[Relz] Bananasplit's Better Cities - Thread 34

Post » Tue Feb 01, 2011 1:43 pm

This is very odd. I posted a comment on Nexus but will ask/comment here too.

I've downloaded the BSA pack from both Nexus and the Mirror and on both the single compressed file and the linked I get an Orc corrupt file on the Texture.bsa. This is very odd since no one else is complaining about it?

Probably still work as intended but still a bit worrying getting an orc error :cookie:
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Lucie H
 
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Post » Tue Feb 01, 2011 4:06 pm

This is very odd. I posted a comment on Nexus but will ask/comment here too.

I've downloaded the BSA pack from both Nexus and the Mirror and on both the single compressed file and the linked I get an Orc corrupt file on the Texture.bsa. This is very odd since no one else is complaining about it?

Probably still work as intended but still a bit worrying getting an orc error :cookie:


Ismelda has replied on Nexus. Please don't cross-post the same issue on both forums, it might cause confusion :)

Didn't know Orcs were involved with archive extraction... but a corrupt Orc could be trouble.
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Robert Devlin
 
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Post » Tue Feb 01, 2011 11:26 am

He, I think he means crc error. But as Orcs are often mercenaries, they do often "extract" document archives from various locations. :whistling:
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Alex Blacke
 
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Post » Tue Feb 01, 2011 11:40 am

Ismelda has replied on Nexus. Please don't cross-post the same issue on both forums, it might cause confusion :)

Didn't know Orcs were involved with archive extraction... but a corrupt Orc could be trouble.

All these rules! Luckily the policemen I met in the entrance when I got home today were not aware of my breach of protocol :hehe:
I will ReDownload. Eh yeah - I don't know why I wrote orc both here and on Nexus :facepalm: It's crc error.

EDIT: ReDownloaded from Megaupload. Extracted with no crc error this time. Funny thing, the bit size was the same on the files so the extraction worked last time too but still gave an error. Thank you for your time. (and yes, I am cross posting again :toughninja: as this is a positive outcome.) END EDIT

Cheers!
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des lynam
 
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Post » Tue Feb 01, 2011 8:29 pm

Is it safe to merge city plugins (exept bruma and imperial city) together?
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Marnesia Steele
 
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Post » Tue Feb 01, 2011 4:29 pm

Is it safe to merge city plugins (exept bruma and imperial city) together?

Yes it is. We don't do it for practical purposes so people can easily discard the changes in the IC and use other mods like the original ImpeReal cities for instance.

Be sure to remove the duplicate player notes quest and script (duplicate stuff ends with X's)
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Carolyne Bolt
 
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Post » Tue Feb 01, 2011 8:01 pm

Brilliant mod, has become one of my essentials. I was curious though if this was normal. Couldn't find any screens or vids to back me up.

http://i46.tinypic.com/2m85tox.jpg

The black things hanging from the roofs. Are they meant to be like that?
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Adam Porter
 
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Post » Tue Feb 01, 2011 9:43 am

Brilliant mod, has become one of my essentials. I was curious though if this was normal. Couldn't find any screens or vids to back me up.

http://i46.tinypic.com/2m85tox.jpg

The black things hanging from the roofs. Are they meant to be like that?

Yes they are original meshes for nasty stuff dripping from ceiling. They looks very nasty isn't it?
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Horror- Puppe
 
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Post » Tue Feb 01, 2011 10:33 pm

*got a strange error but has since been resolved. Was not disabling BC esp's while loading OBC which caused doubling issues of buildings and other items.
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Jade Muggeridge
 
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Post » Tue Feb 01, 2011 8:31 pm

So has anyone tried using this with Vvardenfell Imports? It adds a new shop to Cheydinhal and I don't see it up there in the list.
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Everardo Montano
 
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Post » Tue Feb 01, 2011 11:55 pm

I just downloaded the Vvardenfell Imports ESP to test. The shop itself does not conflict, but the guar pen beside it does slightly. It's doubtful that any of the guar will actually appear in the pen as there are no pathgrids for them when using BC. Also BC adds an ornamental bowl within the fence of the pen which looks out of place, and VI adds a vineyard bucket within the fence which is slightly buried and clips with a pillar from BC. Minor conflicts.
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Joey Avelar
 
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Post » Tue Feb 01, 2011 11:24 am

Been using both of the merged esp's for a while now of this mod. The amount of work put into this project is amazing. :goodjob:

I've only noticed a few things.

