[Relz] Bananasplit's Better Cities - Thread 35

Post » Wed Aug 18, 2010 7:08 pm

Question:
If I want City Defences Full.esp equivalent through console, I must type:
StartQuest followed by:
BANAnvilToggleCityDefences
BANBravilToggleCityDefences
BANBrumaToggleCityDefences
BANChorrolToggleCityDefences
BANLeyawiinToggleCityDefences
BANSkingradToggleCityDefences

How about Cheydinhall? my game says no such command. How do I activate Cheydinhall defences?

How about doors, if I want them in game do I also type
BANAnvilToggleWallDoors
BANBravilToggleWallDoors
BANBrumaToggleWallDoors
BANChorrolToggleWallDoors
BANLeyawiinToggleWallDoors?

When I finish all necessary commands and save, do I need to type again next time I play or game will remember what I want from the first time?

Thanks and sorry if I ask things that others understand immediately.

The first set of commands is just for the guards patrolling on the walls. The second set is to give them a way to access the walls putting doors at the towers to link the walls to the city.

For Cheydinhal they city defenses have been changed with some new walltops and it is always active. You can access the walls through the doors at the bottom of most towers which have an interior (which is not the case for the other cities where the City Defences are purely decorative).

As long you do not remove the master from your load order, the city defenses will stay active. It is highly advised to keep the master active even when doing a clean save from all the other files of Better Cities to keep your quest progress and now also you bank account (no not the real one).
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Eire Charlotta
 
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Post » Wed Aug 18, 2010 7:31 pm

Man I can't keep up witht his mod. Last time I looked here the newest update was Better Cities v4-6-0b I think. I'll have to get the newest one once I can get on my game computer.


To be fair, and in complete contravention of what I said earlier, BC doesn't update needlessly, now that most of the bugs have been hunted down and squashed they only release when they have new content to add. Which brings me to a related point - Better Cities has long passed the point of being a "city mod" or "beautification mod", it is now much more and overhaul and immersion mod, part IV of my "basic install" along with OOO, MMM and UL.

I don't care about updates as much as of last night, when I decided my saves are virtually unusable at this point because my game has been load-ordered, Bashed and generally mucked about with in so many ways I've given up and am starting a new character, he doesn't look quite right anyway now that he has eyelashes.
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rae.x
 
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Post » Wed Aug 18, 2010 11:55 am

On the next release, I'm going to change the resources structure so that the Resources Archive B will be considered a permanent one with the current Better Cities - Textures.bsa as well as the multi-choices bsa about Bravil and the Shipyard. We wont update these bsa anymore as they are doing fine as they are and the 300Mb limit on TESNexus wont allow to add more in the archive anyway.

The Resources A will contain the Meshes bsa + the English version of the sounds and textures. It will also most probably hold a new Textures Complement. It will be smaller (at least of a couple of updates :P) and easier to upload and download.
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Samantha Mitchell
 
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Post » Thu Aug 19, 2010 3:05 am

On the next release, I'm going to change the resources structure so that the Resources Archive B will be considered a permanent one with the current Better Cities - Textures.bsa as well as the multi-choices bsa about Bravil and the Shipyard. We wont update these bsa anymore as they are doing fine as they are and the 300Mb limit on TESNexus wont allow to add more in the archive anyway.

The Resources A will contain the Meshes bsa + the English version of the sounds and textures. It will also most probably hold a new Textures Complement. It will be smaller (at least of a couple of updates :P) and easier to upload and download.


Oh that's a good idea, why is A going to be the one updated and not B though - just asking - it seems like it might be count intuitive.
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Kortniie Dumont
 
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Post » Wed Aug 18, 2010 8:43 pm

Oh that's a good idea, why is A going to be the one updated and not B though - just asking - it seems like it might be count intuitive.

It may change name in the end. It is just to allow comparison on what is available now and what will be. I am actually looking for something more precise to define this permanent archive and the other.
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Jeffrey Lawson
 
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Post » Wed Aug 18, 2010 11:35 pm

It may change name in the end. It is just to allow comparison on what is available now and what will be. I am actually looking for something more precise to define this permanent archive and the other.


irrc it used to be called "supplemental", but simply calling one BC-Resources (no version number) and the other Resources Update (version number).... something like that?
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Dean Ashcroft
 
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Post » Thu Aug 19, 2010 12:42 am

Do not complain, on the first year we were releasing once a week :)

WOW that's crazy.
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Steven Hardman
 
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Post » Wed Aug 18, 2010 9:30 pm

I came over here to ask a question and found that there's been another release ALREADY... ye gods, I am beyond impressed!

