[Relz] Bananasplit's Better Cities - Thread 36

Post » Mon Oct 11, 2010 8:02 am

I don't know if this is a bug or not but the small shops inside tents on the waterfront are never open.
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Damien Mulvenna
 
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Post » Mon Oct 11, 2010 9:00 am

I am in the process of installing BC.

In the 4-6-1c there is a patch for UL Skingrad Outskirts. But there is also a separate one under optional files on the nexus. While it does say "use instead of version in the BC v4.6.0d archive" it has a more recent upload date. To add to the confusion they also have different names. BOSS does not report anything wrong if both are installed. :confused:

So which should I use?

Obviously Vorians drank too much before he wrote the description under the optional patch (and me even more as I read it before and never noticed it was referencing the former release). You have to use that one instead of any other. And the description is fixed now.

I don't know if this is a bug or not but the small shops inside tents on the waterfront are never open.

I think they are all eye candy only. But I might be wrong. We'll investigate.
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Rachael Williams
 
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Post » Sun Oct 10, 2010 6:29 pm

Found another small issue with a land tear with vvardenfell imports that isn't fixed in the patch; it's right in front of the vvardenfell imports building.
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CORY
 
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Post » Mon Oct 11, 2010 7:37 am

The room location:

Enter the castle main hall, go up the stairs to the left door for the private quarters (needs key) - on the left, there is a room for Chanel (the castle mage), and a little ahead on the left side is a corridor with an entrance to the west tower. Once inside - there are 2 exits (1 door to arch tower, 1 trap door hatch to west tower below). Take the door to the arch tower. Once inside, again another room with 2 exits - one door to arch tower, and one trap door to arch tower. If you go through the door (not the trap door hatch), you fall into the abyss.

Wish I could've taken a screen shot, but I hope the description helps you zoom in on the right one.


No no, I know the location in the tower. But I have no clue where you end up when you pass through the door, some middle-of-nowhere void... Anyway it's fixed for our next release.

I am in the process of installing BC.

In the 4-6-1c there is a patch for UL Skingrad Outskirts. But there is also a separate one under optional files on the nexus. While it does say "use instead of version in the BC v4.6.0d archive" it has a more recent upload date. To add to the confusion they also have different names. BOSS does not report anything wrong if both are installed. :confused:

So which should I use?


Oops, I fell through this door you see, and ended up in a strange void. When I came back I was temporarily at a different point in time and so referred to an outdated version of BC. As Ismelda said, the correct version to use is the one separately provided on the Nexus page, and you should NOT use the file from the BC archive whose version is 4.6.1d or older.

I don't know if this is a bug or not but the small shops inside tents on the waterfront are never open.



I think they are all eye candy only. But I might be wrong. We'll investigate.


Any which has a door has an interior. Most of these merchants sell their wares while outside their tents however.

Found another small issue with a land tear with vvardenfell imports that isn't fixed in the patch; it's right in front of the vvardenfell imports building.


Really? I've never noticed that. Check whether you have another mod editing that land (loaded after BC) as BC should be editing the land in front, beneath, around and behind the VvImp building. The patch itself does not make any land edits.
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Quick draw II
 
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Post » Mon Oct 11, 2010 12:09 am

I'm using 4.5.2 (guess I should update...) and I noticed that Arnora Auria's door, in Bruma, is replaced by this mod and permanently locked for some reason. Anyone know why? You need to get into her house for the Two Sides of the Coin quest (though unlocking the door and going in doesn't constitute trespassing, at least).
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Charlotte X
 
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Post » Sun Oct 10, 2010 10:29 pm

Hey guys,

I just put in Better cities, better imperial city, UL, and the compatibility patches, and I'm missing meshes in just a few of the stores, including The Main Ingredient and The First Edition. I posted a screenshot below. Could someone please help me identify the missing meshes, and find them?

[img]http://i3.photobucket.com/albums/y76/Danja91/ScreenShot0-2.jpg[/img]
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Leanne Molloy
 
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Post » Mon Oct 11, 2010 4:10 am

I'm using 4.5.2 (guess I should update...) and I noticed that Arnora Auria's door, in Bruma, is replaced by this mod and permanently locked for some reason. Anyone know why? You need to get into her house for the Two Sides of the Coin quest (though unlocking the door and going in doesn't constitute trespassing, at least).


Well spotted. It appears we have double-locked this door (which shouldn't actually be possible, but this is Better Cities, where the impossible becomes possible). Should be fixed in our next release.

Hey guys,

I just put in Better cities, better imperial city, UL, and the compatibility patches, and I'm missing meshes in just a few of the stores, including The Main Ingredient and The First Edition. I posted a screenshot below. Could someone please help me identify the missing meshes, and find them?

