[Relz]Bananasplit's Better Cities - Thread 31

Post » Fri May 27, 2011 1:21 pm

Edit: Fixed my problem. I knew it couldn't have been BBC, which was what was frustrating the crap out of me. It was a map marker mod affecting the cells. I've had the mod for years and merged it with something else, I had forgotten all about it. Ignore my moment of stupidity. ;)


Happily ignored, since I have no clue what the problem was, now that you've edited your comment :)

On another note, when I was running around Leyawiin to get screens for this post, I had a http://i216.photobucket.com/albums/cc105/zinnikeys/BC/BC-Leyaw-WallArcher.jpg commit suicide as I was walking by the guard tower in this http://i216.photobucket.com/albums/cc105/zinnikeys/BC/BC-Leyaw-WallGuardsMapPosition.jpg. And no he's not missing any clothing, I took a piece or two from him. Also, I'm not sure if it was the same guard or not, but a few minutes before that one fell to his death, a guard was having a hard time leaving the same tower to get to wherever he was going. Instead of using the stairs at the bottom of the tower to get to the ground, he tried walking over the boulder next to the stairs, fell through it popped back atop the stairs, took the stairs the proceeded to walk into the back of the house closest the tower. Finally figuring out he wasn't going to be able to walk through that wall, he moved around a large rock and tried a new section of the house's wall. After giving up all hope of being able to walk through walls he finally trotted down the dirt path, around the house and vanished.
Either that was a different guard or after he finally found the road and went around the house, he literally did vanish and reappeared somewhere up in the air above that guard tower and fell to his death. Which I'm guessing is the more likely explanation as the 'blind' guard did seem to be rubber-banding a bit.


Yes, this is quite common guard behaviour. We've tried whipping them into submission, and cutting their pay, yet they still insist on doing silly things like stepping off walltops and trying to walk through solid objects. There's two possible reasons: 1) another mod loaded after BC is editing the pathgrids, or 2) they're just too stupid to know better. Usually reason 2 is the correct explanation. If it troubles you, simply remove the City Defences ESP(s) from your load order, otherwise just do as I do when spotting a foolish guard: smile benignly, shake your head knowingly, and go about your business. You might also want to donate to the "Save the Foolish Guards" fund, but first someone will need to create such a fund before you can donate to it.
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Dylan Markese
 
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Post » Fri May 27, 2011 6:53 pm

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

This week we release for just a quick fix in the new quest added last week as well as some new dialog lines and an AI improvement.

As migck worked on a new version of the COBL patch we also integrated this new version for the benefit of all COBL users.

And that's it. We are sorry we have no game breaking bug to fix anymore :celebration:
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Sian Ennis
 
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Post » Fri May 27, 2011 9:11 am

And that's it. We are sorry we have no game breaking bug to fix anymore :celebration:

Well, we'll forgive you this time...

Vac
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Brian LeHury
 
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Post » Fri May 27, 2011 5:18 pm

Well, we'll forgive you this time...

Oh I don't know; they couldn't even get the OMOD script wrong this time! :swear: :hubbahubba:
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KIng James
 
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Post » Fri May 27, 2011 7:37 pm

it says open cities works with FCOM & MMM but someone told me they are not compatible
this looks so good all mods should work with it!
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Beth Belcher
 
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Post » Fri May 27, 2011 6:02 pm

Did you changed something outside Cheydinhal? I'm asking 'cause i've a very small landtear on the road just past the stable (heading to IC), before the small waterfall on the left, and i never noticed it before. I'm using the B&M version and i didn't install any new mods as far as i remeber except the Cydoriil Travel Services, which anyway should add just a bunch of npcs and nothing more.
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Amelia Pritchard
 
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Post » Fri May 27, 2011 11:08 am

it says open cities works with FCOM & MMM but someone told me they are not compatible
this looks so good all mods should work with it!

This is not Open Cities...
Better Cities on the other hand is 100% compatible with FCOM.

Did you changed something outside Cheydinhal? I'm asking 'cause i've a very small landtear on the road just past the stable (heading to IC), before the small waterfall on the left, and i never noticed it before. I'm using the B&M version and i didn't install any new mods as far as i remeber except the Cydoriil Travel Services, which anyway should add just a bunch of npcs and nothing more.