-The traveler's sack in Anvil from Alternative Start by Robert Evrae is clipping in a stack of crates by a cart.
-A part of the Anvil boardwalk is clipping together at the seem slightly near the waterwheel by the dock gate. I'll try and take a screen of it later if you want.
-The lighting on the second floor of The Black Flag Tavern could probably use some adjustment. In the hallway all the lighting seems to be centered on one spot.

Apparently I spend too much time around Anvil...
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Erich Lendermon
 
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Post » Tue Feb 01, 2011 7:56 pm

Been using both of the merged esp's for a while now of this mod. The amount of work put into this project is amazing. :goodjob:

I've only noticed a few things.

-The traveler's sack in Anvil from Alternative Start by Robert Evrae is clipping in a stack of crates by a cart.
-A part of the Anvil boardwalk is clipping together at the seem slightly near the waterwheel by the dock gate. I'll try and take a screen of it later if you want.
-The lighting on the second floor of The Black Flag Tavern could probably use some adjustment. In the hallway all the lighting seems to be centered on one spot.

Apparently I spend too much time around Anvil...


I believe I know the part of the boardwalk you refer to, and it isn't a clipping issue, it's a bad vanilla mesh issue. You'll find it does that with no mods installed too.
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Matt Gammond
 
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Post » Tue Feb 01, 2011 11:31 am

Better Cities is great, but it also makes cities crowded. There are so many objects stuff almost all the streets space that I wonder the residents have enough room to walk...
:D
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Nadia Nad
 
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Post » Tue Feb 01, 2011 11:08 pm

Better Cities is great, but it also makes cities crowded. There are so many objects stuff almost all the streets space that I wonder the residents have enough room to walk...
:D


Good, sounds like you're finding the mod doing exactly what it's meant to do then!
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Alexis Acevedo
 
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Post » Tue Feb 01, 2011 4:44 pm

Beta Test Request!!!! Closed

Could the brave please step forward and test something for me? It won't take long, only about 5 or 10 minutes, I just need to find out whether this actually works for anyone other than me!

All you need is to have the Better Cities resources archive installed to be able to help, (and for your character to hold at least 1 gold coin/septim) and to download the following:
This file [Link_Removed] (3mb) contains the latest copy of our ESM, plus a new ESP and a single mesh. The mesh is not important for testing, but feel free to install it for completeness if you wish.

Replace the old ESM with this new one, then install and activate the new ESP (named "BCLavaCaveBeta.esp").
Launch the game, and Fast Travel to the Imperial Prison Sewer (where you appeared right at the beginning of the game after exiting the sewers).
On the wooden docks here you should see a door, please use it to travel into a cave.
Once in the cave, you should see in front of you a boat, and to the left of the boat, a switch.
Press the switch, then tell me what happens. No need for exact details, I just want to know whether the scripts correctly trigger (in which case you take a boat ride) or whether they don't correctly trigger (in which case you just stand there).
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Lew.p
 
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Post » Tue Feb 01, 2011 12:38 pm