[img]http://i3.photobucket.com/albums/y76/Danja91/ScreenShot0-2.jpg[/img]


Nope. Those are both vanilla interiors, so BC doesn't touch them. You've installed another mod which edits those interiors, so you'll need to find out which mod it is and check that the resources are correctly installed.
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Charles Weber
 
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Post » Mon Oct 11, 2010 10:28 am

Have you got around to adding all of BBC's NPCs to their proper city faction yet?

You may remember that we a few months ago discussed a BBC patch that changed the ownership of all containers from non-owned to owned by the main city faction of each city - to stop the containers from being free re-spawning loot-points for the player. When looking into it, I noticed that a few of the BBC-added NPC lacked the main city faction (AnvilFaction, BravilFaction, etc.), which could make it difficult for those NPCs to find the food they needed if the containers became off-limit to them. I mentioned it here, and you said you were going to fix it.

Well, time has passed, and I never got around to do the job of manually changing the ownership of each container - but this week I had a good idea, and Enhanced Economy's next version now have a (very simple) script that automatically changes the containers' ownership to the correct city faction the moment the player looks at a container. So with this feature, when the player has moved a bit around in a city, most of the containers will be owned by that city's main faction - which leads back to my question, since I of course want to avoid starving any BBC NPC with this feature :)
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Ernesto Salinas
 
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Post » Mon Oct 11, 2010 2:11 am

All BC NPCs have had all their factions scrutinised and adjusted where necessary, so there shouldn't be any BC NPCs in the wrong factions any more.
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Mr.Broom30
 
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Post » Mon Oct 11, 2010 5:57 am

I love Better Cities and all the makeover it brought to the vanilla cities - great job folks!

But one thing that has always bugged me is that the new houses, shops, and NPCs that BC adds to any city are just sort of out of the way without any interaction with the game itself. Sure there are newer inns and bookstores where I can shop, but everybody still mentions that Phintias has the only bookstore in the city. There are no quests that make me visit these new NPCs in town. I know I can join The Gold Horse COurier (if I can get around the NPC has no greeting problem), but what about the Rangers Guild.

What about the
Spoiler
house in Bruma where a couple is hanging dead after performing some satanic ritual?
- is that a part of some quest that I do not know yet? What about those cardsharps in Skingrad who are playing in that new inn next to the chapel - will they let me join in their festivities?

Basically, I want a reason to interact with these new NPCs - some quests, something to make them feel part of the city and not just in the background... basically, a "Kragenir's Death Quest" for the BC NPCs... I don't know if that is in your roadmap for Better Cities (it is already a huge undertaking), but it still feels as if the spark is missing from those NPCs to fade away in the background...


EDIT: Just curious - has anybody reported issues with BC NPCs and Deadly Reflex? I tried to charm a few BC-added NPCs (I think it also happened with Phitt's Roaming NPCs, so not limited to Better Cities only), and they duck and almost scream assault when I try the charm spell on them! Some of them also smack me and attack me after that! Some faction issue - I posted in the DR thread, but no one has responded...
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Mark
 
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Post » Mon Oct 11, 2010 6:43 am

I love Better Cities and all the makeover it brought to the vanilla cities - great job folks!

But one thing that has always bugged me is that the new houses, shops, and NPCs that BC adds to any city are just sort of out of the way without any interaction with the game itself. Sure there are newer inns and bookstores where I can shop, but everybody still mentions that Phintias has the only bookstore in the city. There are no quests that make me visit these new NPCs in town. I know I can join The Gold Horse COurier (if I can get around the NPC has no greeting problem), but what about the Rangers Guild.

What about the
Spoiler
house in Bruma where a couple is hanging dead after performing some satanic ritual?
- is that a part of some quest that I do not know yet? What about those cardsharps in Skingrad who are playing in that new inn next to the chapel - will they let me join in their festivities?

Basically, I want a reason to interact with these new NPCs - some quests, something to make them feel part of the city and not just in the background... basically, a "Kragenir's Death Quest" for the BC NPCs... I don't know if that is in your roadmap for Better Cities (it is already a huge undertaking), but it still feels as if the spark is missing from those NPCs to fade away in the background...

Well Better Cities is, to start with, a decorative mod. At the beginning there was not even filled new interiors. While all this new content is available, there is still no modder interested to make quest to be used in Better Cities.

The second issue is that we had to make sure we could merge the files and have everything still in the correct order in the end so that quests could work properly.

The third thing is that we had to make sure that the quests would take in account only the cities installed by the user who can only use one or 2 cities instead of everything.

All this hindered us to do meaningful quests, if you even except the fact that we never made (and I still never did) any quest before. Now the Better Cities expend over lot of cities and districts and we still have to consider that not everyone is using every cities or district to make quests. It is not an easy task.