As to my original question. I visited Chorrol today for the first time in a new game, and the outer wall of the city was completely missing. After some mucking about I discovered that the problem's caused by the patch for Oblivion Collectible Cards. The city wall comes back when I remove that patch. So... I'm assuming I have the patch in the wrong place in my load order. Is there a specific place within the BC esps that it needs to go? I put it in with the other BC patches and clearly that wasn't right. This is what my load order looks like with regards to BC esps:

Spoiler

CF Better Cities Full - B&M Edition.esp
D0 BCBravilB&MFULL-Barrowfields patch.esp
D1 Better Cities - Unique Landscape Barrowfields.esp
D2 Better Cities - Unique Landscape Chorrol Hinterland.esp
D3 BCChorrol-ChorrolHinterland patch.esp
D4 Better Cities - Tears of the Fiend.esp
D5 BCCheydinhalFULLB&M-CheydinhalFalls patch.esp
D6 Better Cities - Unique Landscape Cheydinhal Falls.esp
D7 BCSkingrad-SkingradOutskirts patch.esp
D8 Better Cities - Unique Landscape Skingrad Outskirts.esp
D9 Better Cities - Thievery.esp
DA Better Cities - VHBloodlines.esp
** this is the spot I'd originally put the Oblivion Collectible Cards patch**
DB Better Cities Full - B&M Edition FPS Patch.esp
DC Better Imperial City.esp
DD Better Imperial City FPS Patch.esp
DE Better Cities - Old Crow Inn.esp
DF Better Cities - COBL.esp [Version 2.1]
E0 Better Imperial City - OMG.esp


Could someone help me determine where the patch is supposed to go, please?
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James Shaw
 
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Post » Wed Aug 18, 2010 7:42 pm

@ChaosPearl: Have you tried moving the patch around in your load order? Have you looked at that plugin loaded alongside the main BC ESP (or BC Chorrol if using separate cities) in TES4View?


(P.S. I know how you feel. I have now downloaded the whole thing two days in a row, haha.)
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Dark Mogul
 
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Post » Wed Aug 18, 2010 4:42 pm

@ChaosPearl: Have you tried moving the patch around in your load order? Have you looked at that plugin loaded alongside the main BC ESP (or BC Chorrol if using separate cities) in TES4View?


I haven't tried moving it around. I don't want to appear lazy, asking for answers I could figure out myself... but the problem is that every time I try the patch in a new slot in the LO, I have to rebuild my bashed patch, which takes a good 10 - 12 minutes, no exaggeration, each rebuild. That's a very long time considering I have NO idea where to try out the patch, so I'd be guessing blindly.

I have never used TES4View... I'll go check that out now and see what it can do!
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x_JeNnY_x
 
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Post » Wed Aug 18, 2010 6:13 pm

I haven't tried moving it around. I don't want to appear lazy, asking for answers I could figure out myself... but the problem is that every time I try the patch in a new slot in the LO, I have to rebuild my bashed patch, which takes a good 10 - 12 minutes, no exaggeration, each rebuild. That's a very long time considering I have NO idea where to try out the patch, so I'd be guessing blindly.

I have never used TES4View... I'll go check that out now and see what it can do!

I would think that the only places you need to try it are before and after the main BC plugin, but TES4View should provide some insight into the problem, anyhow.
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Gen Daley
 
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Post » Wed Aug 18, 2010 9:40 pm

I would think that the only places you need to try it are before and after the main BC plugin, but TES4View should provide some insight into the problem, anyhow.


Oh, I did try it before the main plugin originally -- sorry, should have mentioned that. I had it there when I first downloaded it since it wasn't listed in BOSS yet and I had no idea where to put it, so I took a guess and put it after the Oblivion Collectible Cards plugin but before Better Cities. That didn't work so I quickly realized that it needs to come after the main BC plugin, and I stuck it with the other BC patches. That seemed to work in Cheydinhal but I hadn't been to Chorrol yet until today.

So, I know that putting it before the main plugin does not work, and I know that putting it after the main plugin does not always work, either. It must need to go after the main plugin, but also before\after another of the BC-related plugins.

Edit: Problem solved! I just grabbed a copy of the very latest BOSS masterlist and the patch is listed as the absolute last plugin in the BC section. It must have just been added; I update my masterlist every week or thereabouts and it wasn't included yet in last week's update. It's there now. Hooray!
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Andrew
 
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Post » Wed Aug 18, 2010 4:05 pm

I came over here to ask a question and found that there's been another release ALREADY... ye gods, I am beyond impressed!

