[Relz] Bananasplit's Better Cities - Thread 36

Post » Mon Oct 11, 2010 12:21 am

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

Yup, that's the vendor I was talking about. If you are talking about a different house, then I dunno. Among the player purchasable places to stay in Bravil - There is the actual Bravil House, the riverside shack, the beggar's hovel, and another dockside house? Well, there's only so many places in Bravil that I can stay at anyway...
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Mon Oct 11, 2010 3:16 pm

For some, the latest addition to BC won't appeal at all, while to others it will probably be the bestest thing ever ever ever. Luckily, it's optional :)
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Mon Oct 11, 2010 12:03 pm

For some, the latest addition to BC won't appeal at all, while to others it will probably be the bestest thing ever ever ever. Luckily, it's optional :)

You are a tease man! :drool: :ribbon:
User avatar
Chrissie Pillinger
 
Posts: 3464
Joined: Fri Jun 16, 2006 3:26 am

Post » Mon Oct 11, 2010 8:58 am

a while ago i talked about a tree in front of the herbalist tent on the waterfront, it turned out it was added by UL imperial isle so i just disabled it. Now i have a new problem, it seems that VHBloodlines adds a shack to the waterfront, but it's right over a tent at the same spot too, and i can't find a patch for this so i'm assuming it's an incompatibility? also if someone could tell me whether that shack is necessary or not for bloodlines, coz if not i wouldn't mind just disabling it in the game

edit: ughh found the patch :| wtl i keep missing these things :S nvm this.
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Mon Oct 11, 2010 3:52 pm

We're probably going to abandon modularity and only offer the merged Full/Full B&M and merged Better Imperial City ESPs, without the separate city and IC District ESPs existing at all any more.

If anyone has an opinion on this, feel free to speak up, you may or may not influence us!
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Mon Oct 11, 2010 12:55 am

I am fine with the merged districts as I use them all.

But some people with lower end computers might not be able to use BC if it is merged in one. Also, there would be no choice remaining if someone wants to use another city mod like ImpeREAL City etc. Thought I would bring this up...
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Mon Oct 11, 2010 7:31 am

We're probably going to abandon modularity and only offer the merged Full/Full B&M and merged Better Imperial City ESPs, without the separate city and IC District ESPs existing at all any more.

If anyone has an opinion on this, feel free to speak up, you may or may not influence us!


Sounds fine to me, as I'm sure that will be easier for you to maintain but then again I always use the Full B&M option anyway. :)
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Mon Oct 11, 2010 3:47 am

I am fine with the merged districts as I use them all.

But some people with lower end computers might not be able to use BC if it is merged in one. Also, there would be no choice remaining if someone wants to use another city mod like ImpeREAL City etc. Thought I would bring this up...

Separated version or merged version do just the same thing to your FPS. So that is not the problem here. Also we are including ImpeREAL districts already so that is not the question either. There are other mods though for which the modularity is helpful.

Sounds fine to me, as I'm sure that will be easier for you to maintain but then again I always use the Full B&M option anyway. :)

That is what we assume a majority of the users are doing (if we refer to the different issues reported and the load order we see). We just want to make sure it wont piss off the majority of our users.
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Mon Oct 11, 2010 4:21 pm

We're probably going to abandon modularity and only offer the merged Full/Full B&M and merged Better Imperial City ESPs, without the separate city and IC District ESPs existing at all any more.

If anyone has an opinion on this, feel free to speak up, you may or may not influence us!

I have always had full BC installed, so this is completely fine with me. Anyway, many thanks for a great and important mod :foodndrink:
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Mon Oct 11, 2010 1:20 pm

We're probably going to abandon modularity and only offer the merged Full/Full B&M and merged Better Imperial City ESPs, without the separate city and IC District ESPs existing at all any more.

If anyone has an opinion on this, feel free to speak up, you may or may not influence us!

Ah, I have of late skipped the Arcane university part of B.C. but that is about it.
I am not really that into world editing yet but would deleting the affected cells in say TES4Edit be fine if you only will release full B.C. in the future? Or does removing the Arcane university cells from the full B.C. break something else?
Same goes for cities - at the moment I am using all B.C. better cities but who knows what future modders will do.

