[Relz] Bananasplit's Better Cities - Thread 36

Post » Sun Oct 10, 2010 3:03 am

While this is probably true - the part about the FPS patches detracting from the intended appearance of BC - with the modlist posted by aceball69, I'd think the FPS patches were fairly critical.

@ aceball69: if you're using OMM to install BC, then trying it with the FPS patches and if you don't like it, just deactivate and reinstall. But even if I had a supercharged, state-of-the-art computer with a 1 gig graphcis card, I'd probably still run the patches since I like to keep my FPS as high as possible.


If it's above 15 you're fine. If it's above 12 it's playable - use the FPS patches. If it's below 12, don't use BC. If it's above 25, you're not using enough mods.


A different question: I noticed in Anvil that there are large rocks coming out of some of the houses and shops. Morvayn's Peacemakers, for example, has a large rock coming out of the west side of the building. I can post my load order or a picture, but the load order is meticulously sorted with BOSS and the BC .esps are at the bottom. All .esps are cleaned and the only thing following the BC .esps are, I believe, the Bashed Patch and Streamline.

Not a problem, everything works fine, but some of the rock placement looks like people were building houses on top of rocks ...

~ Dani ~ :)


So what's the question? People do build houses on top of rocks, they provide solid foundations and good insulation. If you don't like a rock, you can simply use the in-game console to disable it. The rock however may suffer from depression at being rejected.
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ZzZz
 
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Post » Sun Oct 10, 2010 5:01 am

I noticed something weird with the tool drawer in the riverside shack near Bravil. If I drop lockpicks or repair hammers in it when I remove them they are added to my inventory but are not removed from the drawers and I can keep removing them over and over. This only happens with those two items and nothing else.

