[Relz] Bananasplit's Better Cities - Thread 34

Post » Tue Feb 01, 2011 10:49 am

http://www.gamesas.com/index.php?/topic/1084621-relzbananasplits-better-cities-thread-33/

"This is a translation of Bananasplit's awesome Better Cities mod, which aims at making all the cities in the game more beautiful.
All credit goes to Bananasplit for the creation of his mod, I merely translated some names and the new Guide to Skingrad."
SATU


As you know we took over the job started by Satu with Skingrad and Bravil. The following cities from Bananasplit's Better Cities were also translated:
- Imperial City Market
- Chorrol
- Anvil
- Leyawiin
Then we added Reckless' Better City Cheydinhal, Wolfslady's Better City Bruma & Better Arboretum, SilentResident's ImpeREAL, jf2ln Anvil Bay and Bravil Dock and finally OnWard Softworks (aka TheXanadu & TheLastVoice) 's Leyawiin Port.

All these files are in the same pack in http://www.tesnexus.com/downloads/file.php?id=16513.
Expect new Patches/Fixes/Enhancements every Now and Then

Find the http://www.scharesoft.de/joomla/forum/showthread.php?t=18464.
Find the http://tesall.ru/files/oblivion/betcities/.

_______________________________________________________
Technical Features:
Unique range of formID for each City/district:
Allow the merging of the esp while using TES4Gecko to never change any formID and thus banishing forever the need of clean saves between different version (started on version 4.3.0). This step was needed because of the Modularity of the mod. [Tool used: TES4Edit]
Modularity:
Each city and each IC District is offered in two ways: as a separate ESP on its own, or as part of two merged Full ESPs. This allows users to pick and choose which cities/Districts to use, so if they don't like one they can choose not to use it, or if a city or District conflicts with another mod they use, they can choose not to use it. Yet if you do want to use all cities, there's a single ESP for all, and if you want all IC Districts, there's a single ESP for all, which helps reduce the number of active ESPs in your load order if you do want every city and every District. We expand this concept into the City Defences ESPs - separate ESPs for each city, or a single Full ESP for all of them. And then again with the FPS patch ESPs as well! [Tool used: Brains!!!]
Unique worldspace in the Imperial City:
Allow to have a separate Map for the Imperial City and also to banish any conflict with any mod dealing with the Imperial Isle (Unique Landscape Imperial Isle and others) as the districts do not share their landscape edition with the Imperial Isle anymore. The drawback is that the Better Imperial City needs to be loaded last (or so) in your load order to ensure that no mod is resetting the IC to its initial worldspace. You also can't fast travel outside the city (Speed is Limited!) but you need to get out of the IC to be able to fast travel to other places outside the IC. [Tool used: TES4Edit]
Way of dealing with Doors:
We replace the doors by BC version of the same doors when we have to move them from their vanilla position. The vanilla doors are disabled and made non persistent so that their state wont be kept in your saved game and if you remove Better Cities, the vanilla doors will automatically be back at their right place without any issue. [Tool used: Brains!!!]
Customization:
Nearly each city/district has its own customization based on the users preferences on gore, FPS issue and compatibility with other mods. The customization comes in 2 different way: In Game Menu for those who use OBSE (which is recommended also to use Streamline and lower the FPS hit of Better Cities) and Manual where the user needs to enter some console commands to achieve the customization desired. [Tool used: OBSE and Brains]
BAIN & Scripted Installation:
The installation which comes in 3 archives (Mains files with the esp/esm, Main resources with the bsa archives and Update to the Resources if and when needed) is all scripted to facilitate an omod installation with Oblivion Mod Manager. In the same way, the archives are packaged to allow an easy BAIN Installation when Using Wrye Bash. [Tool Used: OBMM and Wrye Bash]
Cleaned ESP:
All our plugins are cleaned with TES4Edit to limit the conflicts with Oblivion Vanilla and Other mods. Of course this doesn't mean that others mods wont conflict with Better Cities but just that we took extreme precautions to limit those conflict as much as we could. Before reporting any conflict, make sure that Better Cities is loaded after the mod you think is conflicting. [Tool used: TES4Edit]
PiFFYed Meshes:
All our meshes are PyFFIed and further stripped of useless data to ensure an optimum performance in game. [Tool used: PyFFI]
BSA Archives:
All the main resources are then packaged into BSA archives (when this is possible) to allow an easy install/uninstall. The BSA are separated into different categories for customization purposes (B&M or vanilla Bravil textures for instance) and translation purposes (English Names on Textures and English Dialogs which can be replaced by their translated version for any other language). [OBMM BSA Creator]
An ESM (A Master):
Early on we found that some new resources were being used by more than one city. Without an ESM, this means duplication of base objects in each ESP - not very tidy! So we adopted a single ESM to contain base records for all cities and Districts to reference as needed. Dialogue also goes into the ESM, as some of our dialogue is voiced, but voice files are stored in the Data folder based upon the ESM or ESP they are used by - since BC is modular, this gets messy as the same dialogue used by Better Cities - Chorrol.esp is needed by Better Cities Full.esp. So to avoid duplication of MP3s, the dialogue was moved into the ESM, allowing the MP3s to be stored once for use by the ESM only. Also (!) we store ALL interiors in the ESM instead of in each city or District ESP which makes creation of AI packages simpler as they can safely reference interiors from multiple cities or Districts. At the same time, this allows for the possibility of other ESPs to use the BC interiors without needing to be dependent on the BC ESPs. This means more to modders than mod users of course! [Tools used: TES4Edit and Brains!!!]
Built-in compatibility with other popular mods:
(Where possible)
Better Cities is specially tweaked in some locations to enable compatibility with other conflicting mods, without the need for patches. Examples include Bravil for Lost Spires, Bruma for Heart of the Dead, and the Arboretum for Let the People Drink. Lost Spires moved the city walls and raised some land up beside the Chapel to place a new building. Better Cities also moves the city walls to match Lost Spires, and raises the land height, so that Lost Spires' new building fits in perfectly. Yet this area is NOT left empty if you don't use Lost Spires. Without Lost Spires, you'll find a burnt out house ruin on the same spot, so you won't realize the area is reserved for Lost Spires. We do this for other mods as well! [Tool used: Brains!!!]

