Award Leveller - Mehrunes Razor.esp87  Quest Award Leveller - Knights of the Nine.esp88  Carry_all_you_want-5118.esp89  MidasSpells.esp8A  Oblivion XP.esp  [Version 4.1.5]8B  CTAddPose_osr1.esp8C  CTAddPose_osr2.esp8D  CTAddPose_osr3.esp8E  actors_in_charge.esp8F  77_Umpa_Animation.esp90  Better Cities - Full City Defences.esp91  Better Cities Full.esp92  BCBravilFULL-Barrowfields patch.esp93  BCChorrol-ChorrolHinterland fix.esp94  BCCheydinhalFULL-CheydinhalFalls patch.esp95  BCSkingrad-SkingradOutskirts patch.esp96  Better Cities - VWD of the IC.esp97  Better Imperial City.esp98  Better Imperial City FPS Patch.esp99  Better Cities Full FPS Patch.esp9A  Bashed Patch, 0.esp9B  FormID Finder4.esp9C  Streamline 3.1.esp9D  xulSnowdale.esp  [Version 1.0]9E  FrostcragReborn-Snowdale patch.esp9F  Moonshadow Elves - NoSc.esp

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Gavin Roberts
 
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Post » Tue Feb 01, 2011 4:43 pm

Yes.
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Justin
 
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Post » Tue Feb 01, 2011 5:30 pm

thanks

everything is back to normal. Wow Snowdale REALLY raised the land around some areas inside of Bruma. I think it completely covered a well.
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C.L.U.T.C.H
 
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Post » Tue Feb 01, 2011 10:43 am

I noticed a missing/wrong section of sidewalk in the IC Market district by a group of barrels next to Rindell's Staff here are some shots showing where it is and what it looks like.

http://i175.photobucket.com/albums/w139/tatts4life_photos/ScreenShot4.jpg
http://i175.photobucket.com/albums/w139/tatts4life_photos/ScreenShot5.jpg


I've had stuff like that for way longer than I can remember with BBC. I have no clue why, but I can't figure out how to get rid of it either.

Mine appeared near the market statues sidewalk and next to the Staff store as well.
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Janine Rose
 
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Post » Tue Feb 01, 2011 4:39 pm

Screenshot please! The one shown by Tatts4Life is resolved in our next release.
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Krystina Proietti
 
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Post » Tue Feb 01, 2011 1:58 pm

Do i really need obse? i have d2d version and i hope obmm would be enough?
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Melissa De Thomasis
 
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Post » Tue Feb 01, 2011 10:58 pm

OBSE is not required.
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Penny Wills
 
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Post » Tue Feb 01, 2011 10:18 pm

Greetings,

Two things, somewhat unrelated.

1. I have found a bug in Chorrol, with a tree to the right of "Northern Goods and Trade", at some point the tree has been moved out of alignment with the ivy intended to enwrap it.

image: http://img442.imageshack.us/i/chorrolbug.jpg/

Uploaded with http://imageshack.us

Edit: Ack, forum fail. Never mind about the second thing, I'll explain that tomorrow, obviously too tired already!
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Nomee
 
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Post » Tue Feb 01, 2011 3:36 pm

Thanks Sigurd, we actually spotted that tree a couple of weeks ago and put it back where it's meant to be. Next release you'll see this corrected :)
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Sabrina Schwarz
 
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Post » Tue Feb 01, 2011 2:52 pm

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

OK we hadn't updated in a long time but that's not my fault. Someone never stopped working on Better Cities and each time he finished something he started something else on and on again. It has been hard to get him to leave it to prepare for a release but it is done now.

So as you will probably notice, a lot of work has been done and I'm not talking about just fixing the issue reported here.

We patched sixlivion, Mr Siika Dwemer Technology, Oblivion Collectible Cards, CUO Bravil and Chorrol, Origin of the Mages Guild and removed the fix for Illumination Within Retrofitted because it is a bit sketchy to maintain and AWLS offers immediate compatibility without any FPS loss so it is better to use.

We integrated Delivery Jobs just after it has been fixed by Zaldiir and I separated the resources into 2 different archives.

That's just the big lines so download and enjoy.
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Wayne Cole
 
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Post » Tue Feb 01, 2011 11:45 pm

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

OK we hadn't updated in a long time but that's not my fault. Someone never stopped working on Better Cities and each time he finished something he started something else on and on again. It has been hard to get him to leave it to prepare for a release but it is done now.

So as you will probably notice, a lot of work has been done and I'm not talking about just fixing the issue reported here.

We patched sixlivion, Mr Siika Dwemer Technology, Oblivion Collectible Cards, CUO Bravil and Chorrol, Origin of the Mages Guild and removed the fix for Illumination Within Retrofitted because it is a bit sketchy to maintain and AWLS offers immediate compatibility without any FPS loss so it is better to use.

We integrated Delivery Jobs just after it has been fixed by Zaldiir and I separated the resources into 2 different archives.

That's just the big lines so download and enjoy.


I'm afraid I'm getting "unexpected argument errors" from the Omod script.
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Damien Mulvenna
 
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Post » Tue Feb 01, 2011 8:52 pm

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

OK we hadn't updated in a long time but that's not my fault. Someone never stopped working on Better Cities and each time he finished something he started something else on and on again. It has been hard to get him to leave it to prepare for a release but it is done now.

So as you will probably notice, a lot of work has been done and I'm not talking about just fixing the issue reported here.

We patched sixlivion, Mr Siika Dwemer Technology, Oblivion Collectible Cards, CUO Bravil and Chorrol, Origin of the Mages Guild and removed the fix for Illumination Within Retrofitted because it is a bit sketchy to maintain and AWLS offers immediate compatibility without any FPS loss so it is better to use.

We integrated Delivery Jobs just after it has been fixed by Zaldiir and I separated the resources into 2 different archives.

That's just the big lines so download and enjoy.

Awesome!!


Big thanks to the super BC team!!!!! ^____^
- Tomlong75210
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Honey Suckle
 
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