As to my original question. I visited Chorrol today for the first time in a new game, and the outer wall of the city was completely missing. After some mucking about I discovered that the problem's caused by the patch for Oblivion Collectible Cards. The city wall comes back when I remove that patch. So... I'm assuming I have the patch in the wrong place in my load order. Is there a specific place within the BC esps that it needs to go? I put it in with the other BC patches and clearly that wasn't right. This is what my load order looks like with regards to BC esps:

Spoiler

CF Better Cities Full - B&M Edition.esp
D0 BCBravilB&MFULL-Barrowfields patch.esp
D1 Better Cities - Unique Landscape Barrowfields.esp
D2 Better Cities - Unique Landscape Chorrol Hinterland.esp
D3 BCChorrol-ChorrolHinterland patch.esp
D4 Better Cities - Tears of the Fiend.esp
D5 BCCheydinhalFULLB&M-CheydinhalFalls patch.esp
D6 Better Cities - Unique Landscape Cheydinhal Falls.esp
D7 BCSkingrad-SkingradOutskirts patch.esp
D8 Better Cities - Unique Landscape Skingrad Outskirts.esp
D9 Better Cities - Thievery.esp
DA Better Cities - VHBloodlines.esp
** this is the spot I'd originally put the Oblivion Collectible Cards patch**
DB Better Cities Full - B&M Edition FPS Patch.esp
DC Better Imperial City.esp
DD Better Imperial City FPS Patch.esp
DE Better Cities - Old Crow Inn.esp
DF Better Cities - COBL.esp [Version 2.1]
E0 Better Imperial City - OMG.esp


Could someone help me determine where the patch is supposed to go, please?

Well the place of your esp looks fine. I just checked in game with OCCards and the patch and all the walls are there int chorrol and in Tamriel. Plus the patch doesn't edit at all the walls anywhere so i really don't see what's wrong unless something else is really the issue.

Here is my load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  Better Cities Resources.esm02  DLCShiveringIsles.esp03  The Lost Spires.esp04  Blood&Mud.esp05  Slof's Goth Shop.esp06  Oblivion Collectible Cards.esp07  Alternative Start.esp08  MolagBalTreasury.esp09  MBT Additions.esp0A  ICSkyDome.esp0B  Mage_Guild_Teleport.esp0C  Natural Vegetation.esp0D  Natural Weather.esp0E  Natural Water.esp0F  Natural Habitat.esp10  Better Cities ANVIL.esp11  Better Cities BRAVIL - Blood & Mud.esp12  Better Cities BRUMA.esp13  Better Cities CHEYDINHAL.esp14  Better Cities CHORROL.esp15  Better Cities LEYAWIIN.esp16  Better Cities SKINGRAD.esp17  Better Cities IC Arboretum.esp18  Better Cities IC Arcane University.esp19  Better Cities IC Arena.esp1A  Better Cities IC Elven Gardens.esp1B  Better Cities IC Green Emperor Way.esp1C  Better Cities IC Market.esp1D  Better Cities IC Prison.esp1E  Better Cities IC Talos Plaza.esp1F  Better Cities IC Temple.esp20  Better Cities IC Waterfront.esp21  Better Cities .esp22  Better Cities - Oblivion Collectible Cards.esp23  WindowLightingSystem.esp24  DemonRace.esp25  Bashed Patch, 0.esp


How many esp you have?
Do you use the newest version of the OCCard (1.51) which remove all dirty edits?
Short from these obvious limitations only tes4Edit can tell you why your wall disappeared...
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Etta Hargrave
 
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Post » Wed Aug 18, 2010 3:33 pm

Hello everyone and thanks Bananasplit for the great work! :-)

Can you please clarify if Shivering Isles is required?

TESnexus description says so, but it's not mentioned on the intro on this thread..
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Eilidh Brian
 
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Post » Thu Aug 19, 2010 1:48 am

Hello everyone and thanks Bananasplit for the great work! :-)

Can you please clarify if Shivering Isles is required?

TESnexus description says so, but it's not mentioned on the intro on this thread..

It is required, as the description says. Did you read the ReadMe?
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Matt Terry
 
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Post » Thu Aug 19, 2010 3:33 am

It is required, as the description says. Did you read the ReadMe?



Thanks and yes, that's what the latest 4-6-1b says:

Requirements
Better Cities Requires Oblivion patched to version 1.2.0416.


SI is mentioned only in the description, that's why I'm wondering!
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x_JeNnY_x
 
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Post » Thu Aug 19, 2010 2:32 am

Thanks and yes, that's what the latest 4-6-1b says:

Requirements
Better Cities Requires Oblivion patched to version 1.2.0416.


SI is mentioned only in the description, that's why I'm wondering!