_______________________________________________________
Requirements
Official Oblivion Patched with http://static.gamesas.com/Oblivion/Oblivion_v1.2.0416English.exe (or whichever version you need for your language.

_______________________________________________________
Video Preview
http://www.youtube.com/watch?v=A9Iu5Mu22sQ by mrcrusty. Thanks!!!
You can also http://www.tesnexus.com/downloads/file.php?id=14584 to get a better quality.

http://www.youtube.com/watch?v=4Ajw0xdSCOg
http://www.youtube.com/watch?v=bdz3nwPw7S8
http://www.youtube.com/watch?v=MSz3WoNrYTw
http://www.youtube.com/watch?v=Qh4wwpDXVjM
http://www.youtube.com/watch?v=0Q8DQkT2TPQ
http://www.youtube.com/watch?v=-zBpGMyIEnw
http://www.youtube.com/watch?v=41ryK572TkY
http://www.youtube.com/watch?v=zMarn0-gblQ
http://www.youtube.com/watch?v=7FlqGNQbsIw
http://www.youtube.com/watch?v=cGGmbXUbwIM
http://www.youtube.com/watch?v=GzCHYT1tR7E
http://www.youtube.com/watch?v=bNlqwF41bX4
http://www.youtube.com/watch?v=usNORqG7V-I
http://www.youtube.com/watch?v=WrFgnwf7ems

_______________________________________________________
Compatibility Patches & Fixes
Textures mods: No textures is altered by these mods so any mod changing the textures is compatible.
Unofficial Oblivion Patch: This mod is recommended with Better Cities because it fixes many things like for instance the giant scrying balls being handled as static without havoc which comes handy around Bruma, plus many other things that should have been addressed by Bethesda.