Current LO:
Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Windfall.esm03  TR_OoT_Main.esm04  ScreenEffects.esm05  All Natural Base.esm  [Version 0.9.9.5]06  Francesco's Leveled Creatures-Items Mod.esm07  Francesco's Optional New Items Add-On.esm08  Cobl Main.esm  [Version 1.72]09  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0A  Mart's Monster Mod.esm  [Version 3.7b3p3]0B  Enhanced Daedric Invasion.esm0C  FCOM_Convergence.esm  [Version 0.9.9MB3]0D  Kvatch Rebuilt.esm0E  Better Cities Resources.esm0F  CM Partners.esm10  HorseCombatMaster.esm**  TNR ALL RACES FINAL.esp11  Unofficial Oblivion Patch.esp  [Version 3.2.6]12  DLCShiveringIsles.esp13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]14  Better Cities .esp15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]18  Atmospheric Loading Screens - Random Quotes.esp19  All Natural - Real Lights.esp  [Version 0.9.9.5]1A  All Natural.esp  [Version 0.9.9.5]1B  All Natural - SI.esp  [Version 0.9.9.5]1C  Enhanced Water v2.0 HDMI.esp1D  MIS.esp1E  WindowLightingSystem.esp**  Book Jackets Oblivion.esp1F  Display Stats.esp  [Version 1.1.1]20  ImprovedSigns.esp++  Item interchange - Extraction.esp  [Version 0.76]21  Quest Log Manager.esp  [Version 1.2]22  Enhanced Economy.esp  [Version 4.0.6]23  Map Marker Overhaul.esp  [Version 3.4]24  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]25  sr_super_hotkeys.esp26  DLCHorseArmor.esp27  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]28  DLCOrrery.esp29  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]2A  DLCVileLair.esp2B  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]2C  DLCMehrunesRazor.esp2D  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2E  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp2F  EVE_StockEquipmentReplacer.esp30  SentientWeapon.esp  [Version 3]31  DLCThievesDen.esp32  DLCThievesDen - 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Complete.esp44  FiveBlindMiceBeta.esp45  Gift of Kynareth.esp++  Gift of Kynareth_delayer.esp46  GTAesgaard.esp47  GTAesgaard_2.esp48  Kragenir's Death Quest.esp49  Kvatch Rebuilt.esp4A  Kvatch Rebuilt - Leveled Guards - FCOM.esp4B  LetThePeopleDrink.esp  [Version 2.5]4C  KragenirsDeathQuest-LetThePeopleDrink patch.esp4D  Malevolent.esp4E  The Ayleid Steps.esp  [Version 3.3]4F  TR_Stirk.esp50  Stirk_Compatibility_Patch.esp51  VaultsofCyrodiilBC.esp52  Windfall.esp53  DLCBattlehornCastle.esp54  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]55  DLCFrostcrag.esp56  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]57  Knights.esp58  Knights - Unofficial Patch.esp  [Version 1.0.9]59  EVE_KnightsoftheNine.esp5A  SM Plugin Refurbish(Merged).esp  [Version 1.30]5B  TOTF.esp5C  RTT.esp5D  RTT-Weye Relocation Patch.esp  [Version 2.0]5E  The Lost Spires.esp5F  AFK_Weye.esp60  Mighty Umbra.esp61  Lost Paladins of the Divines.esp62  MannimarcoComplete.esp++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_Ruin.esp  [Version 0.9.9]63  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]64  EDI - Less Monotonous DOT.esp65  ElsweyrAnequina.esp66  road+bridges.esp  [Version 4.5.4]67  Feldscar.esp  [Version 1.0.3]68  Vergayun.esp  [Version 1.0.4]69  Faregyl.esp  [Version 1.0.10]6A  Faregyl+Anequina Patch.esp6B  HeartOftheDead.esp  [Version 6.2]++  HOD_delayer.esp6C  xuldarkforest.esp  [Version 1.0.4]6D  LostSpires-DarkForest patch.esp6E  xulStendarrValley.esp  [Version 1.2.2]6F  xulTheHeath.esp70  XulEntiusGorge.esp71  xulFallenleafEverglade.esp  [Version 1.3.1]72  LostSpires-Everglade patch.esp  [Version 1.2]73  Anequina-Fallenleaf-Patch.esp74  xulColovianHighlands_EV.esp  [Version 1.2.1]75  xulChorrolHinterland.esp  [Version 1.2.2]76  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]77  KragenirsDeathQuest-LostCoast patch.esp78  xulBravilBarrowfields.esp  [Version 1.3.2]79  xulLushWoodlands.esp  [Version 1.3]7A  xulAncientYews.esp  [Version 1.4.2]7B  SentientWeaponII-AncientYews patch.esp7C  xulAncientRedwoods.esp  [Version 1.6]7D  xulCloudtopMountains.esp  [Version 1.0.3]7E  KragenirsDeathQuest-CloudtopMountains patch.esp7F  xulArriusCreek.esp  [Version 1.1.3]80  HeartoftheDead-ArriusCreek patch.esp81  xulRollingHills_EV.esp  [Version 1.3.2]82  KragenirsDeathQuest-RollingHills patch.esp83  xulPantherRiver.esp84  xulRiverEthe.esp  [Version 1.0.2]85  xulBrenaRiverRavine.esp  [Version 1.0.2]86  xulBlackwoodForest.esp87  xulCheydinhalFalls.esp  [Version 1.0.1]88  TearsOfTheFiend-CheydinhalFalls patch.esp89  KvatchRebuilt-CheydinhalFalls patch.esp8A  DungeonsOfIvellon-CheydinhalFalls patch.esp8B  xulAspenWood.esp  [Version 1.0.1]8C  xulSkingradOutskirts.esp8D  NRB4+LtPD Patch.esp  [Version 3.0]8E  Castle_Seaview.esp8F  CastleSeaview+LostCoast Patch.esp  [Version 1.0]90  bartholm.esp91  Bartholm-Panther River Patch.esp  [Version 1.0]92  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]93  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]94  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.0]95  Enhanced Vegetation [125%].esp96  Toggleable Quantity Prompt.esp  [Version 3.1.1]97  ATakesAll.esp98  Ayelid Wells.esp99  Alternative Start by Robert Evrae.esp9A  AgarMoreVariedSpellEffects.esp9B  MidasSpells.esp9C  Enhanced Grabbing.esp  [Version 0.5]9D  DeadlyReflex 5 - Combat Moves.esp9E  Oblivion XP.esp  [Version 4.1.5]++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.76]9F  1em_Vilja.espA0  Saerileth.espA1  bgBalancingEVCore.esp  [Version 10.52EV-D]A2  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]A3  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]A4  bgMagicEVPaperChase.esp  [Version 1.68EV]A5  bgMagicAlchemy.esp  [Version 1.57]A6  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]A7  SupremeMagicka.esp  [Version 0.89]A8  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]A9  SM_EnchantStaff.esp  [Version 0.80]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]AA  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]AB  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]AC  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]AD  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]AE  bgIntegrationEV.esp  [Version 0.993]AF  Better Cities - Full City Defences.espB0  Better Cities Full.espB1  BCBravilFULL-Barrowfields patch.espB2  Better Cities - Ruined Tail's Tale.espB3  BCChorrol-ChorrolHinterland fix.espB4  Better Cities - Tears of the Fiend.espB5  BCCheydinhalFULL-CheydinhalFalls patch.espB6  BCSkingrad-SkingradOutskirts patch.espB7  Better Imperial City.espB8  Better Imperial City FPS Patch.espB9  Better Cities - COBL.esp  [Version 2]BA  Better Cities Full FPS Patch.espBB  No More Annoying Messages.esp  [Version 1.3]BC  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]BD  bgMagicLightningbolt.esp++  Real Lava 1.3.espBE  NRB4 Standard Road Record.esp++  Bashed Delayers E - MERGE ONLY.esp  [Version 1.08]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]BF  Bashed Patch, 0.espC0  Streamline 3.1.espC1  BCLavaCaveBeta.espC2  BladeSong.esp