Heres my load order if it matters.
Spoiler
Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm  [Version 0.9.9.5]03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]07  Enhanced Daedric Invasion.esm08  TamrielTravellers.esm  [Version 1.39c]09  Armamentarium.esm  [Version 1.35]0A  Kvatch Rebuilt.esm0B  Better Cities Resources.esm0C  Progress.esm  [Version 2.2]0D  NNWAEMaster.esm0E  CM Partners.esm0F  Toaster Says Share v3.esm10  CustomSpellIcons.esm11  HorseCombatMaster.esm**  TNR - THE REDGUARDS.esp**  TNR - THE DUNMER.esp**  TNR - THE IMPERIALS.esp**  TNR - THE BRETONS.esp**  TNR - THE ALTMER.esp**  TNR - THE BOSMER.esp**  TNR - THE NORDS.esp**  TNR - THE ORCS.esp**  TNR - THE ARGONIANS.esp**  TNR - ShiveringIsles.esp12  Unofficial Oblivion Patch.esp  [Version 3.2.10]13  DLCShiveringIsles.esp14  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]15  Better Cities .esp16  Natural_Habitat_by_Max_Tael.esp17  All Natural.esp  [Version 0.9.9.5]18  All Natural - SI.esp  [Version 0.9.9.5]19  Immersive Interiors.esp1A  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp1B  AmbientTownSounds.esp1C  MIS Low Wind.esp1D  MIS New Sounds Optional Part.esp1E  PowerAttack Voicemod - The Shivering Isles.esp1F  Cities Alive At Night.esp20  WindowLightingSystem.esp21  AliveWaters_nofish.esp22  Arena_Ring_V2.esp23  7lbsBedrolls-OBSE.esp24  ChaseCameraMod.esp++  Item interchange - Extraction.esp  [Version 0.76]25  P1DmenuEscape.esp26  P1DanywhereSittable.esp27  P1DseeYouSleep.esp28  Purge Cell Buffers - Cell Change.esp  [Version 1.0.0]29  Quest Log Manager.esp  [Version 1.2]2A  Redecoration.esp2B  Slof's Oblivion Pillow Book.esp2C  TryBeforeYouBuy.esp2D  Update My Statue.esp  [Version 1.30]++  VA_BetterGold.esp2E  Enhanced Economy.esp  [Version 4.2.2]2F  Crowded Cities 30.esp30  Immersive Travelers.esp31  PTRoamingNPCs.esp32  C&C - The Blackwood Company.esp33  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]34  Map Marker Overhaul.esp  [Version 3.5.2]35  sr_super_hotkeys.esp  [Version 0.54]36  DLCOrrery.esp37  DLCOrrery - Unofficial Patch.esp  [Version 1.0.2]38  SM Plugin Refurbish - Orrery.esp  [Version 1.11]39  DLCMehrunesRazor.esp3A  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.2]3B  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]3C  Adonnays Classical Weaponry.esp3D  Adonnays Elven Weaponry.esp3E  Andragorn_Weapons_Armors.esp3F  BarbarianShop.esp++  Darkgreen Glass Armour.esp40  DHAyleidShield.esp41  Nico's Dreadweave Bow and Arrows.esp42  JG Elven.esp43  Knight of Order Armor.esp44  PTArtifacts.esp45  Shdw_Armor pack02.esp46  ThiefArmor.esp47  WarriorBandages_V2.0.esp48  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp49  RealSwords - Khajiit HI-NPC v1.3.esp4A  CallMountStableMaster.esp4B  Command Mount.esp4C  Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp  [Version 1.0]4D  Cobl Glue.esp  [Version 1.72]4E  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]4F  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]50  OOO-No_Guild_Ownership.esp  [Version 1.33]51  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]52  OOO 1.32-Cobl.esp  [Version 1.72]53  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]54  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]55  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]56  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]57  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]58  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Travellers4MMMHostileFactions.esp  [Version 1.39c]59  TamrielTravellers4OOO.esp  [Version 1.39c]5A  TamrielTravellersItemsCobl.esp  [Version 1.39c]5B  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]5C  C&C - The Blackwood Company - OOO.esp++  MMM-Cobl.esp  [Version 1.69]5D  Ivellon.esp  [Version 1.8]5E  Arcane Services.esp5F  Better Dark Brotherhood Sanctuary.esp60  BladeOfTheHaunted.esp  [Version 1.1]61  BrotherhoodRenewed.esp  [Version 1.0.5]62  GoldenCrest.esp63  hackdirtabyss.esp64  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp65  Kvatch Rebuilt Weather Patch.esp66  LetThePeopleDrink.esp  [Version 2.5]67  LostSwordOfTheAylied.esp68  LostSwordOfTheAylied - OBSE Add-On.esp69  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]6A  NNWAEDungeons-Series2EV.esp6B  NNWARE06-RhyeliaEmeroEV.esp6C  Region Revive - Lake Rumare.esp6D  RomancingAhnassi.esp6E  (SFL) Makeover - White Stallion Lodge.esp6F  Snow Line Lodge.esp70  Spear_of_Bitter_Mercy.esp71  The Ayleid Steps.esp  [Version 3.4]72  Villages1.1.esp73  Cyrodiil Travel Services.esp  [Version 2.0.3]74  Cliff_RankDependantArenaSpectators.esp  [Version 1.0]75  TOTF.esp76  Enhanced Daedric Invasion.esp++  EDI - Aggression Fix.esp77  ElsweyrAnequina.esp78  ElsweyrC&CBlackwoodPatch.esp79  Tales from Elsweyr Anequina.esp7A  road+bridges.esp  [Version 4.5.7]7B  