Already Compatible
http://www.tesnexus.com/downloads/file.php?id=11495 OK (Arrival at Leyawiin Harbour possible by Robert Evrae. This requires OBSE v14+)
http://www.tesnexus.com/downloads/file.php?id=19039 OK (created compatible by RGM)
http://www.tesnexus.com/downloads/file.php?id=12016: OK (special version of Bravil)
http://www.tesnexus.com/downloads/file.php?id=9858: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=12249 (aka MMM, OOO, Fran & Warcry): OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=7825: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=9724: OK (source Lyre)
http://www.tesnexus.com/downloads/file.php?id=13692: OK (version 1.3+)
http://www.tesnexus.com/downloads/file.php?id=15617: OK (source Greenwarden & IceMan80)
http://www.tesnexus.com/downloads/file.php?id=14829: OK (source SheerShaw)
http://www.tesnexus.com/downloads/file.php?id=7902: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=11249: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=6895 OK (Compatible esp created by Geniel)
http://www.tesnexus.com/downloads/file.php?id=17201 OK (Compatible esp created by Lametrie)
http://www.tesnexus.com/downloads/file.php?id=14425: OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=17644 OK (created compatible via quest by AlexKnight1978)
http://www.tesnexus.com/downloads/file.php?id=16316 OK (created compatible by Ervvyn with OBSE v0014a+ detection)
http://www.tesnexus.com/downloads/file.php?id=6846: OK (source Bluepie)
http://www.lostspires.com: OK
http://www.tesnexus.com/downloads/file.php?id=9655: OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=19628 OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=13303: OK integrated in Better Cities IC Market and Temple Districts.
http://www.tesnexus.com/downloads/file.php?id=19589: OK Integrated in Better Cities.
http://www.tesnexus.com/downloads/file.php?id=10256: OK Integrated in Better Cities IC.
http://www.tesnexus.com/downloads/file.php?id=14957: OK Integrated into Better Cities IC Market District.
http://www.tesnexus.com/downloads/file.php?id=3868: OK Integrated into Better Cities IC Talos Plaza.
http://www.tesnexus.com/downloads/file.php?id=3771: OK Integrated into Better Cities IC Palace.
http://www.tesnexus.com/downloads/file.php?id=4620: OK Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=4650: OK Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=4651: OK Integrated into Better Cities IC Temple District.
http://kvatch.net/forum/viewtopic.php?t=887: OK (Source BBC Team)
http://www.tesnexus.com/downloads/file.php?id=22226: OK (Source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=6779: OK (Source Vorians)
http://www.tesnexus.com/downloads/file.php?id=11999: OK (Source Vorians)
http://theelderscrolls.info/?go=dlfile&fileid=349: OK (BG2408)

Minor Issues
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=991: OK except for few floating signs (source Whitestrake)
http://www.tesnexus.com/downloads/file.php?id=14853: OK need to disable a wine barrel with the console (source Vorians)

Incompatible
http://www.tesnexus.com/downloads/file.php?id=14442: NO but Better Cities have their own City Defenses now.
http://www.tesnexus.com/downloads/file.php?id=11333: NO with IC Market only (source 2Cold Scorpio-RGc1)
http://www.leiawen.net/ceedee/BabSite/html/addons.html: NO with IC Market only (source wmj)
Artifacts of the Ancestors with Blood & Mud and thus with Blood & Mud Editions of Better Cities.

Users Fixes and Patches
http://www.tesnexus.com/downloads/file.php?id=4954: OK (Fix by StarLion) http://rapidshare.com/files/77526935/IWR-Windows.esp.html.
http://tesnexus.com/downloads/file.php?id=11027: OK (fix by Trader01) http://www.tesnexus.com/downloads/file.php?id=14490.
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=4513 http://www.tesnexus.com/downloads/file.php?id=17454: OK (Patch by Roxas116)
http://www.tesnexus.com/downloads/file.php?id=18203 OK (http://www.tesnexus.com/downloads/file.php?id=19263)

