[Relz] Bananasplit's Better Cities - Thread 34

Post » Tue Feb 01, 2011 11:05 pm

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).

Just stand there. The boat moves suddenly (I didn't see it happen), as I think someone already mentioned / illustrated. Looks like it moved to a position ready for transport, perhaps. I tried jumping into it. That, big surprise, didn't do anything at all.

edit: I was asked "do you want to use The Skill", I think, or words to that effect, more or less. Upon flicking the switch, that is. My character responded with "Yes".
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Robert Jackson
 
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Post » Wed Feb 02, 2011 1:58 am

Just stand there. The boat moves suddenly (I didn't see it happen), as I think someone already mentioned / illustrated. Looks like it moved to a position ready for transport, perhaps. I tried jumping into it. That, big surprise, didn't do anything at all.

edit: I was asked "do you want to use The Skill", I think, or words to that effect, more or less. Upon flicking the switch, that is. My character responded with "Yes".


Thanks :)

My thought this morning while walking to work is almost certainly correct, I PM'd Ismelda when I arrived at work, and she has confirmed for me that I forgot to include a vital mesh which is not yet part of the BC resources files! This missing mesh is without doubt the reason things fail for everybody except me.

Silly me! (as Ismelda quite rightly informed me)

So no more beta testing is required now, thanks to any who tried and thanks again to the three who gave feedback.
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ONLY ME!!!!
 
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Post » Tue Feb 01, 2011 9:16 pm

Hi,
Wow what an amazing mod! Makes the cities come alive! :bowdown:

I have a question though. I saw in this resurrected thread http://www.gamesas.com/index.php?/topic/1046537-vaults-of-cyrodiil/; a discussion about the vaults of cyrodiil which I have installed. They are saying that the BC vaults of cyrodiil.esp (not actual name but I'm sure you know what I mean) is a replacer. So this got me thinking so I checked the readme for BC in OBMM and it says at the bottom that its a replacer but on this thread it says its a patch/fix?

BOSS didn't moan at me for having them both active sooo?

Thanks
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adame
 
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Post » Tue Feb 01, 2011 12:37 pm

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.


Thanks anyway bro, but I figured it out, I remember having to 7zip a long time ago for a NWN module.
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JR Cash
 
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Post » Tue Feb 01, 2011 12:01 pm

Hi,
Wow what an amazing mod! Makes the cities come alive! :bowdown:

I have a question though. I saw in this resurrected thread http://www.gamesas.com/index.php?/topic/1046537-vaults-of-cyrodiil/; a discussion about the vaults of cyrodiil which I have installed. They are saying that the BC vaults of cyrodiil.esp (not actual name but I'm sure you know what I mean) is a replacer. So this got me thinking so I checked the readme for BC in OBMM and it says at the bottom that its a replacer but on this thread it says its a patch/fix?

BOSS didn't moan at me for having them both active sooo?

Thanks


It's a replacer, don't use both together. Ismelda refers to replacer ESPs as "fixes".
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Phoenix Draven
 
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Post » Tue Feb 01, 2011 11:06 pm

Hi,
Wow what an amazing mod! Makes the cities come alive! :bowdown:

I have a question though. I saw in this resurrected thread http://www.gamesas.com/index.php?/topic/1046537-vaults-of-cyrodiil/; a discussion about the vaults of cyrodiil which I have installed. They are saying that the BC vaults of cyrodiil.esp (not actual name but I'm sure you know what I mean) is a replacer. So this got me thinking so I checked the readme for BC in OBMM and it says at the bottom that its a replacer but on this thread it says its a patch/fix?

BOSS didn't moan at me for having them both active sooo?

Thanks


It's a replacer, don't use both together. Ismelda refers to replacer ESPs as "fixes".