Yes some things were changed to allow better Compatibility with the new Unique Landscape (Cheydinhal Falls). Vorians cleaned a bit around Cheydinhal to limit the influence of Better Cities there. If you could provide a screenshot after tentering in your console:
sdt 33
tdt
so that we can see the exact place of the land tear with its loc it would be nice.
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Big Homie
 
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Post » Fri May 27, 2011 7:06 pm

I haven't been paying attention to these threads recently. Was the problem with crashes when reloading thanks to the resource .esm having Shivering Isle references in it or something like that solved?
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Zualett
 
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Post » Fri May 27, 2011 6:26 pm

I haven't been paying attention to these threads recently. Was the problem with crashes when reloading thanks to the resource .esm having Shivering Isle references in it or something like that solved?


Yes completely resolved. BC now requires Shivering Isles! See? Solved. Aren't we good :D
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Baylea Isaacs
 
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Post » Fri May 27, 2011 5:56 pm

Yes completely resolved. BC now requires Shivering Isles! See? Solved. Aren't we good :D

Oh yeah fantastic. :P

I'll get Shivering Isles some day.
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Sabrina Steige
 
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Post » Fri May 27, 2011 3:16 pm

Wow, I just started using this mod, and am so impressed I felt the need to comment explaining JUST HOW impressed I am... so you can feel flattered or something because I never do this, but seriously, this is an incredible mod, and in itself justifies the purchase of my new, better cpmputer. Keep up the good work ;)

CC

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dean Cutler
 
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Post » Fri May 27, 2011 3:39 pm

Another Wow! I just saw the new Chorrol - it's great! I was using BC v4.3.6 (or close to) before; has Chorrol changed a lot recently, or did I miss that big area overlooking the wall to the northeast? The new castle entrance is cool too. Nice job! I think about 95% of this mod is absolutely fantastic - flooded Leyawiin and Bravil are my favourites!
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KIng James
 
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Post » Fri May 27, 2011 6:39 pm

Another Wow! I just saw the new Chorrol - it's great! I was using BC v4.3.6 (or close to) before; has Chorrol changed a lot recently, or did I miss that big area overlooking the wall to the northeast? The new castle entrance is cool too. Nice job! I think about 95% of this mod is absolutely fantastic - flooded Leyawiin and Bravil are my favourites!

Chorrol hasn't been changed since eons. It should be much more like the original Bananasplit version but for the castle enhancement of SilentRedisent.
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i grind hard
 
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Post » Fri May 27, 2011 9:11 pm

Chorrol hasn't been changed since eons.

I obviously need to explore more!

Do you have any suggestions on how to alleviate FPS issues with the IC when using RAEVWD? From the top of Frostcrag Spire I can get a solid 30 FPS (capped by Stutter Remover) lookiing at Bruma or Cheydinhal, but it comes crashing down to 10-12 when looking at the IC.

My Specs:
Processor - Corei7 920 @ 2.67GHz
RAM - 6.00 GB
Graphics - ATI Radeon HD 4850
Gaming graphics - 3323 MB Total available graphics memory
Primary hard disk - 241GB Free (296GB Total)

My modlist:
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.7]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9a7]07  Better Cities Resources.esm08  Unofficial Oblivion Patch.esp  [Version 3.2.0]09  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  SM Plugin Refurbish - SI.esp  [Version 1.05]0E  Better Cities .esp0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp11  Francesco's Optional Chance of More Enemies.esp12  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]14  Fran Armor Add-on.esp15  FranOBSEConfig.esp  [Version 0.5]16  All Natural - Real Lights.esp  [Version 0.9.7]17  All Natural.esp  [Version 0.9.7]18  All Natural - SI.esp  [Version 0.9.7]19  RAEVWD New Sheoth.esp  [Version 1.5]**  RealitySpectre'sBetterPotions.esp1A  DLCOrrery.esp1B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1C  SM Plugin Refurbish - Orrery.esp  [Version 1.11]1D  DLCVileLair.esp1E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1F  SM Plugin Refurbish - VileLair.esp  [Version 1.11]20  DLCMehrunesRazor.esp21  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]22  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]23  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]24  DLCThievesDen.esp25  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]26  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]27  SM Plugin Refurbish - ThievesDen.esp  [Version 1.11]28  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]29  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]2A  FCOM_RealSwords.esp  [Version 0.9.9]2B  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]++  FCOM_SaferRoads.esp  [Version 0.9.9]2C  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]2D  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]2E  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]2F  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Farm Animals.esp++  Mart's Monster Mod - More Passive Wildlife.esp++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp31  Geomancy & Gem Dust OOO.esp32  DLCBattlehornCastle.esp33  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]34  SM Plugin Refurbish - Battlehorn.esp  [Version 1.11]35  DLCFrostcrag.esp36  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]++  DLCFrostcrag_MysticEmporiumPatch.esp37  Knights.esp38  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  KotN Wayshrine Fix.esp++  FCOM_Knights.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]39  Better Cities - Full City Defences.esp3A  Better Cities Full.esp3B  Better Imperial City.esp**  All Natural - Indoor Weather Filter For Mods.esp3C  Bashed Patch, 0.esp3D  Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.esp3E  FormID Finder4.esp