Patches & Fixes included in the Extras
http://www.tesnexus.com/downloads/file.php?id=14601: OK (BBC must be loaded after VHB to ensure highest compatibility) (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=3172: OK (Fix by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=11778 OK (fix by Vorians)
http://www.tesnexus.com/downloads/file.php?id=14939 OK (patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=13692: OK (fix by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=19228 OK (patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=10223 OK since version 2.4
http://www.tesnexus.com/downloads/file.php?id=9450: OK (source Vorians and Blupie fixes)
http://www.tesnexus.com/downloads/file.php?id=19058 OK (made compatible by Ismelda)
http://www.stephanewuttunee.net/tnr_tie.html: OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=3027: OK (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=7155: OK (Fix by Ismelda)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=581: OK (fix by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=11598: OK (Patch by BluePie)
http://www.tesnexus.com/downloads/file.php?id=7663: OK (fix by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=8714: OK (Patch by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=9357: OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=11189: OK (Patch by Vorians - get all Vorians http://www.tesnexus.com/downloads/file.php?id=13834).
http://www.tesnexus.com/downloads/file.php?id=5156: OK (Patch by Vorians) Load Better Cities after Thievery in the Imperial City and the patch after Better Cities.
http://www.tesnexus.com/downloads/file.php?id=3849: OK (Patch by Vorians)

_______________________________________________________
FPS Tips:
Use http://www.gamesas.com/bgsforums/index.php?showtopic=795779
You can alter your Oblivion.ini file (After a Backup) to change these settings (http://www.gamesas.com/bgsforums/index.php?showtopic=794126&st=129#)
fLODFadeOutActorMultCity: Default value is 1. Change it to lower the distance you see NPCs in the city. Suggestion 0.4 - 0.8
fLODFadeOutItemMultCity: Default value is 1. Change it to lower the distance you see items in the city. Suggestion 0.4 - 0.8
fLODFadeOutObjectMultCity: Default value is 1. Change it to lower the distance you see objects in the city. Suggestion 0.4 - 0.8
(I use it at 0.8 for the 3 of them).
_______________________________________________________
Possible Issues
You might encounter some items that are really out of place when you update your Better Cities.
I don't have any explanantion on why this happens but the only way to fix it is:
- Uncheck the Better Cities plugins (cities, fixes, patchs at additions).
- Save your game.
- Re-enable the better cities plugins and load the game.
All should be back to normal. As Better Cities are not a quest mod, you will loose nothing.

Also check our http://thenexusforums.com/index.php?showtopic=220413 for instant answers to most commonly asked questions.
_______________________________________________________
Bug Reports
Read the http://www.gamesas.com/bgsforums/index.php?showtopic=449239 pinned in this forum.
- Try to make Beta Comments (Tracking Down Problems With Specific Mods in the Oblivion Mods FAQ)
- Post a picture of the issue if possible (we spent more time modding than actually playing. We test the stuff we just created but we are humans and still can't miss things).
- When taking a screenshot, open your console and type in
  • SDT 33 (then enter)
  • TDT (then enter and close the console)

This will bring to the screen coordinates, cell name and so on which helps to locate where you are and where your bug was found.
Open the console and type TDT again to remove all the info from your screen.
_______________________________________________________
Projects of Interest about Cities:
http://www.gamesas.com/bgsforums/index.php?showtopic=796509
http://www.gamesas.com/bgsforums/index.php?showtopic=817511

_______________________________________________________
Alternative Mods:
http://www.tesnexus.com/downloads/file.php?id=19589 by SilentResident

_______________________________________________________
Free Doors and Used Free Doors:

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ICMarketWestMap.jpg

Door 3 is reserved for the http://www.tesnexus.com/downloads/file.php?id=19058.
Door 4 is reserved for the http://www.tesnexus.com/downloads/file.php?id=3172.
Door 5 has an interior included in the ICMarket.
Door 6 is reserved for http://www.tesnexus.com/downloads/file.php?id=8714.
Doors 1 & 2 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ICMarketEastMap.jpg

Door 10 is reserved for the http://www.tesnexus.com/downloads/file.php?id=14957.
Door 11 is reserved for the http://www.tesnexus.com/downloads/file.php?id=7155.
Door 13 is reserved for the http://tesnexus.com/downloads/file.php?id=13692.
Door 14 is reserved for the http://tesnexus.com/downloads/file.php?id=13303.
Doors 7, 8, 9 & 15 are free.