Feldscar.esp  [Version 1.0.4]7C  Vergayun.esp  [Version 1.0.5]7D  Faregyl.esp  [Version 1.0.10]7E  Faregyl+Anequina Patch.esp7F  Molapi.esp  [Version 1.0]80  xuldarkforest.esp  [Version 1.0.5]81  xulStendarrValley.esp  [Version 1.2.2]82  xulTheHeath.esp83  XulEntiusGorge.esp84  xulFallenleafEverglade.esp  [Version 1.3.1]85  Anequina-Fallenleaf-Patch.esp86  xulColovianHighlands_EV.esp  [Version 1.2.1]87  xulChorrolHinterland.esp  [Version 1.2.2]88  mythsandlegends.esp89  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]8A  xulBravilBarrowfields.esp  [Version 1.3.2]8B  Tales Elsweyr Anq Bravil Barrowfields Patch.esp8C  xulLushWoodlands.esp  [Version 1.3]8D  xulAncientYews.esp  [Version 1.4.3]8E  xulAncientRedwoods.esp  [Version 1.6]8F  xulCloudtopMountains.esp  [Version 1.0.3]90  xulArriusCreek.esp  [Version 1.1.3]91  xulPatch_AY_AC.esp  [Version 1.1]92  xulRollingHills_EV.esp  [Version 1.3.2]93  xulPantherRiver.esp94  xulRiverEthe.esp  [Version 1.0.2]95  xulBrenaRiverRavine.esp  [Version 1.0.2]96  xulImperialIsle.esp  [Version 1.6.5]97  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.3]98  xulBlackwoodForest.esp  [Version 1.0.4]99  xulCheydinhalFalls.esp  [Version 1.0.1]9A  TearsOfTheFiend-CheydinhalFalls patch.esp9B  KvatchRebuilt-CheydinhalFalls patch.esp9C  DungeonsOfIvellon-CheydinhalFalls patch.esp9D  Villages-CheydinhalFalls patch.esp9E  xulAspenWood.esp  [Version 1.0.2]9F  xulSkingradOutskirts.espA0  xulSnowdale.esp  [Version 1.0]A1  Feldscar+Snowdale Patch.esp  [Version 1.0]A2  OOO-Snowdale Patch.espA3  SnowLineLodge-Snowdale patch.espA4  NRB4+UL-II+LtPD Patch.esp  [Version 3.0.1]A5  Better Abandoned House.espA6  NRB4+RR Patch.esp  [Version 2.1]A7  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]A8  Cliff_BetterLetters.esp  [Version 1.2]++  DeadlierDarkBrotherHood.espA9  Dungeon Actors Have Torches 1.6 CT.espAA  Exterior Actors Have Torches 1.3 CT.esp++  Gold Change II.espAB  SaturationHealthIndication.espAC  KT_KhajEyeToggle.espAD  P1DkeyChain.esp  [Version 5.00]AE  PersuasionOverhaul.esp  [Version 1.43]**  PWRunSpeed.espAF  kuerteeGoldIsAnInventoryItem.espB0  Enhanced Vegetation [150%].esp++  Short Grass V3.esp++  SigilStonesUnlevelled.esp++  Size of rats more normal.espB1  Toggleable Quantity Prompt.esp  [Version 3.1.1]B2  Kobu's Skip Intro Mod.espB3  SM Encumbrance and Fatigue.esp  [Version 2.6]B4  kuerteeEatAndSleep.espB5  RealisticForceMedium.espB6  JumpModifier.espB7  Disenchant.espB8  RefScope.esp  [Version 2.0.2]B9  Vector.esp  [Version 0.3]++  EnchantmentRestore_Wells.espBA  MerchantsAlwaysBuyStolen.espBB  attack and hide medium v2.0.espBC  RenGuardOverhaul.espBD  sycHearNoEvil.esp  [Version 1.0]BE  Enhanced Grabbing.esp  [Version 0.5]BF  mighty_bows_arrows_recovery.esp++  mighty_bows_damage_bonus.espC0  Deadly Reflex 5 - Timed Block with no damage or durability changes.espC1  DeadlyReflex 5 - Combat Moves.espC2  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]C3  Duke Patricks - Actors Can Miss Now.espC4  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]C5  SMCombatRegen.esp  [Version 1.00]C6  Phitt's Phighting Phixes.espC7  nGCD.espC8  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.espC9  ProgressGSD.esp  [Version 2.0]CA  ProgressMBSP.esp  [Version 2.0]CB  ProgressSBSP.esp  [Version 1.0]CC  ProgressRBSP.esp  [Version 1.0]CD  ProgressRacial.espCE  ProgressArmorer.esp  [Version 1.0]++  OOO-Level_Slow.esp  [Version 1.33]**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Mehrunes Razor.esp**  Let There Be Darkness - OOO.esp**  Let There Be Darkness - Kvatch Rebuilt.esp**  Let There Be Darkness - Elsweyr.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp++  Item interchange - Placement.esp  [Version 0.76]++  Smaller Elf ears.espCF  Bald_Hairstyle.espD0  ElaborateEyes.espD1  _Ren_BeautyPack_full.espD2  Assassins Creed - Altair's Gear - Light Armor.espD3  Toaster Says Share Faction Recruitment.espD4  CM Partners.espD5  CM Partners NPC NE.espD6  CM Partners More NPCs NE.espD7  CM Partners Extra NPCs.espD8  CM Partners Khajits by Howabominable.espD9  bgMagicEV.esp  [Version 1.7EV]DA  Better Cities Full.espDB  BCBravilFULL-Barrowfields patch.esp**  BCChorrol-ChorrolHinterland patch.espDC  Better Cities - Tears of the Fiend.esp**  BCCheydinhalFULL-CheydinhalFalls patch.esp**  BCSkingrad-SkingradOutskirts patch.espDD  Better Cities - VWD of the IC.espDE  Better Imperial City.espDF  _burning_kvatch.espE0  OOO-Respawn_Week.esp  [Version 1.33]**  [GFX]_Initial_Glow-all.esp++  Detect Life Shader [New].esp++  RedBag - Fog.esp++  Real Lava 1.3.espE1  Hemingweys Capes.esp  [Version 2.00]E2  MiniMap.espE3  Vacuity.esp  [Version 0.2]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]E4  Bashed Patch, 0.espE5  Duke Patricks - BASIC Script Effect Silencer NIF REMOVED.espE6  Streamline 3.1.esp