But do whatever is best for you and we the users will cope.

Cheers!
User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Mon Oct 11, 2010 4:40 am

I have always had full BC installed, so this is completely fine with me. Anyway, many thanks for a great and important mod :foodndrink:

Ditto from me (especially the thanks)
User avatar
Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Mon Oct 11, 2010 8:32 am

Ah, I have of late skipped the Arcane university part of B.C. but that is about it.
I am not really that into world editing yet but would deleting the affected cells in say TES4Edit be fine if you only will release full B.C. in the future?


This would wipe out the visual changes, but would not disable any BC NPC's AI packages relating to that District/city - to be (relatively) safe, I would suggest leaving any x-markers from BC, so that if a BC AI package references that x-marker, it will still work. If we do go ahead with abandoning the separate ESPs, then future releases may contain quests which cross cities and Districts, in which case wiping out entire BC changes to any single city or District could potentially make such quests impossible to complete, leaving them stuck in your quest log.
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Mon Oct 11, 2010 6:09 pm

We're probably going to abandon modularity and only offer the merged Full/Full B&M and merged Better Imperial City ESPs, without the separate city and IC District ESPs existing at all any more.

If anyone has an opinion on this, feel free to speak up, you may or may not influence us!


At the moment I use Better Imperial City plus a mix of Better Cities and Open Cities Reborn in two merged esps. I guess the full esps could be customised to suit with a bit of work and so I will continue to use Better Cities in whichever form you choose to release. If only for this...
the bestest thing ever ever ever

... :goodjob:
User avatar
Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Mon Oct 11, 2010 6:36 pm

... future releases may contain quests which cross cities and Districts...

Oh I see! The reason for this is quest integration. I am totally in favor of dumping separate plugins then...will make installation easier as well...
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Mon Oct 11, 2010 3:01 am

Ever since I've loaded up better cities, all the cities, except for Skingrad, have shown no VWD buildings within them from aside from the castles while I'm in the Tamriel worldspace (I chose not to have anything for the imperial city though, so that's not a concern), aside from, in the case of Anvil and Cheydinhal, where one or two buildings do show up but the rest of the cities are empty. Up close the chapels pop into view but otherwise there is no change.

I ran REAVWD which added the chapels to the lod but otherwise I got no change. Any ideas what could be causing the problem?
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Mon Oct 11, 2010 6:10 am

At the moment I use Better Imperial City plus a mix of Better Cities and Open Cities Reborn in two merged esps. I guess the full esps could be customised to suit with a bit of work and so I will continue to use Better Cities in whichever form you choose to release. If only for this...

... :goodjob:


Hey, to you, that which I referred to may not be the bestest thing ever ever ever, you might hate it! That's why it'll still be optional.

Oh I see! The reason for this is quest integration. I am totally in favor of dumping separate plugins then...will make installation easier as well...


That's one reason. It's also easier to work with a smaller number of files, the OMOD and BAIN install scripts plus manual installation will be simpler, meaning less complaints from people who can't read and can't follow instructions. Also, creating compatibility patches for conflicting mods which affect multiple cities becomes easier, as we would no longer need to consider vanilla cities - BC would be everywhere, so the patches won't need to accommodate patching one city while leaving another untouched for those not using both BC cities, while still also patching both cities for those using both BC cities. It'll also make it easier to handle the bestest thing ever ever ever as well.
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Mon Oct 11, 2010 4:44 am

Ever since I've loaded up better cities, all the cities, except for Skingrad, have shown no VWD buildings within them from aside from the castles while I'm in the Tamriel worldspace (I chose not to have anything for the imperial city though, so that's not a concern), aside from, in the case of Anvil and Cheydinhal, where one or two buildings do show up but the rest of the cities are empty. Up close the chapels pop into view but otherwise there is no change.

I ran REAVWD which added the chapels to the lod but otherwise I got no change. Any ideas what could be causing the problem?

