[Relz] Bananasplit's Better Cities - Thread 35

Post » Thu Aug 19, 2010 1:24 am

Should I check the various Better Cities esp files in my Import Cells checkbox when I update my Bashed Patch?
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scorpion972
 
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Post » Wed Aug 18, 2010 8:54 pm

Should I check the various Better Cities esp files in my Import Cells checkbox when I update my Bashed Patch?

I would lie to you if I told you I knew what that feature does exactly. You'd better ask on Wrye Bash thread where someone who use Better Cities and this feature might tell you more about it.
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GRAEME
 
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Post » Wed Aug 18, 2010 1:38 pm

I would lie to you if I told you I knew what that feature does exactly. You'd better ask on Wrye Bash thread where someone who use Better Cities and this feature might tell you more about it.

A very good general rule is that you import everything you can import, unless you have a specific reason not to. So in short, the answer is "yes".
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Milagros Osorio
 
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Post » Wed Aug 18, 2010 5:39 pm

A very good general rule is that you import everything you can import, unless you have a specific reason not to. So in short, the answer is "yes".


Is there a list of exceptions?
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Lizzie
 
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Post » Wed Aug 18, 2010 10:02 pm

Is there a list of exceptions?

The only I'm aware of, are the bash instruction in the FCOM instructions that tells you not to import Factions for Oscuro's_Oblivion_Overhaul.esp, or Relations for Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp, which is because it is better that some of the earlier-loading FCOM mods (MMM?) get their factions/relations through.

For myself I have one mod that does several things I want, but also replaces the guard armor graphics that I don't want (rather want OOO's guard armor), and therefore has not checked import Graphics for this mod. That's my single exception (in addition to the FCOM exceptions).
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Antony Holdsworth
 
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Post » Thu Aug 19, 2010 12:11 am

I just want to be overly careful and make sure I update to 4.6 d without a hitch. I made the omod for 4.6d. Now do I just deactivate the omod for 4.6b and then activate 4.6d? Thanks again for all the work put into this. Oh, I found a new friend at the Anvil Docks who is always there for me and listens to my troubles without any lip. :laugh:
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Lyd
 
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Post » Wed Aug 18, 2010 1:08 pm

You can leave the resources as they are, 4.6d didn't change any of the BSAs. Just deactivate the 4.6b plugin OMOD, replace it with 4.6d, and rerun the script to make sure everything you had installed in 4.6b gets in.

If you want to be extra sure nothing bad will happen, beam your character to the testing hall before you do that.
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Mason Nevitt
 
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Post » Wed Aug 18, 2010 7:38 pm

Try to read the changelog people :) The cities themselves did not change a bit since 4.6.0b. I only reuploaded to fix an omod script error which wasn't installing a patch and to include the new patches we made since the version 4.6.0b as the original mods were changed and the patches needed an update. So if you don't use any of the patches mentioned in the changelog, you don't even need to update. You have the same cities version as the version 4.6.0d.
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Elisha KIng
 
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Post » Wed Aug 18, 2010 4:04 pm

I downloaded this mod, and I'm loving it so far, but I do have a question. It's a weird one but bear with me :P Does this mod add any guilds or quests with it? Reason being, I've come across a Rangers Guild and the Gold Horse Courier, and I wanted to know if there was any way to join them. Does this mod add those quests, or is it one of the other mods I've got installed?
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Epul Kedah
 
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Post » Wed Aug 18, 2010 4:31 pm

I downloaded this mod, and I'm loving it so far, but I do have a question. It's a weird one but bear with me :P Does this mod add any guilds or quests with it? Reason being, I've come across a Rangers Guild and the Gold Horse Courier, and I wanted to know if there was any way to join them. Does this mod add those quests, or is it one of the other mods I've got installed?


Better Cities includes the Delivery Jobs mod. It adds a bunch of courier quests.
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sunny lovett
 
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Post » Thu Aug 19, 2010 2:42 am

Better Cities includes the Delivery Jobs mod. It adds a bunch of courier quests.

I stumbled across the building in Cheydinhal.
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Allison Sizemore
 
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Post » Thu Aug 19, 2010 3:20 am

Speaking of... anyone else notice there are TWO Gold Horse buildings in Cheydinhal? I thought I was imagining it at first but I double checked and then triple checked. Definitely two buildings, each one has the Gold Horse sign, and the doors lead to the same interior. The buildings fit right into the landscape and there are no floating objects or clipping of any sort so I doubt this is another mod conflicting. Somehow, there are just two of the same building in Cheydinhal. Very odd. They're right across the bridge from each other.
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Scarlet Devil
 
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Post » Thu Aug 19, 2010 12:10 am

Speaking of... anyone else notice there are TWO Gold Horse buildings in Cheydinhal? I thought I was imagining it at first but I double checked and then triple checked. Definitely two buildings, each one has the Gold Horse sign, and the doors lead to the same interior. The buildings fit right into the landscape and there are no floating objects or clipping of any sort so I doubt this is another mod conflicting. Somehow, there are just two of the same building in Cheydinhal. Very odd. They're right across the bridge from each other.

You are still using the Gold Horse Courier esp while the mod has been integrated into Better Cities. You should not use the esp but only the cities themselves.
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Lauren Graves
 
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Post » Wed Aug 18, 2010 2:35 pm

You are still using the Gold Horse Courier esp while the mod has been integrated into Better Cities. You should not use the esp but only the cities themselves.