This particular interior interior in Bruma was not even done by us, so we have no clue on the intent of Wolfslady when she made it. Anyway we are in the process of adding more quests but it will be a slow process.

EDIT: Just curious - has anybody reported issues with BC NPCs and Deadly Reflex? I tried to charm a few BC-added NPCs (I think it also happened with Phitt's Roaming NPCs, so not limited to Better Cities only), and they duck and almost scream assault when I try the charm spell on them! Some of them also smack me and attack me after that! Some faction issue - I posted in the DR thread, but no one has responded...

We do not alter the npc in any way but just add some vanilla races npcs . I don't see how Deadly Reflex mod could be affected by Better Cities.
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Charleigh Anderson
 
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Post » Sun Oct 10, 2010 9:39 pm

...

EDIT: Just curious - has anybody reported issues with BC NPCs and Deadly Reflex? I tried to charm a few BC-added NPCs (I think it also happened with Phitt's Roaming NPCs, so not limited to Better Cities only), and they duck and almost scream assault when I try the charm spell on them! Some of them also smack me and attack me after that! Some faction issue - I posted in the DR thread, but no one has responded...


I think this is a problem with DR 5, if you fire a spell (healing, charm, ...) and a npc is "near" your crosshair the npc "thinks" you will attack him.
I have removed DR from my load order and I am waiting for DR 6.
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CxvIII
 
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Post » Sun Oct 10, 2010 9:01 pm

But one thing that has always bugged me is that the new houses, shops, and NPCs that BC adds to any city are just sort of out of the way without any interaction with the game itself. Sure there are newer inns and bookstores where I can shop, but everybody still mentions that Phintias has the only bookstore in the city. There are no quests that make me visit these new NPCs in town. I know I can join The Gold Horse COurier (if I can get around the NPC has no greeting problem), but what about the Rangers Guild.

What about the
Spoiler
house in Bruma where a couple is hanging dead after performing some satanic ritual?
- is that a part of some quest that I do not know yet? What about those cardsharps in Skingrad who are playing in that new inn next to the chapel - will they let me join in their festivities?

Basically, I want a reason to interact with these new NPCs - some quests, something to make them feel part of the city and not just in the background... basically, a "Kragenir's Death Quest" for the BC NPCs... I don't know if that is in your roadmap for Better Cities (it is already a huge undertaking), but it still feels as if the spark is missing from those NPCs to fade away in the background...


Try visiting Bravil Docks, this is the most fleshed out part of Better Cities. Many BC NPCs here have (silent) dialogue, and there are a couple of quests so far.
I hope to get around to expanding the Gold Horse Courier service to make use of some of the BC NPCs as well as the vanilla ones, this should encourage the player to visit some of our interiors.
I have some very very very rough thoughts relating to the Rangers guildhouses from BC, but haven't had time to do anything with them.
The dead family in Bruma, I also have a rough idea relating to a quest, but again haven't had time to create it.
No plans presently relating to the gambling house in Skingrad.
I haven't had time to play Kragenir's Death Quest, though I do have the mod. Maybe we should kidnap Povuholo and force him to quest for us!

Well Better Cities is, to start with, a decorative mod. At the beginning there was not even filled new interiors. While all this new content is available, there is still no modder interested to make quest to be used in Better Cities.


Uh, there's me? :dance:
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suniti
 
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Post » Sun Oct 10, 2010 10:01 pm

Well, I am glad to know that there is some plan for these NPCs to see more quest action. Thanks Vorians, Ismelda, and the BC team for your great work! :foodndrink:
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evelina c
 
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Post » Mon Oct 11, 2010 2:14 am

I have a bug report as well as a request.

First, the bug report. It appears there is a problem with the walkway along the Cheydinhal walls around the Chapelside North Wall Tower. A point of reference would be the door at cell 30,22 position 125410, 93582, 7850. The "wallkway" that extends from both sides of that tower doesn't match up with the canopy above it, and the canopy is suspended over empty air rather than the wall in that section. When you come out of the tower via either of the top doors you're essentially standing in thin air and taking a step will make you drop from the walls down to the ground.

I loaded my entire load order into TES4EDIT to see if this was caused by mod conflict with another mod, but the only files that I'm running which show up on the conflict report for cell 30,22 are Better Cities Full B&M Edition and the Better Cities UL Cheydinhal Falls patch that was installed by the Better Cities omod script. Looking at the omod script, this should be the version BCCheydinhalFULLB&M-CheydinhalFalls patch.esp. The conflict report shows slightly different coordinates for both the tower and wall in that section. It looks like the Better Cities FULL B&M esp file shifts the location of the tower and wall, but then the patch file moves them back to the same position as Oblivion.esm.

Perhaps this patch needs to be updated to reflect the more recent changes to the Cheydinhal walls?

