[Relz] Bananasplit's Better Cities - Thread 37

Post » Thu May 19, 2011 3:05 am

Load your whole load list, then look for the conflicts with the locations, or NPC...
Loaded the whole list. The quests are in the Better Cities Resources.esm:
[09] Better Cities Resources.esm \ Quest \ 09186CF1 [No conflicts]
CTDA Et 1.0
GetIsPlayableRace
[09] Better Cities Resources.esm \ Dialog Topic \ 09186CAF
BANGHCGoldHorseStart[QUST:09003DB8]
[09] Better Cities Resources.esm \ Dialog Topic \ 09186CAF \ 09186CB0
So, you want to be a courier?
[09] Better Cities Resources.esm \ Dialog Topic \ 09186CAF \ 09186CB1
Hmm.. you want to be a courier, do you?
CTDA Lt 20.0
GtStage 09186CF1
CTDA Et 1.0
GetIsID BANICWaterfrontGHCCherilpGoldhorn [NPC_:091869C7]
[09] Better Cities Resources.esm \ Dialog Topic \ 09186CAC
[09] Better Cities Resources.esm \ Dialog Topic \ 09186CAC \ 09186CAE
Yes, Iam he - Cherilp Goldhorn - in the flesh! ...
Some how, I'm not meeting the conditions of the quest script. :brokencomputer:
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KIng James
 
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Post » Thu May 19, 2011 3:55 am

From the Readme - As Vaults of Cyrodiil has no resources it is not necessary. :goodjob:


Thanks.
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KU Fint
 
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Post » Wed May 18, 2011 2:29 pm

Loaded the whole list. The quests are in the Better Cities Resources.esm:
[09] Better Cities Resources.esm \ Quest \ 09186CF1 [No conflicts]
CTDA Et 1.0
GetIsPlayableRace
[09] Better Cities Resources.esm \ Dialog Topic \ 09186CAF
BANGHCGoldHorseStart[QUST:09003DB8]
[09] Better Cities Resources.esm \ Dialog Topic \ 09186CAF \ 09186CB0
So, you want to be a courier?
[09] Better Cities Resources.esm \ Dialog Topic \ 09186CAF \ 09186CB1
Hmm.. you want to be a courier, do you?
CTDA Lt 20.0
GtStage 09186CF1
CTDA Et 1.0
GetIsID BANICWaterfrontGHCCherilpGoldhorn [NPC_:091869C7]
[09] Better Cities Resources.esm \ Dialog Topic \ 09186CAC
[09] Better Cities Resources.esm \ Dialog Topic \ 09186CAC \ 09186CAE
Yes, Iam he - Cherilp Goldhorn - in the flesh! ...
Some how, I'm not meeting the conditions of the quest script. :brokencomputer:
[09] Better Cities Resources.esm \ Non-Player Character \ 091869C7
[09] Better Cities Resources.esm | [B1] Bashed Patch, 0.esp
[Highlighted in Purple] | [Highlighted in Green]
Hair length is changed.

Faction:
[09] Better Cities Resources.esm \ Faction \ 09024EA9
Didn't find any conflicts in Cells or NPCs (except Goldhorn's hair length). Guess I will have to figure out how to trick the script!
...And I thought this would be easy without OOO or MMM.
Edit: Problem solved!
Open console and type: startquest BANGHCGoldHorseStart

Then talk to Cherilp Goldhorn and he has the topic "Courier".
Thanks everyone who mentored me through that anolysis.
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Trevi
 
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Post » Wed May 18, 2011 3:15 pm

Apparently it doesn't work right if you first speak to one of the other GHC branch members who tells you to go find Cherlip, but it does work if you go straight to Cherlip without first speaking to one of the other branch members. This will be tested and if correct, will be resolved in our next release.
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Robyn Lena
 
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Post » Wed May 18, 2011 7:56 pm

well crap I think I might of done that a while back when I first saw the new building. I haven't tried doing the quest yet so I don't know.
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Austin Suggs
 
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Post » Thu May 19, 2011 5:29 am

Apparently it doesn't work right if you first speak to one of the other GHC branch members who tells you to go find Cherlip, but it does work if you go straight to Cherlip without first speaking to one of the other branch members. This will be tested and if correct, will be resolved in our next release.
Thanks for looking into it.
I have also found that sometimes when delivering a package, sometimes the recipient doesn't have the topic "delivery". I always save before taking a delivery job and then after it is complete.
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Love iz not
 
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Post » Wed May 18, 2011 3:40 pm

Thanks for looking into it.
I have also found that sometimes when delivering a package, sometimes the recipient doesn't have the topic "delivery". I always save before taking a delivery job and then after it is complete.