Ah, I see the confusion. Well, I do not think the updates have gotten any smaller, haha. However, since you have already downloaded BC, it should be easy enough to tell if you launch the game with it active. I do not remember any updates mentioning removing dependency on SI... Did you check the change log section?
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jennie xhx
 
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Post » Wed Aug 18, 2010 8:08 pm

Ah, I see the confusion. Well, I do not think the updates have gotten any smaller, haha. However, since you have already downloaded BC, it should be easy enough to tell if you launch the game with it active. I do not remember any updates mentioning removing dependency on SI... Did you check the change log section?



Thanks Tomlong for the quick and kind reply.

Can't launch as - after years since first playing it - I'm preparing a large (300+mods) clean install of Oblivion, so I want to do my best to prepare everything appropriately..
Including downloading the right versions of everything!

Changelog reports : Toggle On/Off the items used from Shivering Isles in Better Cities (in case you don’t have SI and see oddities)
All Cities: BANToggleSIObjects

So SI sounds as an option and not strict requisite, which is good news for me! :-)
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CHANONE
 
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Post » Wed Aug 18, 2010 2:06 pm

Thanks Tomlong for the quick and kind reply.

Can't launch as - after years since first playing it - I'm preparing a large (300+mods) clean install of Oblivion, so I want to do my best to prepare everything appropriately..
Including downloading the right versions of everything!

Changelog reports : Toggle On/Off the items used from Shivering Isles in Better Cities (in case you don’t have SI and see oddities)
All Cities: BANToggleSIObjects

So SI sounds as an option and not strict requisite, which is good news for me! :-)

Oh, goodie. I have not checked the changelog in a while (since I have trouble finding it) and I rarely have any serious issue with BC that is not reported within minutes of an update. I love this mod...


Happy gaming!
- Tomlong75210
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Jeneene Hunte
 
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Post » Wed Aug 18, 2010 10:29 pm

Changelog reports : Toggle On/Off the items used from Shivering Isles in Better Cities (in case you don’t have SI and see oddities)
All Cities: BANToggleSIObjects

So SI sounds as an option and not strict requisite, which is good news for me! :-)

We added this command when we first detected some minor use of SI meshes in Oblivion. They are not so easy to point once you have SI installed. As we were always missing some, we decided it would be best to just say that Better Cities requires SI. So the command may work for some meshes we detected and are not very essential but you'll probably find more of them as we do not care about them anymore as we said Better Cities requires SI now.

Oh, goodie. I have not checked the changelog in a while (since I have trouble finding it) and I rarely have any serious issue with BC that is not reported within minutes of an update. I love this mod...


Happy gaming!
- Tomlong75210

The Changelog is at the same place as ever; the end of the description or the readme, latest changes being the first on the list.

Anyway thanks for filling in when Vorians and I are both sleepy or at work :) You"re a good PR :P
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Abi Emily
 
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Post » Wed Aug 18, 2010 5:42 pm

Just wanted to say this is one heck of a mod. I really love the omod set up. It installing all the optional patches I needed is a lifesaver! Thanks!
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Rude Gurl
 
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Post » Wed Aug 18, 2010 1:47 pm

Bleh... I walked into the Gold Horse Courier office for the first time and Goldhorn is telling me "I HAVE NO GREETING". Tried uninstalling and then reinstalling BC (using a clean save method) but that didn't fix it. What am I doing wrong? There are no other mods that have anything to do with that NPC. Do I have something in the wrong load order again?
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Dan Stevens
 
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Post » Wed Aug 18, 2010 4:28 pm

Bleh... I walked into the Gold Horse Courier office for the first time and Goldhorn is telling me "I HAVE NO GREETING". Tried uninstalling and then reinstalling BC (using a clean save method) but that didn't fix it. What am I doing wrong? There are no other mods that have anything to do with that NPC. Do I have something in the wrong load order again?

Try going to the testing hall and waiting three days (or however long your cell respawn is) before going back. This problem seems to be vary random... It is not mod-specific, as far as I know.
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Brιonα Renae
 
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Post » Wed Aug 18, 2010 11:10 pm

does anyone else have this problem? After updating bc in the market district, if you are facing the internal gate, walk to the right and there is a skeleton sitting in midair. Iirc the skeleton was sitting on the ledge with previous version of bc, now it's floating there and actually i can walk straight through it, so it actually isn't there...is this sth i could fix by simply letting the cell reset?
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Rusty Billiot
 
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Post » Wed Aug 18, 2010 10:56 pm

does anyone else have this problem? After updating bc in the market district, if you are facing the internal gate, walk to the right and there is a skeleton sitting in midair. Iirc the skeleton was sitting on the ledge with previous version of bc, now it's floating there and actually i can walk straight through it, so it actually isn't there...is this sth i could fix by simply letting the cell reset?


Yeah. The Warcry skeleton. I noticed it the other day... and then forgot. Thanks for reminding me. :thumbsup:
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Shianne Donato
 
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