Also the door on that rowboat outside the riverside shack that takes you to that little island is kinda wonky and only lets you activate it in certain spots/angles/distances. Couldn't you make the whole boat into an activator/teleporter or whatever you call it? I've see it done in Elsweyr Anequina with ladders so I assume it's possible with a rowboat.

Lastly, just a minor thing but the campfire outside the riverside shack in under the ground. I am using UL bravil barrow fields and the patch but it is still under the ground. As you may have noticed I like the riverside shack lol.

I don't know if these issues were already addressed so if they were I apologize. Great mod by the way I've forgotten what the vanilla towns even look like :).
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kirsty joanne hines
 
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Post » Sat Oct 09, 2010 11:16 pm

The structure looks fine I guess. The problem with this is that I would have to rewrite all the script for OBMM and this creates more error than wanted... As you can guess I don"t use BAIN for my installation and this list is putting subfolders everywhere. While I understand how it is cleaner for BAIN users, it is also more confusing for manual install (not mentioning that people already find our install procedure too long and complicated, imagine what it would be if you had to add all the subfolders in it... and yes we have to because otherwise they say the readme is not precise enough...)

Thanks for your thoughts and feedback - I do understand. When I switched Sensual Walks to BAIN, I had to rewrite my OBMM script (although I could simplify it by following the BAIN rules) and I did not provide manual install instructions because there are so many subpackages :)
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Christina Trayler
 
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Post » Sun Oct 10, 2010 4:00 am

I noticed something weird with the tool drawer in the riverside shack near Bravil. If I drop lockpicks or repair hammers in it when I remove them they are added to my inventory but are not removed from the drawers and I can keep removing them over and over. This only happens with those two items and nothing else.

Also the door on that rowboat outside the riverside shack that takes you to that little island is kinda wonky and only lets you activate it in certain spots/angles/distances. Couldn't you make the whole boat into an activator/teleporter or whatever you call it? I've see it done in Elsweyr Anequina with ladders so I assume it's possible with a rowboat.

Lastly, just a minor thing but the campfire outside the riverside shack in under the ground. I am using UL bravil barrow fields and the patch but it is still under the ground. As you may have noticed I like the riverside shack lol.

I don't know if these issues were already addressed so if they were I apologize. Great mod by the way I've forgotten what the vanilla towns even look like :).


Since everything outside Bravil city walls on the north side of the city is originally from Nernie's mod "Bravil Riverside Village & Shack", I'm not sure what you're talking about with regards a tool drawer - I'll have to investigate. As for the boat to the island, I'll swap the trapdoor-in-a-boat "door" for a simple boat "door", like we already use in Leyawiin port to travel to the tower on the island south of Leyawiin. I'll also check land height around the campfire in BC and the BC/UL patch.

** BCChorrol-ChorrolHinterland patch.esp
** BCCheydinhalFULL-CheydinhalFalls patch.esp
** BCSkingrad-SkingradOutskirts patch.esp

These three are being merged into your Bash Patch and disabled? This worries me, they shouldn't be mergeable as far as I'm aware. I'd better find the current Wrye Bash thread.
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Trent Theriot
 
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Post » Sun Oct 10, 2010 12:26 pm

Yeah I thought that was weird they were merged and disabled too. Maybe that was why the campfire was underground, I will check and see if enabling them fixes the problem.
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Brad Johnson
 
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Post » Sun Oct 10, 2010 9:34 am

Yeah I thought that was weird they were merged and disabled too. Maybe that was why the campfire was underground, I will check and see if enabling them fixes the problem.