A specific recipient, or just randomly happens with any of them?
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Jade Payton
 
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Post » Wed May 18, 2011 10:12 pm

Hello, I'm experiencing a little glitch that I can't figure out. I'm pretty sure it has to do with Cheydinhal being able to be toggled on and off. I have the cheydinhal falls UL installed so the prepackaged patch is loaded too, but right outside of the east gate a little section of water that goes under the bridge is missing. I've tried reinstalling both BBC and the UL but have yet to see a change. I did notice that to the right of the gate however, is a little water way with a locked gate, that presumably would connect to the OC version of cheydinhall instead of the regular version, as it is not present on the interior of the regular version. I wonder if perhaps part of the regular wall was replaced on the exterior with the OC version and has caused a slight glitch. I do not have any other content that has caused any changes in previous versions as far as I know and I would love to get some input on what this might be or if I'm correct. :) Thanks

sloblivion
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Dylan Markese
 
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Post » Thu May 19, 2011 5:34 am

A specific recipient, or just randomly happens with any of them?
It was in Avil (Not sure which one). I will test, take notes (Town, recipient) and update you tonight.
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Meghan Terry
 
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Post » Thu May 19, 2011 8:03 am

Hello, I'm experiencing a little glitch that I can't figure out. I'm pretty sure it has to do with Cheydinhal being able to be toggled on and off. I have the cheydinhal falls UL installed so the prepackaged patch is loaded too, but right outside of the east gate a little section of water that goes under the bridge is missing. I've tried reinstalling both BBC and the UL but have yet to see a change. I did notice that to the right of the gate however, is a little water way with a locked gate, that presumably would connect to the OC version of cheydinhall instead of the regular version, as it is not present on the interior of the regular version. I wonder if perhaps part of the regular wall was replaced on the exterior with the OC version and has caused a slight glitch. I do not have any other content that has caused any changes in previous versions as far as I know and I would love to get some input on what this might be or if I'm correct. :) Thanks

sloblivion


That was all too confusing. Which specific cell are you talking about? Do you have your load order correct? Are you using a Bash Patch? Have you rebuilt your Bash Patch since installing BC and/or the UL with the UL patch? Are you merging cells into the Bash Patch?
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JD FROM HELL
 
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Post » Wed May 18, 2011 4:11 pm

Will you include an icon for the GHC faction as well? Any icon will do, I just hate icon-less quests and factions in my journal.
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suniti
 
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Post » Wed May 18, 2011 10:11 pm

I thought we had one already...
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carrie roche
 
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Post » Thu May 19, 2011 3:25 am

Will you include an icon for the GHC faction as well? Any icon will do, I just hate icon-less quests and factions in my journal.

I thought we had one already...

The Icon for the quest in indeed in the resources but only the 100% size. I guess I need to add the 50% and 80% icons too.
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Glu Glu
 
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Post » Wed May 18, 2011 5:37 pm

This is a repost (as suggested by Arthmoor) of a recent unresolved conflict that cropped up between All Natural and Better Cities. It is located in the Bruma Chapel of Talos.

http://img27.imageshack.us/img27/3785/anbadwindows.jpg

The above image illustrates the problem, some of the windows that are supposed to be transparent with All Natural are being reverted to non-transparent meshes by Better Cities. As I learned from running the windows through FormID Finder, AN's transparent windows function as a replacer (that is, the windows themselves are tied to Oblivion.ESM). The non-transparent windows, however, are tied to Better Cities Resources.ESM, and thus AN's replaced vanilla windows are being overwritten by BC's.