I'm hoping to install AWLS too, but I'm getting concerned that It'll be too much. Seems like my computer should be able to handle it, though I know my graphics card is a bit out of synch with the rest of the gear. I do have all settings maxed at the moment, plus I'm using some modest antialiasing and anisotropic filtering in Ati Catalyst. Am I expecting too much?
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GRAEME
 
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Post » Fri May 27, 2011 9:37 am

I obviously need to explore more!

Do you have any suggestions on how to alleviate FPS issues with the IC when using RAEVWD? From the top of Frostcrag Spire I can get a solid 30 FPS (capped by Stutter Remover) lookiing at Bruma or Cheydinhal, but it comes crashing down to 10-12 when looking at the IC.

My Specs:
Processor - Corei7 920 @ 2.67GHz
RAM - 6.00 GB
Graphics - ATI Radeon HD 4850
Gaming graphics - 3323 MB Total available graphics memory
Primary hard disk - 241GB Free (296GB Total)

My modlist:
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.7]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b3p3]06  FCOM_Convergence.esm  [Version 0.9.9a7]07  Better Cities Resources.esm08  Unofficial Oblivion Patch.esp  [Version 3.2.0]09  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0A  Oblivion Citadel Door Fix.esp0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0D  SM Plugin Refurbish - SI.esp  [Version 1.05]0E  Better Cities .esp0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp11  Francesco's Optional Chance of More Enemies.esp12  Francesco's Optional Leveled Guards.esp++  FranDarkSeducerWeapFix.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]14  Fran Armor Add-on.esp15  FranOBSEConfig.esp  [Version 0.5]16  All Natural - Real Lights.esp  [Version 0.9.7]17  All Natural.esp  [Version 0.9.7]18  All Natural - SI.esp  [Version 0.9.7]19  RAEVWD New Sheoth.esp  [Version 1.5]**  RealitySpectre'sBetterPotions.esp1A  DLCOrrery.esp1B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1C  SM Plugin Refurbish - Orrery.esp  [Version 1.11]1D  DLCVileLair.esp1E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1F  SM Plugin Refurbish - VileLair.esp  [Version 1.11]20  DLCMehrunesRazor.esp21  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]22  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]23  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]24  DLCThievesDen.esp25  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]26  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]27  SM Plugin Refurbish - ThievesDen.esp  [Version 1.11]28  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]29  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]2A  FCOM_RealSwords.esp  [Version 0.9.9]2B  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]++  FCOM_SaferRoads.esp  [Version 0.9.9]2C  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.7b3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]2D  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]2E  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]2F  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]30  Mart's Monster Mod - Farm Animals.esp++  Mart's Monster Mod - More Passive Wildlife.esp++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryRealSwords.esp  [Version 2]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp31  Geomancy & Gem Dust OOO.esp32  DLCBattlehornCastle.esp33  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]34  SM Plugin Refurbish - Battlehorn.esp  [Version 1.11]35  DLCFrostcrag.esp36  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]++  DLCFrostcrag_MysticEmporiumPatch.esp37  Knights.esp38  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  KotN Wayshrine Fix.esp++  FCOM_Knights.esp  [Version 0.9.9]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]39  Better Cities - Full City Defences.esp3A  Better Cities Full.esp3B  Better Imperial City.esp**  All Natural - Indoor Weather Filter For Mods.esp3C  Bashed Patch, 0.esp3D  Mart's Monster Mod - Diverse Runeskulls Loot beta Place After Bashed Patch.esp3E  FormID Finder4.esp


I'm hoping to install AWLS too, but I'm getting concerned that It'll be too much. Seems like my computer should be able to handle it, though I know my graphics card is a bit out of synch with the rest of the gear. I do have all settings maxed at the moment, plus I'm using some modest antialiasing and anisotropic filtering in Ati Catalyst. Am I expecting too much?