Well the campfire is outside Bravil, those patches don't touch Bravil, and the Bravil BC/UL patch is not merged and disabled:
DB BCBravilFULL-Barrowfields patch.esp
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Beth Belcher
 
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Post » Sun Oct 10, 2010 5:16 am

Since everything outside Bravil city walls on the north side of the city is originally from Nernie's mod "Bravil Riverside Village & Shack", I'm not sure what you're talking about with regards a tool drawer - I'll have to investigate. As for the boat to the island, I'll swap the trapdoor-in-a-boat "door" for a simple boat "door", like we already use in Leyawiin port to travel to the tower on the island south of Leyawiin. I'll also check land height around the campfire in BC and the BC/UL patch.

** BCChorrol-ChorrolHinterland patch.esp
** BCCheydinhalFULL-CheydinhalFalls patch.esp
** BCSkingrad-SkingradOutskirts patch.esp

These three are being merged into your Bash Patch and disabled? This worries me, they shouldn't be mergeable as far as I'm aware. I'd better find the current Wrye Bash thread.

I noticed the same strange thing with the fire when I sat down there to save and make a screenshot of the sunrise. The fire is there but the logs aren't. Also I went to look at one of my load orders in another thread and my BC UL patches don't look like that. They are activated.
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Jesus Duran
 
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Post » Sun Oct 10, 2010 1:07 am

Yeah my patches only did that when I updated BC the other day I can't say I remember them being merged and deactivated before the update and they aren't even tagged with NoMerge :shrug:.
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saharen beauty
 
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Post » Sun Oct 10, 2010 6:57 am

If it's above 15 you're fine. If it's above 12 it's playable - use the FPS patches. If it's below 12, don't use BC. If it's above 25, you're not using enough mods.


Well, with the FPS patches, I'm pulling in between 12-25 or higher, depending on the location. Bravil is always low - even to single digits - but I run Blood and Mud. Until City Swimmer steals something and chaos breaks out, with guards and citizens fighting in the streets and more than a few nobles citizens going down ... that's what my FPS is. After that, it rises noticeably. ^_^

So what's the question? People do build houses on top of rocks, they provide solid foundations and good insulation. If you don't like a rock, you can simply use the in-game console to disable it. The rock however may suffer from depression at being rejected.


Not rejecting anything, so no feelings will get hurt. :) It just looked odd to me - maybe I've never seen those houses that are built on rocks, but a search of Google fixed that. In this case, the rock grows out of the side of the house, but if that's the design intent, then I accept it.

In all seriousness, I just wanted to make sure something wasn't messed up in my game.

~ Dani ~ :)
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Courtney Foren
 
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Post » Sun Oct 10, 2010 7:41 am

I forget if it was this thread or the last one. But last night I encountered the floating skeleton holding the bottle of mead in the Market District. I just went and disabled it since it seemed weird having it floating where it was.
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Richard Thompson
 
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Post » Sun Oct 10, 2010 1:11 pm

I forget if it was this thread or the last one. But last night I encountered the floating skeleton holding the bottle of mead in the Market District. I just went and disabled it since it seemed weird having it floating where it was.

That's actually from Warcry (part of FCOM). I assume its a confirmation that Warcry is installed properly, besides looking hilarious. In previous version of BC the skeleton was actually sitting on something solid but the latest version removed it, so now it floats in midair.
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CHARLODDE
 
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Post » Sun Oct 10, 2010 8:20 am

Yeah my patches only did that when I updated BC the other day I can't say I remember them being merged and deactivated before the update and they aren't even tagged with NoMerge :shrug:.


As far as I'm aware Bashing should not be capable of including what is in those patches. If it IS capable then the Bash Patch is now much more advanced than I realised, but if it isn't, then Wrye Bash is making a mistake, in which case the NoMerge tag will need adding to them. I posted a query in the Wrye Bash thread earlier, and I haven't yet looked to see whether there's been a response.

I just wanted to make sure something wasn't messed up in my game.

~ Dani ~ :)


Well, in the end it all depends which rock it is :D There are quite a lot in and around Anvil. Some rocks are placed overlapping with buildings because they are hiding a gap or some other mesh overlap.

That's actually from Warcry (part of FCOM). I assume its a confirmation that Warcry is installed properly, besides looking hilarious. In previous version of BC the skeleton was actually sitting on something solid but the latest version removed it, so now it floats in midair.