Upon pressing the switch activator, I was asked if I wanted to use the skiff. Upon choosing yes, nothing (unfortunately) happened.

BTW, cool place :)
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Samantha hulme
 
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Post » Tue Feb 01, 2011 10:51 pm

Can anyone verify if there are known incompatibilities between BC and Giskard's mods?

I am talking about Origin of Mages Guild, The Elder Council etc. - The first post mentions incompatibility with CUO Cities, because the author is known to make dirty edits. Is the author of CUO Cities also Giskard (As these can be found on his website)?

I am specifically talking about the Elder Council mod, which adds stuff in the Imperial CIty...
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Love iz not
 
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Post » Tue Feb 01, 2011 5:39 pm

Would be nice if i could get this mod to work. Tried 7zip and wont work cant extract the files needed. Though i dont know what im doing either.
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Roberta Obrien
 
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Post » Wed Feb 02, 2011 1:42 am

Beta Test Request!!!!

Could the brave please step forward and test something for me? It won't take long, only about 5 or 10 minutes, I just need to find out whether this actually works for anyone other than me!
...
On the wooden docks here you should see a door, please use it to travel into a cave.
Once in the cave, you should see in front of you a boat, and to the left of the boat, a switch.
Press the switch, then tell me what happens. No need for exact details, I just want to know whether the scripts correctly trigger (in which case you take a boat ride) or whether they don't correctly trigger (in which case you just stand there).

Tried it out.
Pressing the switch resulted in the question of activating the skiff.
Selecting yes resulted in the rowboat shifting position from beside the dock to angled partially through the end of the wharf.
Nothing else, no boat ride, sorry. :(

http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot11.jpg?t=1277167534
http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot12.jpg?t=1277167510
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Cody Banks
 
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Post » Tue Feb 01, 2011 5:19 pm

Can anyone verify if there are known incompatibilities between BC and Giskard's mods?