Oh, hmm. I must have misunderstood something, I apologize. When I installed BC, I got rid of the original Delivery Job esp (it had never been completed at that point, anyway). I replaced it with "Delivery Job - BC.esp" which was included in the BC package in one of the folders marked 20, which I had understood contained replacement esps for various mods. Are you saying that now Delivery Job has been fully integrated into the BC esps and I no longer need to use "Delivery Job - BC.esp"? I'm confused as to the purpose of that esp, then. Or am I somehow working with an outdated version of the full BC package and that esp is no longer included? Ooops. I just re-downloaded it a few days ago and updated but you guys put out the improvements so fast I can't keep up, lol.
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Rhi Edwards
 
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Post » Wed Aug 18, 2010 9:00 pm

If I want to use just Better Imperial City, should I use the regular Vaults of Cyrodiil esp or the BC one?
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Rik Douglas
 
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Post » Thu Aug 19, 2010 12:07 am

I downloaded this mod, and I'm loving it so far, but I do have a question. It's a weird one but bear with me :P Does this mod add any guilds or quests with it? Reason being, I've come across a Rangers Guild and the Gold Horse Courier, and I wanted to know if there was any way to join them. Does this mod add those quests, or is it one of the other mods I've got installed?


The Rangers guild houses are part of BC, but presently there are no quests and it is not possible to join the guild.
Gold Horse Couriers have a branch in every city (originally from the mod Delivery Job, as others have mentioned) which has been integrated into BC. To be able to work for GHC, you have to head to the branch in the Imperial City Waterfront District. The GHC branch managers in each city should have told you this when you spoke with them, did this not happen?

Speaking of... anyone else notice there are TWO Gold Horse buildings in Cheydinhal? I thought I was imagining it at first but I double checked and then triple checked. Definitely two buildings, each one has the Gold Horse sign, and the doors lead to the same interior. The buildings fit right into the landscape and there are no floating objects or clipping of any sort so I doubt this is another mod conflicting. Somehow, there are just two of the same building in Cheydinhal. Very odd. They're right across the bridge from each other.


The old "Delivery Job - BC.esp" file is obsolete and should not be used with the latest version of BC. I believe it is still included in the latest BC archive by mistake, but will be removed in the next release.



ISMELDA!!!!! REMOVE THE DELIVERY JOB ESP FROM THE BC ARCHIVE!!!!!!!
Thank you.

@ godhugh: Probably the regular one, though it does contain some errors. I haven't actually looked at the Vaults of Cyrodiil ESP for quite a long time, so I don't recall whether it touches the IC, but most of the conflicts will be with the other cities.
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Wanda Maximoff
 
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Post » Wed Aug 18, 2010 1:00 pm

Oh, hmm. I must have misunderstood something, I apologize. When I installed BC, I got rid of the original Delivery Job esp (it had never been completed at that point, anyway). I replaced it with "Delivery Job - BC.esp" which was included in the BC package in one of the folders marked 20, which I had understood contained replacement esps for various mods. Are you saying that now Delivery Job has been fully integrated into the BC esps and I no longer need to use "Delivery Job - BC.esp"? I'm confused as to the purpose of that esp, then. Or am I somehow working with an outdated version of the full BC package and that esp is no longer included? Ooops. I just re-downloaded it a few days ago and updated but you guys put out the improvements so fast I can't keep up, lol.

Indeed it was removed as soon I noticed it was still in.

If I want to use just Better Imperial City, should I use the regular Vaults of Cyrodiil esp or the BC one?

The vaults do not touch the IC as far I remember or nowhere that there would need a fix.

ISMELDA!!!!! REMOVE THE DELIVERY JOB ESP FROM THE BC ARCHIVE!!!!!!!
Thank you.

Stop yelling at me or I'll tell your mom how you treat the ladies!
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Solina971
 
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Post » Wed Aug 18, 2010 6:24 pm

The vaults do not touch the IC as far I remember or nowhere that there would need a fix.


There's one in the marketplace so I wasn't sure if BC moved anything around with it. I'll use the regular one, thanks :).
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mishionary
 
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Post » Wed Aug 18, 2010 12:41 pm

There's one in the marketplace so I wasn't sure if BC moved anything around with it. I'll use the regular one, thanks :).

Checked our esp and the original, there is nothing in the IC, around maybe and that wont be affected in any way by Better Cities. Our esp also fixes some issues that were bad door linking if I remember correctly. Also our esp should work perfectly with vanilla cities.
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Rachel Briere
 
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Post » Thu Aug 19, 2010 2:36 am

Indeed it was removed as soon I noticed it was still in.

Stop yelling at me or I'll tell your mom how you treat the ladies!


Thank you.
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evelina c
 
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Post » Wed Aug 18, 2010 3:53 pm

Ahahaha! Thanks so much for the lightning fast reply. Excellent -- I'll remove the Delivery Job BC esp. It's a little sad how excited I can get over one additional mod slot... plus now I'm really curious as to what Cheydinhal looks like without the doubled buildings. They both fit right in, so if one is removed when I kill the extraneous esp, what'll be there instead? Landscaping? A locked empty building? I gotta go find out! (scurries off)
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Chloe Mayo
 
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Post » Thu Aug 19, 2010 3:55 am

A fountain!

And just to cause more excitement, the Cheydinhal GHC branch has just been relocated, and will be in a different location in our next release.
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nath
 
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Post » Wed Aug 18, 2010 6:26 pm

I was wondering about items that are dropped in Oblivion like clothes which are put in Anvil Castle Courtyard and the like, will they just not show up?
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Lou
 
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Post » Wed Aug 18, 2010 6:10 pm

Depends where the other mod dumps the item. Look and see.
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Cat
 
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Post » Wed Aug 18, 2010 4:10 pm

I was thinking thats what I am going to have to do, thank you anyway
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OTTO
 
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