There is nothing much you can do with LOD. They are the most FPS eater of the game. They do make it pretty (yet smaller then the other TES) but they eat up video memory and FPS like crazy.

About AWLS, have no fear, it is virtually FPSless. The fact that all the meshes are optimized better than vanilla Oblivion does the trick I guess. It is very safe to use it and it shouldn't change anything at all in your FPS but make your cities and village prettier.
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Hussnein Amin
 
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Post » Fri May 27, 2011 5:25 am

Thanks for that. I've installed Streamline to help with the FPS and AWLS to help with the prettiness! It looks great! I'll have to invest in a better video card one of these months...

Edit: didn't mean to include quote.
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ONLY ME!!!!
 
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Post » Fri May 27, 2011 8:47 pm

Amazing mod! Also, I have a crappy video card, overclocked at 1.84 GHz, 512 MB VRAM, and 2 GB RAM, and I have the same problem as you: the fps at IC drops to about 15-14 with me, although I don't mind the sacrifice and am completely ok with it.

Just a quick question: the underground passage which connects the Waterfront to the main IC Island, are the walls vanilla textures and meshes (don't think so, though...)? If not, could I use them as a modder's resource?
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Naughty not Nice
 
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Post » Fri May 27, 2011 5:23 am

Amazing mod! Also, I have a crappy video card, overclocked at 1.84 GHz, 512 MB VRAM, and 2 GB RAM, and I have the same problem as you: the fps at IC drops to about 15-14 with me, although I don't mind the sacrifice and am completely ok with it.

Just a quick question: the underground passage which connects the Waterfront to the main IC Island, are the walls vanilla textures and meshes (don't think so, though...)? If not, could I use them as a modder's resource?


The wall pieces are vanilla. The section directly connecting the Waterfront to the Temple District are the Architecture\ImperialCity\BasemantSet\ICBasemant* tileset. The side tunnel connecting to the Market District are the Architecture\BasemantSections\Ungrd* tileset.
The floor mesh used between Waterfront and Temple District is not vanilla, but we have no claim on it, I believe it is free for anyone to use.

You can tell whether a mesh is vanilla or not by looking at it in the Construction Set. Double-click the object in the Render window and look at the line named "Base Object" (second down from the top). This box contains the mesh name, followed by an alphanumeric code in brackets such as
'ICBasemantStairs01' (0003C3C0)
Look at the code in the brackets (this is called the Form ID). If the first two characters are 00 then it is vanilla. But if it is anything else, it is not vanilla.
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Beat freak
 
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Post » Fri May 27, 2011 7:10 am

The wall pieces are vanilla. The section directly connecting the Waterfront to the Temple District are the Architecture\ImperialCity\BasemantSet\ICBasemant* tileset. The side tunnel connecting to the Market District are the Architecture\BasemantSections\Ungrd* tileset.
The floor mesh used between Waterfront and Temple District is not vanilla, but we have no claim on it, I believe it is free for anyone to use.

You can tell whether a mesh is vanilla or not by looking at it in the Construction Set. Double-click the object in the Render window and look at the line named "Base Object" (second down from the top). This box contains the mesh name, followed by an alphanumeric code in brackets such as
'ICBasemantStairs01' (0003C3C0)
Look at the code in the brackets (this is called the Form ID). If the first two characters are 00 then it is vanilla. But if it is anything else, it is not vanilla.

I read about that coding in the wiki only yesterday, and I completely forgot :facepalm: . Thanks a lot for the help!
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brenden casey
 
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Post » Fri May 27, 2011 11:48 am

I just love Better Cities, and even though it makes my computer whine and moan, its a permanent resident in my load order!

Im just trying to identify some graphical anomalies. There are some I live with, such as the water wells that Realistic Thirst plops into the cities, and there is a large straight seam where the terrain mismatches with the Let The People Drink mod near the south side of the auquaduct.

But I just found this behind my Waterfront Shack home, next to the cellar entrance. It looks to be the ghost of the tops of a crate and maybe a sack. Anybody know if this has anything to do with Better Cities? Refscope wont identify it.