http://bettercities.free.fr/2009/02/BBCMarketUpperLevelMap.jpg

Doors 16 & 19 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_AnvilMap.jpg - http://bettercities.free.fr/Maps/BC_Anvil_Map.jpg

Door 1 & 5 have an interior included in Anvil.
Doors 2, 3 & 4 are free.

http://bettercities.free.fr/Maps/BC_Bravil_B&M_Map.jpg

No Free Doors

http://bettercities.free.fr/2008/11/FD_BravilNorth.jpg

No Free Doors

http://bettercities.free.fr/2008/11/FD_BravilSouth.jpg

No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_LeyawiinMap.jpg

Door 4 is reserved for http://www.tesnexus.com/downloads/file.php?id=8520
No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_LeyawiinDockMap.jpg

Doors 6 & 9 have interiors included in Leyawiin.
Doors 7 & 8 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_BrumaMap.jpg

No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_CheydinhalNorthMap.jpg
http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_CheydinhalSouthMap.jpg

No Free Doors.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ChorrolMap.jpg

No Free Doors
Door 3 is reserved for http://www.tesnexus.com/downloads/file.php?id=24564

http://bettercities.free.fr/Maps/BC_Skingrad_Map.jpg

2 doors are free.


_______________________________________________________
Injected Records
Bananasplit's Better Cities Team will use a range of Injected ID into Oblivion.ESM which is from
0000FB00 to 0000FBFF
It is a range of 256 records which are free in Oblivion.ESM that we will use for toggle items to ensure compatibility with other mods without having to make patches or dependent files.
Please do not use any ID from this range in your own mods.

_______________________________________________________
For Translators:
My psd files of the shop signs are http://www.megaupload.com/?d=LCL06VKL
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Wed Feb 02, 2011 12:42 am

Sweet lord finally...turns out the second part was corrupted. Re-downloaded, re-sorted, and works great! Thanks for your help; really appreciated.

Good to hear.


Happy gaming!
- Tomlong75210

(I have to follow up. :))
User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Tue Feb 01, 2011 11:42 pm

Just found some more things for you-

http://img405.imageshack.us/i/oblivion201005211358008.png/

http://img42.imageshack.us/i/oblivion201005211512420.png/

http://img208.imageshack.us/i/oblivion201005211713442.png/

One more thing- http://img217.imageshack.us/i/oblivion201005211504071.png/ you can see the window reflection in the water, but there are no lights at all. I'm using AWLS.
User avatar
jasminε
 
Posts: 3511
Joined: Mon Jan 29, 2007 4:12 am

Post » Tue Feb 01, 2011 11:29 am

Just found some more things for you-

http://http://img405.imageshack.us/i/oblivion201005211358008.png/

http://img42.imageshack.us/i/oblivion201005211512420.png/

http://img208.imageshack.us/i/oblivion201005211713442.png/

One more thing- http://img217.imageshack.us/i/oblivion201005211504071.png/ you can see the window reflection in the water, but there are no lights at all. I'm using AWLS.


Thanks, I'll look into the first three. Last one is a game engine limitation, can't be avoided. I don't know how to word this, as I don't know exactly how AWLS works, but roughly speaking, reflections will always show animated statics in one specific state of their animation. For the AWLS meshes, this state is the one where the windows are lit. I probably spoke rubbish trying to describe that, but I hope you get the gist of what I'm saying, even if the details are total gibberish. It's a problem with the game's way of showing reflections, that bit at least is correct.
User avatar
Hairul Hafis
 
Posts: 3516
Joined: Mon Oct 29, 2007 12:22 am

Post » Tue Feb 01, 2011 4:40 pm

I don't know how to word this, as I don't know exactly how AWLS works, but roughly speaking, reflections will always show animated statics in one specific state of their animation.