I am talking about Origin of Mages Guild, The Elder Council etc. - The first post mentions incompatibility with CUO Cities, because the author is known to make dirty edits. Is the author of CUO Cities also Giskard (As these can be found on his website)?

I am specifically talking about the Elder Council mod, which adds stuff in the Imperial CIty...


Sadly, due to the mod author in question, discussion of his work is strongly frowned upon on these boards, due to both his wishes and where such posts/threads usually head. As for the compatibility, the last time I used OMG and TEC they worked with BC, but that was a long time ago.

EDIT: Vargr: boat script also resulted in the skiff at that same position for me.
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Schel[Anne]FTL
 
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Post » Tue Feb 01, 2011 9:09 pm

Good, sounds like you're finding the mod doing exactly what it's meant to do then!


If I were the resident, I would complain about the narrow streets. :lol:

By the way, I found some issue and I'll report it later.
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Emma
 
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Post » Wed Feb 02, 2011 12:09 am

I'm trying to install it - I've got all the ESPs I need (I think) but now that I'm at Part I, I don't know what the hell I'm doing.

"From the folder "00 Core" copy all three files ("Better Cities .esp", "Better Cities - Meshes.bsa", "Better Cities - Textures.bsa") into the Oblivion\Data\ folder."

I've got a folder called that, but it's in the ESP folder and there's only one esp in it. I can't extract the contents of the resource files because they're unknown file types "001" and "002," specifically. Am I missing a few steps?
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Jennifer Munroe
 
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Post » Tue Feb 01, 2011 9:40 pm

Upon pressing the switch activator, I was asked if I wanted to use the skiff. Upon choosing yes, nothing (unfortunately) happened.

BTW, cool place :)


Tried it out.
Pressing the switch resulted in the question of activating the skiff.
Selecting yes resulted in the rowboat shifting position from beside the dock to angled partially through the end of the wharf.
Nothing else, no boat ride, sorry. :(

http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot11.jpg?t=1277167534
http://i618.photobucket.com/albums/tt261/ADParker314/ScreenShot12.jpg?t=1277167510


Thank you both for testing :) This morning I thought of a possible reason why it works for me but not for others. However as usual I thought of it while walking to work, so I now have to wait impatiently for several hours before I can get home and find out.

Can anyone verify if there are known incompatibilities between BC and Giskard's mods?

I am talking about Origin of Mages Guild, The Elder Council etc. - The first post mentions incompatibility with CUO Cities, because the author is known to make dirty edits. Is the author of CUO Cities also Giskard (As these can be found on his website)?

I am specifically talking about the Elder Council mod, which adds stuff in the Imperial CIty...


I can verify that the The Elder Council is compatible, but the latest version of Origin of the Mages Guild is not. The latest version completely overhauls the Arcane University, especially after you've become arch-mage. Recent earlier versions were fully compatible, as I made minor adjustments in BC to ensure this, but the latest versions nullify compatibility. However I believe it is ONLY the Arcane University which conflicts, so you can use all the rest of BC without that District. Load BC after TEC and OMG.
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Marlo Stanfield
 
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Post » Tue Feb 01, 2011 5:19 pm

I'm trying to install it - I've got all the ESPs I need (I think) but now that I'm at Part I, I don't know what the hell I'm doing.

"From the folder "00 Core" copy all three files ("Better Cities .esp", "Better Cities - Meshes.bsa", "Better Cities - Textures.bsa") into the Oblivion\Data\ folder."

I've got a folder called that, but it's in the ESP folder and there's only one esp in it. I can't extract the contents of the resource files because they're unknown file types "001" and "002," specifically. Am I missing a few steps?

Yes you have. I suggest downloading the full resource file from the Mirror (from the TESNexus page) - saves you the bother of unpacking the two parts of the resource files into one (which is what you have to do, as otherwise the file is bigger than TESNexus allows.)

Or you can follow this helpful guide to unpack them:
http://thenexusforums.com/index.php?showtopic=203148

Using OBMM to run the OMOD script (after obtaining the single resources file of course) is the easiest way to install the mod.
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Anthony Rand
 
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