Looks like all is working as intended then. Both are replacers, not only AN.
BC's replacement has overridden AN's replacement, which it should since we retexture the walls to match the rest of the interior and exterior of the chapel.
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Trevi
 
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Post » Wed May 18, 2011 4:51 pm

Ref: Delivery Jobs mod.
It was in Avil (Not sure which one). I will test, take notes (Town, recipient) and update you tonight.
I did some more deliverys in Anvil, where I thought I experienced a problem and everything worked. It may be specific to one delivery. I will report if I come across it again.
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Jacob Phillips
 
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Post » Thu May 19, 2011 2:16 am

Just discovered some LOD problem with Leyawiin lighthouse
http://img64.imageshack.us/i/oblivion201005211503400.png/
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kennedy
 
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Post » Thu May 19, 2011 2:44 am

Ref: BBC 4.7.1
In the IC Market there are two locations where the names show up in German on the map and at the door. The Best Defence and the Divine Elegance. Not sure if this is intentional. Don't think I'm running any other mods that would do this.
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herrade
 
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Post » Thu May 19, 2011 2:10 am

Ref: BBC 4.7.1
In the IC Market there are two locations where the names show up in German on the map and at the door. The Best Defence and the Divine Elegance. Not sure if this is intentional. Don't think I'm running any other mods that would do this.


You're running another mod which would do this, and it has done this.
BC makes absolutely no edits to either of those vanilla shops.
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no_excuse
 
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Post » Thu May 19, 2011 2:10 am

You're running another mod which would do this, and it has done this.
BC makes absolutely no edits to either of those vanilla shops.
OK, I will check it out. Thanks!
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Emily Rose
 
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Post » Wed May 18, 2011 8:12 pm

If the only mods I have are OOO and the official plugins, do I need to use anything besides BOSS when installing this?
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Nadia Nad
 
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Post » Thu May 19, 2011 7:48 am

No, once you've correctly completed a manual installation, running BOSS is all you'll need to do with such a small load order.
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Jessie Rae Brouillette
 
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Post » Wed May 18, 2011 10:55 pm

Ref: BBC 4.7.1
In the IC Market there are two locations where the names show up in German on the map and at the door. The Best Defence and the Divine Elegance. Not sure if this is intentional. Don't think I'm running any other mods that would do this.
Sorry, I believe it was Growlf's Hot Clothes that renamed these shops.
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Laurenn Doylee
 
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Post » Thu May 19, 2011 4:18 am

I ran into something odd.
I loaded:
Oblivion.esm [SI]
Unofficial Oblivion Patch.esp [3.31]
into TES4Edit. Checked UOP for errors and found none.