Reflections in the water, at least as far as I've been able to determine, are based on LOD meshes instead of the local ones. I wish I'd kept the screenshot of when I noticed this during QA on Blackwood Forest because it had a perfect example of buildings being reflected in the water when there weren't even any in the cell. So those reflections are going to be based on whatever LOD is in use. Dumb way for the game to handle it, but that's how it works.
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Tue Feb 01, 2011 9:35 am

Reflections in the water, at least as far as I've been able to determine, are based on LOD meshes instead of the local ones. I wish I'd kept the screenshot of when I noticed this during QA on Blackwood Forest because it had a perfect example of buildings being reflected in the water when there weren't even any in the cell. So those reflections are going to be based on whatever LOD is in use. Dumb way for the game to handle it, but that's how it works.


There, that's the answer I was misremembering!!!! The LOD AWLS building meshes are probably permanently window-lit, since during the day from afar you can't tell they're lit up, but at night you can. Ismelda can contradict that if she likes, since she conceived AWLS.
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Tue Feb 01, 2011 6:53 pm

As AWLS is primarily a meshe replacer, the default state of the meshes in it is lit. We do not offer any LOD meshes though. The fact is that the reflection is based on the default state and not the current one and this is why you see all windows lit in the water.

Now for the LOD, if you use the lit version from RAEVWD I guess they would be seen lit too but as far i can tell it is simply a matter of which default state we have on a meshe.
User avatar
rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Tue Feb 01, 2011 2:51 pm

As AWLS is primarily a meshe replacer, the default state of the meshes in it is lit. We do not offer any LOD meshes though. The fact is that the reflection is based on the default state and not the current one and this is why you see all windows lit in the water.

Now for the LOD, if you use the lit version from RAEVWD I guess they would be seen lit too but as far i can tell it is simply a matter of which default state we have on a meshe.


Ooh, now that contradicts Arthmoor! And this can be tested I guess by finding a building using a BC mesh, since the BC building mesh default state is unlit (since they're designed to work with AWLS, but also to not light up when AWLS isn't being used).
Regardless, it's ultimately moot how reflections are created. In the end, the game engine is reflecting not what the player sees in-game, instead it reflects something similar but potentially inaccurate - and that's not caused by BC :)
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Tue Feb 01, 2011 9:30 am

Ooh, now that contradicts Arthmoor! And this can be tested I guess by finding a building using a BC mesh, since the BC building mesh default state is unlit (since they're designed to work with AWLS, but also to not light up when AWLS isn't being used).
Regardless, it's ultimately moot how reflections are created. In the end, the game engine is reflecting not what the player sees in-game, instead it reflects something similar but potentially inaccurate - and that's not caused by BC :)

Even more simple than that, If 3beN didn't install any lit LOD meshes then I'm right.
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Tue Feb 01, 2011 11:07 pm

The link for the The Dwemer Subway Patch by Mag1cWind0w is down. Do you have an other mirror or something? :o
Btw there are other links down as well:
Jannix Quinn's Streams of Silver
Imperial City Waterfront Tunnel Entrance
CUO Cities
Illumination Within Revived Retrofitted fix by Trader01
Tamriel Immersion Experience (T.I.E.) 1.22+
Steamline
thanks BDBB for this tip
Better Elven Gardens District
Talos District Densified
IC Waterfront Tunnel Entrance
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Tue Feb 01, 2011 5:42 pm

Hello, Madamme Mayor Lasombra.

I think I found quick way to turn Better Cities into Widely Open Cities:

Bainstall the mod forgetting the 00 Cole subfolder. This way you have no walls at all and you don't even get FPS hit - your FPS are to the max.
As a bonus you get many bright yellow satrs with WTF letters on them and the IC looks like Christmas tree. :D

EDIT:
Same result can be achieved by properly installing but forgetting to check BetterCities.esp before starting the game. :D

I think no one can match Blade at screwing their own game... :D
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NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Tue Feb 01, 2011 1:33 pm

Even more simple than that, If 3beN didn't install any lit LOD meshes then I'm right.