[img]http://i752.photobucket.com/albums/xx170/Snowball_99/ScreenShot9.jpg?t=1257551560[/img]
http://i752.photobucket.com/albums/xx170/Snowball_99/ScreenShot9.jpg?t=1257551560
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BRIANNA
 
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Post » Fri May 27, 2011 5:01 pm

Im just trying to identify some graphical anomalies. There are some I live with, such as the water wells that Realistic Thirst plops into the cities, and there is a large straight seam where the terrain mismatches with the Let The People Drink mod near the south side of the auquaduct.

(looking in the construction set)
Yep, that's there. But it is with JUST Let the people Drink installed as well (and 'vanilla' Oblivion of course.)

But I just found this behind my Waterfront Shack home, next to the cellar entrance. It looks to be the ghost of the tops of a crate and maybe a sack. Anybody know if this has anything to do with Better Cities? Refscope wont identify it.

[img]http://i752.photobucket.com/albums/xx170/Snowball_99/ScreenShot9.jpg?t=1257551560[/img]
http://i752.photobucket.com/albums/xx170/Snowball_99/ScreenShot9.jpg?t=1257551560


Those are supposed to be a bucket and water trough.
http://i618.photobucket.com/albums/tt261/ADParker314/pic1.jpg?t=1257566594
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Toby Green
 
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Post » Fri May 27, 2011 6:29 am

I just love Better Cities, and even though it makes my computer whine and moan, its a permanent resident in my load order!

Im just trying to identify some graphical anomalies. There are some I live with, such as the water wells that Realistic Thirst plops into the cities, and there is a large straight seam where the terrain mismatches with the Let The People Drink mod near the south side of the auquaduct.

But I just found this behind my Waterfront Shack home, next to the cellar entrance. It looks to be the ghost of the tops of a crate and maybe a sack. Anybody know if this has anything to do with Better Cities? Refscope wont identify it.

[img]http://i752.photobucket.com/albums/xx170/Snowball_99/ScreenShot9.jpg?t=1257551560[/img]
http://i752.photobucket.com/albums/xx170/Snowball_99/ScreenShot9.jpg?t=1257551560


As Vargyr said, the terrain mismatch is nothing to do with Better Cities, and you have a couple objects missing in the Waterfront. It's a mistake in the ESP as they are set to disabled. This will be corrected in next release, thanks for spotting them!
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Mistress trades Melissa
 
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Post » Fri May 27, 2011 12:39 pm

Hi there, I have a weird terrain problem in Better Imperial City Arboretum, the land looks like it has had a chunk taken out of it (or a big disabled rock) just underneath the door to the Arcane University bridge, and all the NPCs have eventually ended up in it and gotten stuck (it's too steep to climb out of). Using 4.3.8. Screenshot forthcoming...

EDIT: Haven't taken a screenshot, but just wanted to tell you that it wasn't http://img362.imageshack.us/img362/6206/arboretumgap.png bug corrected in an earlier version, as I have not used any older versions of Better Cities on this save. I did use other Arboretum changes (WBA, Jagnots) but thought I'd cleaned them out.

DOUBLE EDIT: Fixed, sorry for accusing you. It was a BOSS problem causing what I had believed to be non-clashing unrecognised mods (extra villages around Cyrodiil and some NPC AI scripts) to load after BC. Moving them to load earlier fixed the issue.
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Stacey Mason
 
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Joined: Wed Nov 08, 2006 6:18 am

Post » Fri May 27, 2011 4:36 pm

I'm working on a BBC compatible mod and I want it to load after Better Imperial City.esp
How should I go about fixing the extra map markers on the big game map that appears If I load it after Better Imperial City.esp?
TES4EDIT? Or what?
This mod won't be dependent on Better Imperial City.esp.
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Cameron Garrod
 
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Joined: Sat Jun 30, 2007 7:46 am

Post » Fri May 27, 2011 7:54 am

I'm working on a BBC compatible mod and I want it to load after Better Imperial City.esp
How should I go about fixing the extra map markers on the big game map that appears If I load it after Better Imperial City.esp?
TES4EDIT? Or what?
This mod won't be dependent on Better Imperial City.esp.


Your mod will need to be dependent on our ESM, and must redirect the parent worldspace of every IC District you edit (except Waterfront) to Tamriel2.
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Josh Lozier
 
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Joined: Tue Nov 27, 2007 5:20 pm

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