Exclusive excerpt form my own dictionary (available by order for a modest $1000 price, taxes included):
Patches: Additional plugin used to provide a fix for a (or some) conflict(s) between 2 mods (or more)
Fixes: Change inside the original plugin to remove conflict with another mod (aka a replacer for the original mod)
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Shianne Donato
 
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Post » Wed Feb 02, 2011 12:30 am

Ah Thanks
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Catherine N
 
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Post » Tue Feb 01, 2011 7:54 pm

So...umm...Vorians, what was that place anywhos? :whistling:
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Sammykins
 
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Post » Tue Feb 01, 2011 9:15 pm

So...umm...Vorians, what was that place anywhos? :whistling:

It was a bit of a tease wasn't it?
You got us all (well two of us at least) all a quiver with anticipation! :lol:
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gary lee
 
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Post » Tue Feb 01, 2011 3:32 pm

So...umm...Vorians, what was that place anywhos? :whistling:



It was a bit of a tease wasn't it?
You got us all (well two of us at least) all a quiver with anticipation! :lol:


That's what you'll find beyond the (locked with no key) Age-Old Silver gate beneath Chorrol which Bananasplit never got around to doing anything with; many people over the past 2.5 years have asked what's supposed to be beyond the gate which until now had no interior to link to. After a couple of abortive attempts to create an interesting cave, I came across WhoGuru's retexture for the Ayleid Ruins, and tried again. What you saw is the WIP of the results so far. Still a LOT more work needed unfortunately, but I'll add some more here and there when I can. I do tend to jump around in Better Cities, adding or tweaking things in different cities without having completed what I'd been doing elsewhere, so it takes time for me to complete things.
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Dan Scott
 
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Post » Tue Feb 01, 2011 2:44 pm

That's what you'll find beyond the (locked with no key) Age-Old Silver gate beneath Chorrol which Bananasplit never got around to doing anything with;

Oh yeah. I was just there a couple of days ago as it happens, and thought about that again. Good to hear it hasn't been forgotten entirely then. :laugh:
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Vivien
 
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Post » Tue Feb 01, 2011 10:30 pm

I'm running into a problem with 1 or 2 characters from this mod, More specifically FormID finder says it's in the Better Cities Resourse section. When ever one of these guards is in the area all the vanilla guards go crazy and start attacking them. The two characters in question are Kivel Velvin and Knight Commander Percy of Kynareth. Also if Audens Avidius from the Imperial corruptin is in the area he'll come over and fight too. But if he lives through the fight the guards leave him alone. I'm using the most updated version of this mod too. My main question is are any of the two characters from this mod needed in any way for a quest? If not I'll just let them fight and go on with my game.
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Lucy
 
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Post » Tue Feb 01, 2011 5:28 pm

I'm running into a problem with 1 or 2 characters from this mod, More specifically FormID finder says it's in the Better Cities Resourse section. When ever one of these guards is in the area all the vanilla guards go crazy and start attacking them. The two characters in question are Kivel Velvin and Knight Commander Percy of Kynareth. Also if Audens Avidius from the Imperial corruptin is in the area he'll come over and fight too. But if he lives through the fight the guards leave him alone. I'm using the most updated version of this mod too. My main question is are any of the two characters from this mod needed in any way for a quest? If not I'll just let them fight and go on with my game.


Neither of them are presently important. I think their Aggression settings are a bit too high, someone probably stuck their tongue out at them while passing and caused an upset. In the next release they'll have lower Aggression to hopefully discourage bad behaviour.
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Jeff Turner
 
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Post » Tue Feb 01, 2011 7:57 pm

Whats the status with Oblivion Citadel Door Fix.esp?
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Jose ordaz
 
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Post » Wed Feb 02, 2011 1:16 am

Neither of them are presently important. I think their Aggression settings are a bit too high, someone probably stuck their tongue out at them while passing and caused an upset. In the next release they'll have lower Aggression to hopefully discourage bad behaviour.

awesome thanks. I was just worried that at some point I would run into a quest that would deal with one of them and I would be stuck at a point and not be able to go on since they were dead. My brother in law had a problem on his xbox where he ignored a character being attacked by a cougar and when he got to a quest he couldn't do anything because she was dead. Hopefully with them dead I won't have any more problems with the guards running off to attack other people.
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Spooky Angel
 
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Post » Tue Feb 01, 2011 8:24 pm

Trying to figure out how to extract the bsa files for the meshes and textures. Ive read what to do on the site and i still dont understand it. All i want is those two already got the esp.
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candice keenan
 
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Post » Tue Feb 01, 2011 5:20 pm

Trying to figure out how to extract the bsa files for the meshes and textures. Ive read what to do on the site and i still dont understand it. All i want is those two already got the esp.