We used to use the vanilla IC inner wall mesh, which has the low wall running out from the steps in both directions around the ponds. However this wall was of no use for us in BC on one side due to the addition of a new building at this location - it just looked wrong. But Metallicow came along and started working on an optimised IC inner wall mesh, with all the parts not visible in-game removed (which should improve FPS slightly). He also removed that wall section, which pleased me immensely as it looked out of place partly in front of the building. The only drawback is that now people keep asking about that stupid floating skeleton from Warcry :mad:
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Charlie Ramsden
 
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Post » Sun Oct 10, 2010 3:06 am

That's actually from Warcry (part of FCOM). I assume its a confirmation that Warcry is installed properly, besides looking hilarious. In previous version of BC the skeleton was actually sitting on something solid but the latest version removed it, so now it floats in midair.

Ah ok wondered what it was from. I didn't notice before last night. Probably because I never walked down that spot. At least it was an easy fix I could do.
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Chris Ellis
 
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Post » Sun Oct 10, 2010 3:39 pm


** BCChorrol-ChorrolHinterland patch.esp
** BCCheydinhalFULL-CheydinhalFalls patch.esp
** BCSkingrad-SkingradOutskirts patch.esp

These three are being merged into your Bash Patch and disabled? This worries me, they shouldn't be mergeable as far as I'm aware. I'd better find the current Wrye Bash thread.


These appear to be Just imported and not Merged, he probably just forgot to check them.
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Motionsharp
 
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Post » Sun Oct 10, 2010 5:54 am

** BCChorrol-ChorrolHinterland patch.esp
** BCCheydinhalFULL-CheydinhalFalls patch.esp
** BCSkingrad-SkingradOutskirts patch.esp

These three are being merged into your Bash Patch and disabled? This worries me, they shouldn't be mergeable as far as I'm aware. I'd better find the current Wrye Bash thread.



Yeah I thought that was weird they were merged and disabled too. Maybe that was why the campfire was underground, I will check and see if enabling them fixes the problem.


Right, the answer is in the http://www.gamesas.com/index.php?/topic/1109736-relz-wrye-bash-thread-49/page__view__findpost__p__16327968. If you can merge those patches, you're not using the latest version of Wrye Bash! Though in the (hopefully near-) future it WILL be possible and desirable for those patches to appear as mergeable. Just not yet, it's still in the experimental stage.
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james kite
 
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Joined: Sun Jul 22, 2007 8:52 am

Post » Sun Oct 10, 2010 8:48 am

Ok that's weird because I am using v287. It's not that they show up as mergeable (I double checked using the modchecker) but I accidentally clicked on one and I got the dot that indicates that it is merged so I tried the rest and got the same thing for them except the barrow fields one (which is the only one that has no bash tags. maybe that is relevant?). I stupidly left them that way because it meant more esp slots without really thinking about it.
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Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Sun Oct 10, 2010 5:30 pm

Ok that's weird because I am using v287. It's not that they show up as mergeable (I double checked using the modchecker) but I accidentally clicked on one and I got the dot that indicates that it is merged so I tried the rest and got the same thing for them except the barrow fields one (which is the only one that has no bash tags. maybe that is relevant?). I stupidly left them that way because it meant more esp slots without really thinking about it.

Dot indicates import not merged. If any plugin has records imported, that dot will show when it is deactivated.
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Kelly Osbourne Kelly
 
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Joined: Sun Nov 05, 2006 6:56 pm

Post » Sun Oct 10, 2010 4:53 pm

Thanks tom that explains everything then. I wouldn't have known that since I haven't been using bash that long sorry for the confusion about that :blush:
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Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Sun Oct 10, 2010 4:54 pm

Ok that's weird because I am using v287. It's not that they show up as mergeable (I double checked using the modchecker) but I accidentally clicked on one and I got the dot that indicates that it is merged so I tried the rest and got the same thing for them except the barrow fields one (which is the only one that has no bash tags. maybe that is relevant?). I stupidly left them that way because it meant more esp slots without really thinking about it.


None of them have Bash tags, Wrye Bash has auto-tagged them somehow.
The Barrowfields patch also moves or disables (I can't recall which) at least one tree added by Bravil Barrowfields, this is why the Barrowfields patch was not mergeable. I don't know why this one has not been auto-tagged when the others have.

Dot indicates import not merged. If any plugin has records imported, that dot will show when it is deactivated.