Well, you need to run TES4LODgen to have the View When Distant items to actually be seen or your will just get the vanilla version of them as we do not include any file to view the distant meshes. If you are using REAVWD, you have all the LOD meshes needed to see Better Cities from far and you will then be overwhelmed by your lost of FPS in Tamriel :)
User avatar
Samantha Mitchell
 
Posts: 3459
Joined: Mon Nov 13, 2006 8:33 pm

Post » Mon Oct 11, 2010 4:53 pm

Ah, I have of late skipped the Arcane university part of B.C. but that is about it.


We actually might well retain the modularity of the Imperial City and only abandon the separate files of the other cities, if we do go ahead with this. Our primary reasoning relates to the other cities, not the Imperial City.
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Mon Oct 11, 2010 7:13 pm

always used bc full b&m edition, so i'm fine with it 100%
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Mon Oct 11, 2010 1:20 pm

Well, you need to run TES4LODgen to have the View When Distant items to actually be seen or your will just get the vanilla version of them as we do not include any file to view the distant meshes. If you are using REAVWD, you have all the LOD meshes needed to see Better Cities from far and you will then be overwhelmed by your lost of FPS in Tamriel :)


Actually, I've run TES4LODgen hundreds of times (ok, maybe not quite that many) for my computer. My apologies for not being clearer about that earlier Everything else added by REAVWD shows up in game. It leaves me so confused that I decided to take it to you guys. BTW, I am using the city architecture part of REAVWD so it is all their, but like I said, TES4LODgen just won't make anything show up in the cities (other than the aforementioned Skingrad, Cathedrals, and the odd house in other cities). And just to make it that little bit more confusing, everything from city architecture outside the cities also shows up.
User avatar
joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Mon Oct 11, 2010 9:05 am

Actually, I've run TES4LODgen hundreds of times (ok, maybe not quite that many) for my computer. My apologies for not being clearer about that earlier Everything else added by REAVWD shows up in game. It leaves me so confused that I decided to take it to you guys. BTW, I am using the city architecture part of REAVWD so it is all their, but like I said, TES4LODgen just won't make anything show up in the cities (other than the aforementioned Skingrad, Cathedrals, and the odd house in other cities). And just to make it that little bit more confusing, everything from city architecture outside the cities also shows up.

Are you using the FPS patches?
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Mon Oct 11, 2010 8:04 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.

I wonder about this house too since it has sign "for sale" but I can't find the vendor for the key. Maybe it is something quest related for the future
release of BBC? :wink_smile:
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Mon Oct 11, 2010 8:10 pm

I would like you to retain modularity for Imperial City, so that (for example) i could run Open Cities, including the IC Outer districts, while retaining the Better Cities IC core.

I have no problems with an all or nothing approach to the other cities, as i doubt many people use a mix of Better Cities, Open Cities and vanilla for these.
User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Mon Oct 11, 2010 1:37 pm

http://www.tesnexus.com/downloads/file.php?id=16513

I'm a bit tired so I'll just copy the changelog:

-Cheydinhal can now be toggled to be open or closed giving you Open Better Cities Cheydinhal or just Better Cities Cheydhal option. All the patches are also made Open Better Cities compliant in Cheydinhal! Use the console Command: OBCCheydinhalToggleQuest to toggle on an off this feature.
-Fixed the "Better Cities Permanent Resources" archive. This archive shouldn't be updated anymore.
-Optimized the meshes with PyFFI 2.1.5.
-Patch addition for Werewolf Legends of the North (for Bruma & Chorrol).
-Patch addition for the Vvardenfell Imports (for Cheydinhal).
-Patch addition for CUO Bruma.
-Renamed the UL patches to reflect the OBMM Script renaming.
-Remade the Ruined Tail's Tale Patch to remove the need of any script to enable/disable the compatibility (for Cheydinhal, Anvil and the Waterfront).
-Reworked on the Valley View Estate (for Cheydinhal).
-Patch addition for The Lost Spires (for Open Better Cities Cheydinhal).
-Redone the replacer for Against the Zealots of the Nine.
-Grounded plants and repositioned clipping barrels & crates in Anvil. Also altered the walls.
-Rework on the Tears of the Fiend Patch for Cheydinhal.
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Mon Oct 11, 2010 3:00 pm

Thank you very much for the new version! :foodndrink: :bowdown: :celebration:
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

PreviousNext

Return to IV - Oblivion