Think carefully: Did you extract the meshes and textures from Oblivion game itself?
Now if you replied no to the previous question, think again and tell me why you want the extract them from our bsa?
Finally, just read the readme we provide about how to install the resources properly.
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Queen Bitch
 
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Post » Tue Feb 01, 2011 7:41 pm

Whats the status with Oblivion Citadel Door Fix.esp?


I don't know, healthy? That's part of the UOP isn't it? Try asking in the UOP thread.
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Len swann
 
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Post » Tue Feb 01, 2011 10:48 pm

Got it to work thanks. Looks great.
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XPidgex Jefferson
 
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Post » Tue Feb 01, 2011 1:38 pm

The winery just south of bravil (along the docks) inside there are no owned objects crates barrels or such. IE not considered stealing if you take them. Is it supposed to be this way when everything else outside is owned.
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Maddy Paul
 
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Post » Tue Feb 01, 2011 8:50 pm

I guess citadel doors don't conflict with better cities. I'll give it a try :)
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Kay O'Hara
 
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Post » Tue Feb 01, 2011 2:44 pm

I am having problems with BC. First, I meet the requirements as laid put in TES Nexus (an 18 month old high end gaming PC + OBMM to install, BOSS to order, Wrye to bash); although my PC is higher end than I am. I also don't see anything from this thread and the readme suggesting that their is a serious incompatibility with any of the many mods I have installed (FCOM ++), plus the problem has started after 50 hours or so of playing and the only thing I have added is the RAM fix. I have the full install for B&M plus all the relevant patches. Anyway, the issue is that I can't exit a city (only tried Leyawiin, Bravil , Anvil and Skingrad) without a ctd (after completing the loading screen) - except when I fast travel to another city. Is this a known problem and, if so, what can I do to fix it? I posted my load list in a separate thread but haven't received any help, so I thought I would go to the source. Merci.
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Emilie M
 
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Post » Tue Feb 01, 2011 11:57 pm

I am having problems with BC. First, I meet the requirements as laid put in TES Nexus (an 18 month old high end gaming PC + OBMM to install, BOSS to order, Wrye to bash); although my PC is higher end than I am. I also don't see anything from this thread and the readme suggesting that their is a serious incompatibility with any of the many mods I have installed (FCOM ++), plus the problem has started after 50 hours or so of playing and the only thing I have added is the RAM fix. I have the full install for B&M plus all the relevant patches. Anyway, the issue is that I can't exit a city (only tried Leyawiin, Bravil , Anvil and Skingrad) without a ctd (after completing the loading screen) - except when I fast travel to another city. Is this a known problem and, if so, what can I do to fix it? I posted my load list in a separate thread but haven't received any help, so I thought I would go to the source. Merci.


Something in your load order is causing your crashes, and it has nothing to do with Better Cities. Sorry, we can't help.
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Dean
 
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Post » Tue Feb 01, 2011 6:50 pm

I didn't know whether posting it in this thread was the best choice, but it's the one that made the most sense to me. Sorry if it's not the right place, and of course, feel free to tell me where it should be.

Anyway, I just noticed that this time (with this install) I seem to be missing some water in the Bathing House (BC IC).

http://img130.imageshack.us/g/201ne.jpg/ are some screenshots. The first is the only truly relevant one, but I thought I'd throw the other two in, just to show that the rest of it seems to be fine, and looking nice as ever. :)

What have I done / not done?
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Trevi
 
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Post » Tue Feb 01, 2011 11:19 am

I suspected it was load order - although why it just started with no changes to that load order puzzled me. Anyway, I sorted it out (in the sense that when I restarted my PC and then Wrye, it 'kicked out' a couple of BC esps for exceeding the limit and rebashing solved the problem). I brought it up on this thread in case it was a known problem /conflict.
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Leticia Hernandez
 
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