Actually, i have not installed lit LOD meshes, but windows are lit even when I'm far away. When I come closer however, windows get extinguished immediately, and I see just the reflections on the water.
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koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Tue Feb 01, 2011 10:38 pm

Actually, i have not installed lit LOD meshes, but windows are lit even when I'm far away. When I come closer however, windows get extinguished immediately, and I see just the reflections on the water.

That is normal as the default state of the meshes is lit so, until you set them on or off by closing in, they will have their default state. With laggy machine, you can even see all the windows lit for a split second before they get their proper state during daylight when you just enter a city zone.
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Cash n Class
 
Posts: 3430
Joined: Wed Jun 28, 2006 10:01 am

Post » Tue Feb 01, 2011 3:18 pm

Ooh, now that contradicts Arthmoor! And this can be tested I guess by finding a building using a BC mesh, since the BC building mesh default state is unlit (since they're designed to work with AWLS, but also to not light up when AWLS isn't being used).


Don't sound so excited :P

However....

Actually, i have not installed lit LOD meshes, but windows are lit even when I'm far away. When I come closer however, windows get extinguished immediately, and I see just the reflections on the water.


If windows are still lit even when far away, it has to becoming from some kind of LOD mesh. Close-up meshes can't do that because they're not loaded.
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chloe hampson
 
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Joined: Sun Jun 25, 2006 12:15 pm

Post » Tue Feb 01, 2011 8:10 pm

Ok I found a floating bed and flame both in the same area. Location Bruma facing the chaple - on the Olav tap and tack side there are 2 large bolders and a tree the bed is on top of the bolders and the flame is in the branches of the tree. If you need more info like formID then let me know. I noticed this with the last version and waited for this version to see if it was fixed. I have not seen any other discussions about this.
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Alex Blacke
 
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Joined: Sun Feb 18, 2007 10:46 pm

Post » Wed Feb 02, 2011 12:13 am

I've noticed that the Imperial City walls and tower sometimes turn yellow at night when viewed from certain angles, although the behavior isn't consistent. I have tended to just ignore this, thinking it was an engine issue and because it didn't cause any serious problems. However, a recent comment by Arthmoor in another thread made me start to think there might be a fix for it, since this sounds like what he was talking about "specular" properties being turned on in a _far mesh.

I am using Better Cities, but In looking at the mesh paths in the Better Cities Meshes BSA it looks like it uses unique meshes for all of the _far meshes.

My question is does Better Cities still use the vanilla meshes for some of the _far walls and tower? I'm assuming this behavior is somehow an issue with the vanilla meshes since I don't believe I've installed any mods that alter those _far meshes (other than having PyFFI'd them myself at the beginning of my Oblivion installation) and I'm also taking a leap of faith and assuming the Better Cities _far meshes don't have this issue. Assuming it is the vanilla meshes can anyone suggest a quick fix to remove those specular properties? I do have NifScope installed as part of my PyFFI process but haven't done much other than open the package and poke around. If it's really involved I'll probably just ignore the behavior but I figured this was probably the best place to ask first since I'm running Better Cities and it's not clear exactly whether the BSA completely overrides the vanilla meshes for the distant Imperial City or whether some vanilla things carry over.
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Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Tue Feb 01, 2011 10:46 pm

I've noticed that the Imperial City walls and tower sometimes turn yellow at night when viewed from certain angles, although the behavior isn't consistent.

I am using Better Cities, but In looking at the mesh paths in the Better Cities Meshes BSA it looks like it uses unique meshes for all of the _far meshes.


Do you know the specific meshes names in particular or even the folder they reside in?

I have been optimizing & fixing some folders of meshes lately, I will look at them if you have a general idea of which ones they are.
Which walls or towers in specific..?
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KRistina Karlsson
 
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Joined: Tue Jun 20, 2006 9:22 pm

Post » Tue Feb 01, 2011 7:27 pm

Ok I found a floating bed and flame both in the same area. Location Bruma facing the chaple - on the Olav tap and tack side there are 2 large bolders and a tree the bed is on top of the bolders and the flame is in the branches of the tree. If you need more info like formID then let me know. I noticed this with the last version and waited for this version to see if it was fixed. I have not seen any other discussions about this.