Then I loaded:
Oblivion.esm
Better Cities Resources.esm
Unofficial Oblivion Patch.esp
Better Cities .esp [4.7.1]
Better Cities Full.esp
into TES4Edit. Checked UOP for errors and it returned the following errors:
Spoiler
Errors were found in :[0D] Unofficial Oblivion Patch.esp
Target -> Target is not persistent
Above errors were found in :QSTA - Target
Above errors were found in :Target
Above errors were found in :Targets
Above errors were found in :MS11 "A Brotherhood Betrayed" [QUST:00017839]
Above errors were found in :GRUP Top "QUST"
Door -> Target is not persistent
Above errors were found in :XTEL - Teleport Destination
Above errors were found in :[REFR:000303EF] (places ChorrolLoadDoorMiddle02 "Wooden Door" [DOOR:0002ACF0] in GRUP Cell Persistent Children of BrumaBrotchCalusHouse "Brotch Calus' House" [CELL:000302E1])
Above errors were found in :GRUP Cell Persistent Children of BrumaBrotchCalusHouse "Brotch Calus' House" [CELL:000302E1]
Above errors were found in :GRUP Cell Children of BrumaBrotchCalusHouse "Brotch Calus' House" [CELL:000302E1]
Above errors were found in :GRUP Interior Cell Sub-Block 4
Above errors were found in :GRUP Interior Cell Block 5
Door -> Target is not persistent
Above errors were found in :XTEL - Teleport Destination
Above errors were found in :[REFR:000865BF] (places ICDoor04 "Wooden Door" [DOOR:0001D357] in GRUP Cell Persistent Children of ICArcaneUniversityImperialWatchtower "Imperial Watchtower" [CELL:0002C172])
Above errors were found in :GRUP Cell Persistent Children of ICArcaneUniversityImperialWatchtower "Imperial Watchtower" [CELL:0002C172]
Above errors were found in :GRUP Cell Children of ICArcaneUniversityImperialWatchtower "Imperial Watchtower" [CELL:0002C172]
Above errors were found in :GRUP Interior Cell Sub-Block 9
Above errors were found in :GRUP Interior Cell Block 4
Door -> Target is not persistent
Above errors were found in :XTEL - Teleport Destination
Above errors were found in :[REFR:000303BE] (places BrumaLoadDoorUpper01 "Wooden Door" [DOOR:0002D0A5] in GRUP Cell Persistent Children of BrumaLyraRosentiasHouse "Lyra Rosentia's House" [CELL:000302E9])
Above errors were found in :GRUP Cell Persistent Children of BrumaLyraRosentiasHouse "Lyra Rosentia's House" [CELL:000302E9]
Above errors were found in :GRUP Cell Children of BrumaLyraRosentiasHouse "Lyra Rosentia's House" [CELL:000302E9]
Above errors were found in :GRUP Interior Cell Sub-Block 5
Above errors were found in :GRUP Interior Cell Block 3
Door -> Target is not persistent
Above errors were found in :XTEL - Teleport Destination
Above errors were found in :[REFR:00015ABF] (places LoadDoorLower01 "Door" [DOOR:0001C715] in GRUP Cell Persistent Children of BrumaIstirusBrolusHouse "Istirus Brolus' House" [CELL:000302E7])
Above errors were found in :GRUP Cell Persistent Children of BrumaIstirusBrolusHouse "Istirus Brolus' House" [CELL:000302E7]
Above errors were found in :GRUP Cell Children of BrumaIstirusBrolusHouse "Istirus Brolus' House" [CELL:000302E7]
Above errors were found in :GRUP Interior Cell Sub-Block 5
Above errors were found in :GRUP Interior Cell Block 1
Door -> Target is not persistent
Above errors were found in :XTEL - Teleport Destination
Above errors were found in :[REFR:000303D0] (places LoadDoorLower01 "Door" [DOOR:0001C715] in GRUP Cell Persistent Children of BrumaOngarsHouse "Ongar's House" [CELL:000302E6])
Above errors were found in :GRUP Cell Persistent Children of BrumaOngarsHouse "Ongar's House" [CELL:000302E6]
Above errors were found in :GRUP Cell Children of BrumaOngarsHouse "Ongar's House" [CELL:000302E6]
Above errors were found in :GRUP Interior Cell Sub-Block 5
Above errors were found in :GRUP Interior Cell Block 0
Above errors were found in :GRUP Top "CELL"

As suggested, the teleport errors are probably intentional, but the quest target should point its target to the proper door.
My first mention of the issue was in the http://www.gamesas.com/index.php?/topic/1121078-relz-unofficial-oblivion-patch-320-unofficial-patch-supplementals/page__st__20 thread, post #34.
Hope this makes sense.
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Courtney Foren
 
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Post » Thu May 19, 2011 7:50 am

There is no problem, the quest target still works as intended (at least it did when tested about 2 years ago). It doesn't matter anyway as BC Bruma now (in the as-yet unreleased ESP) directly edits that quest record, whereas before it didn't touch it at all. Whatever supposed error is being reported will not be reported after our next release.
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Scarlet Devil
 
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Post » Wed May 18, 2011 10:35 pm

There is no problem, the quest target still works as intended (at least it did when tested about 2 years ago). It doesn't matter anyway as BC Bruma now (in the as-yet unreleased ESP) directly edits that quest record, whereas before it didn't touch it at all. Whatever supposed error is being reported will not be reported after our next release.
Great! Thanks for checking it out.
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sw1ss
 
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