With respect to the request, thanks for merging the City Defenses into the main file so it's one less file in the load order. However, would it be possible to add an item to the BC menu to turn on all of the city defenses at once? It's a bit tedious having to do it for every single city individually. Thanks.
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Katharine Newton
 
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Post » Mon Oct 11, 2010 2:55 am

I already know about the conflict between BC Chey and the UL Chey Falls/BC Chey compatibility patch, and I fixed it about a week ago, I just cannot release it until our next full release due to other changes made to BC Chey since our previous release.
By the way, a conflict isn't a bug, so that was a conflict report, not a bug report :)

I'm surprised that a single CD toggle for all cities wasn't included in our previous release, hopefully it'll make it into the next one.
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Ruben Bernal
 
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Post » Mon Oct 11, 2010 1:35 am

By the way, a conflict isn't a bug, so that was a conflict report, not a bug report :)

I'm surprised that a single CD toggle for all cities wasn't included in our previous release, hopefully it'll make it into the next one.


Point taken - that's what I get for composing a post while I'm researching it as I found the conflict after I got to about the third paragraph. ;) Thanks for considering the single toggle for the city defenses.
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Lakyn Ellery
 
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Post » Mon Oct 11, 2010 8:09 am

Okay, so I upgraded to 4.6.1. Now there are two trees beside the statue in Chorrol (they're inside the ring of stone); the one in front clips with the shield.

http://project-phoenix.wikidot.com/local--files/files/Chorrol-tree.JPG

I just disabled the trees entirely, because they look weird there - realistically, the roots would destroy that statue.
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Nicole Coucopoulos
 
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Post » Mon Oct 11, 2010 7:31 am

Okay, so I upgraded to 4.6.1. Now there are two trees beside the statue in Chorrol (they're inside the ring of stone); the one in front clips with the shield.

http://project-phoenix.wikidot.com/local--files/files/Chorrol-tree.JPG

I just disabled the trees entirely, because they look weird there - realistically, the roots would destroy that statue.


Strange that they didn't bother you in any of the previous versions, since they've been there for longer than we've been working on Better Cities.
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Sophie Payne
 
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Post » Mon Oct 11, 2010 9:37 am

I have a compatibility question. Does the Better Cities team have any specific recommendations for mods that are compatible with Better Cities that rebuild either the Temple District and/or Bruma Mage Guild after they've been destroyed in various quest lines?

In the case of the Temple District there are a bunch of options on Nexus but it's not really clear whether any are compatible with Better Cities.

In the case of the latter I was looking at Mannimarco Resurrection as an option but based on comments on the Nexus forum it appears that it's currently incompatible with Better Cities. It does seem like the author is interested in trying to make it compatible though, based on posts there. Another one I looked at is Bruma Mage Guild Restored - any known compatibility issues there?
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Brandon Wilson
 
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Post » Sun Oct 10, 2010 11:17 pm

I can certainly state that I have no clue whatsoever. I've never knowingly downloaded mods which make such changes.
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Alkira rose Nankivell
 
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Post » Mon Oct 11, 2010 3:10 am

I have a compatibility question. Does the Better Cities team have any specific recommendations for mods that are compatible with Better Cities that rebuild either the Temple District and/or Bruma Mage Guild after they've been destroyed in various quest lines?

In the case of the Temple District there are a bunch of options on Nexus but it's not really clear whether any are compatible with Better Cities.

In the case of the latter I was looking at Mannimarco Resurrection as an option but based on comments on the Nexus forum it appears that it's currently incompatible with Better Cities. It does seem like the author is interested in trying to make it compatible though, based on posts there. Another one I looked at is Bruma Mage Guild Restored - any known compatibility issues there?

I run Bruma Mages Guild Restored with BC and havenot found any issues.
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Mrs Pooh
 
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Post » Mon Oct 11, 2010 6:12 am

I've got a question about a house that is supposedly for sale on the bravil docks, is there someone I can buy it from or was that never added because I've been doing some looking around for a way to buy it with no luck. Thanks.
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His Bella
 
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Post » Mon Oct 11, 2010 1:32 am

I've got a question about a house that is supposedly for sale on the bravil docks, is there someone I can buy it from or was that never added because I've been doing some looking around for a way to buy it with no luck. Thanks.

If I remember, one of the female vendors in Bravil (inside town) has a house for sale in the docks... forget her name though... shack was quite expensive (maybe using TNO's Enhanced Economy with house prices x2 did that)

Waiting eagerly for the next version of BC with that secret new something added! And Gold Horse Courier fix...
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ijohnnny
 
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Post » Mon Oct 11, 2010 7:24 am

I know Nilawen sells the riverside shack but not the house on the docks unless it's a different vendor.

I can't wait to see what the secret for the next version is either :)
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Stefanny Cardona
 
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