Can we get a screenshot f that?
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Stephy Beck
 
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Joined: Mon Apr 16, 2007 12:33 pm

Post » Tue Feb 01, 2011 9:37 am

Do you know the specific meshes names in particular or even the folder they reside in?

I have been optimizing & fixing some folders of meshes lately, I will look at them if you have a general idea of which ones they are.
Which walls or towers in specific..?


Essentially it's the palace tower and the outer walls. I believe the vanilla meshes in question are in meshes\architecture\imperialcity. What I'm not entirely sure is how many of them Better Cities still uses. Just as an example, I believe the palace tower is icpalacetower01_far.nif just based on examination. The outer walls are probably things like icexteriorwall01_far.nif, icexteriorwall02_far.nif and icexteriorwall03_far.nif although there may be others looking at the directory.
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Sasha Brown
 
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Joined: Sat Jan 20, 2007 4:46 pm

Post » Tue Feb 01, 2011 1:32 pm

Can we get a screenshot f that?

Here are 6 Screen shots should be light enough to see.
http://s748.photobucket.com/albums/xx121/zornac/Better%20Cities%20Oblivion/?action=view¤t=Oblivion2010-05-2320-37-50-78.jpg
http://s748.photobucket.com/albums/xx121/zornac/Better%20Cities%20Oblivion/?action=view¤t=Oblivion2010-05-2320-38-04-78.jpg
http://s748.photobucket.com/albums/xx121/zornac/Better%20Cities%20Oblivion/?action=view¤t=Oblivion2010-05-2320-38-01-79.jpg
http://s748.photobucket.com/albums/xx121/zornac/Better%20Cities%20Oblivion/?action=view¤t=Oblivion2010-05-2320-37-32-78.jpg
http://s748.photobucket.com/albums/xx121/zornac/Better%20Cities%20Oblivion/?action=view¤t=Oblivion2010-05-2320-37-54-79.jpg
http://s748.photobucket.com/albums/xx121/zornac/Better%20Cities%20Oblivion/?action=view¤t=Oblivion2010-05-2320-37-46-79.jpg
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Ana
 
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Post » Tue Feb 01, 2011 9:52 am

This forum would not let me edit my previous post In the Album in photo bucket there are 6 more Photo's 2 NPC's are sleeping inside the Temple mesh area this is once again in Bruma. The pics are very dark but it is the best I could do with out messing with night eye.
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Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Tue Feb 01, 2011 6:56 pm

This forum would not let me edit my previous post In the Album in photo bucket there are 6 more Photo's 2 NPC's are sleeping inside the Temple mesh area this is once again in Bruma. The pics are very dark but it is the best I could do with out messing with night eye.

There are 199.99% chance that this is not our mod but another placing this stuff. Meaning you need to start checking your other mod for the one who add these things there.
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Betsy Humpledink
 
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Joined: Wed Jun 28, 2006 11:56 am

Post » Tue Feb 01, 2011 7:22 pm

There are 199.99% chance that this is not our mod but another placing this stuff. Meaning you need to start checking your other mod for the one who add these things there.

Sorry Ismelda I was wrong But still very close. It was Modems City life for the Beding issues still dont know what was doing the Flame in the tree.
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Austin England
 
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Joined: Thu Oct 11, 2007 7:16 pm

Post » Tue Feb 01, 2011 2:49 pm

Can I use one Better Imperial City.esp with separate plugins for other cities?
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Micah Judaeah
 
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Joined: Tue Oct 24, 2006 6:22 pm

Post » Tue Feb 01, 2011 5:17 pm

Can I use one Better Imperial City.esp with separate plugins for other cities?

Of course. This option is not available on the OBMM script but you can always install the meged files with OBMM (if you are using this method of course) then get the city files you need inside the archive you downloaded and remove the merged file for the cities other than the IC. They are in the "01 Separate" folder. Now if you are doing the manual install, it is even easier for you to figure out what to do.
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Laurenn Doylee
 
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Joined: Sun Dec 03, 2006 11:48 am

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