Yes :) They used to be mergeable with a recent earlier version of Wrye Bash (the plus symbol rather than a dot) and were listed in green. This is no longer the case. However Wrye Bash is auto-tagging the patches with C.Water, hence the importing of data.
BUT you need them to be ticked, not a dot. They need to be active else they won't work.
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Luna Lovegood
 
Posts: 3325
Joined: Thu Sep 14, 2006 6:45 pm

Post » Sun Oct 10, 2010 6:58 pm

Hey, while I was randomly repacking MMM for BAIN for the tenth or so time, I discovered that you can "ship" comments with the BCF. Therefore, if someone adds the BAIN install instructions to the archive in BAIN and makes a BCF converting the uncommented archive into the commented archive, that could help BAIN users a bit more. Unlike OMOD users, BAIN users have to install the package before being able to view the ReadMe. (Although, you can just install the package without any subpackages checked and just view the docs.) Yes, one of the archives would have to have a slightly different name. Maybe the BAIN archive could have the underscores replaced with spaces. The BCF would be quite small since it only adds comments. It would be a quick upload.

I'll upload it in a bit, actually. You all can grab it if you want.


Edit: The upload is here: http://tesivpositive.animolious.com/?page=bcfs_and_omod_info

Edit: I forgot to mention that the BCF also puts the files in the "Readmes" subject in a "Docs" folder so that BAIN does not skip them (the entire subpackage, actually)
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Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Sun Oct 10, 2010 4:33 pm

Hey, while I was randomly repacking MMM for BAIN for the tenth or so time, I discovered that you can "ship" comments with the BCF. Therefore, if someone adds the BAIN install instructions to the archive in BAIN and makes a BCF converting the uncommented archive into the commented archive, that could help BAIN users a bit more. Unlike OMOD users, BAIN users have to install the package before being able to view the ReadMe. (Although, you can just install the package without any subpackages checked and just view the docs.) Yes, one of the archives would have to have a slightly different name. Maybe the BAIN archive could have the underscores replaced with spaces. The BCF would be quite small since it only adds comments. It would be a quick upload.

I'll upload it in a bit, actually. You all can grab it if you want.


Edit: The upload is here: http://tesivpositive.animolious.com/?page=bcfs_and_omod_info

Edit: I forgot to mention that the BCF also puts the files in the "Readmes" subject in a "Docs" folder so that BAIN does not skip them (the entire subpackage, actually)

You'll have to guide me step by step there. I honestly don't have the will the learn the process on implementing BCF so just tell me where to put it, what to change in the archives and I'll do it (as long it doesn't requires me to rewrite all the omod script).

Sorry to be so lazy but I have enough on my plate for now :)
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Niisha
 
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Joined: Fri Sep 15, 2006 2:54 am

Post » Sun Oct 10, 2010 11:05 am

I'm confused, we already provide BAIN-ready archives, why the sudden need to change things for BAIN installs?
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luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Sun Oct 10, 2010 12:31 pm

I'm confused, we already provide BAIN-ready archives, why the sudden need to change things for BAIN installs?

I am not proposing a change at all, I merely uploaded a BCF that adds the package install instructions to the comments frame, making them more accessible.

@Ismelda Lasombra: I will have the application guide up in a sec. BCFs, themselves, will require a separate page.


Edit: See the last section - http://tesivpositive.animolious.com/?page=guides_utilities&subpage=one_page_bain_tut_repackage
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Kayleigh Mcneil
 
Posts: 3352
Joined: Thu Jun 29, 2006 7:32 am

Post » Sun Oct 10, 2010 5:41 am

I am not proposing a change at all, I merely uploaded a BCF that adds the package install instructions to the comments frame, making them more accessible.

@Ismelda Lasombra: I will have the application guide up in a sec. BCFs, themselves, will require a separate page.


Edit: See the last section - http://tesivpositive.animolious.com/?page=guides_utilities&subpage=one_page_bain_tut_repackage

You mean that the bcf has to be edited on each new package?... Not convenient at all...
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James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Sun Oct 10, 2010 5:12 pm

All the vendor signs on my current version of Better Cities Full B&M are purple with no text (Gold horse Courier, Mining Supplies, even those new shops added in the Imperial City etc.). In WB installers tab, the BC packages are showing up green for all Better Cities archives, and all files are installed (nothing being overwritten by another mod) - what gives? Where in the folders should I look to fix this?

I have Refscope as well, but it tells me it is from Better Cities Resources...
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Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

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