[Relz] Bananasplit's Better Cities - Thread 37

Post » Thu May 19, 2011 7:04 am

The patch doesn't touch the Market District. I'll add a toggle to the ICM ESP to disable the pathgrids if the patch is active.


Is it safe to use TES4EDIT to delete the pathgrids from the four cells in the ICMarket WorldSpace from the Better Imperial City.esp? Or will that screw up other things?
I'm having the same problem with NPCs trying to walk through the walls where Thievery puts its Tools of Magica shop, and editing pathgrids in the CS is something that scares me...

EDIT: Found out it really did screw up things, so I opened it in the CS and after much cursing and swearing I was able to remove the pathgrid nodes from where Thievery puts its two shops, hopefully without breaking anything.
I admire real modders for having the balls and the patience to use the CS. Me I'm always a nervous wreck, fearing it will crash when saving or it will add all sorts of things to the ESP (adding dialogue is especially "popular").

BTW, there is also a minor pathgrid conflict with the http://www.planetoblivion.de/index.php?option=com_content&task=view&id=1341&Itemid=73 which puts a vendor outside The Best Defense.

An while I'm at it I may as well mention a minor problem with MMM, as discussed http://www.gamesas.com/index.php?/topic/1109315-relz-map-marker-overhaul/page__view__findpost__p__16546093
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Sammie LM
 
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Post » Thu May 19, 2011 7:45 am

Is it safe to use TES4EDIT to delete the pathgrids from the four cells in the ICMarket WorldSpace from the Better Imperial City.esp? Or will that screw up other things?
I'm having the same problem with NPCs trying to walk through the walls where Thievery puts its Tools of Magica shop, and editing pathgrids in the CS is something that scares me...

EDIT: Found out it really did screw up things, so I opened it in the CS and after much cursing and swearing I was able to remove the pathgrid nodes from where Thievery puts its two shops, hopefully without breaking anything.
I admire real modders for having the balls and the patience to use the CS. Me I'm always a nervous wreck, fearing it will crash when saving or it will add all sorts of things to the ESP (adding dialogue is especially "popular").


Were you using the BC Thievery compatibility patch? If so, it really should have disabled those pathgrid nodes automatically when you entered the Market District. You can use the console command "tpg" in-game to view the pathgrids, and see whether they were disabled or enabled. Enabled nodes are solid orange/red/blue, while disabled nodes are see-through and only their outline is visible.


BTW, there is also a minor pathgrid conflict with the http://www.planetoblivion.de/index.php?option=com_content&task=view&id=1341&Itemid=73 which puts a vendor outside The Best Defense.

An while I'm at it I may as well mention a minor problem with MMM, as discussed http://www.gamesas.com/index.php?/topic/1109315-relz-map-marker-overhaul/page__view__findpost__p__16546093


Meh, an EXE mod installer. I hate those. Will be looked at.

As for MMM, you mean MMO. And your discussion... what the heck are you guys talking about there? It's all meaningless to me, so I don't know what the problem is supposed to be!
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Silencio
 
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Post » Thu May 19, 2011 5:50 am

As for MMM, you mean MMO. And your discussion... what the heck are you guys talking about there? It's all meaningless to me, so I don't know what the problem is supposed to be!

I haven't looked into this specific map marker yet, but the problem is that there is a map marker that is hidden in some special way, but not properly disabled, and that confuses MMO. Since I haven't looked into it, I don't know whether the BC patch is doing something very weird with this map marker, that it could better fix by simply disabling it, or whether this is something MMO should adress by looking for something special about this map marker (and similar markers).
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Farrah Lee
 
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Post » Thu May 19, 2011 12:44 pm

I haven't looked into this specific map marker yet, but the problem is that there is a map marker that is hidden in some special way, but not properly disabled, and that confuses MMO. Since I haven't looked into it, I don't know whether the BC patch is doing something very weird with this map marker, that it could better fix by simply disabling it, or whether this is something MMO should adress by looking for something special about this map marker (and similar markers).


Ah, okay, now I understand. The patch removes the entries from the map marker which actually make it a map marker. I already know however from doing the same elsewhere that MMO manages to restore the original map marker's details again, overriding the edits from the ESP with an earlier-loading copy of the map marker record. I'll change the patch so that it does the more extreme action of disabling it instead of simply neutering it.
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Britta Gronkowski
 
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Post » Thu May 19, 2011 8:15 am

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

Another month of dutiful work for us (aka Vorians).

We (yes him) opened Anvil and Bruma for starters, then went on the integration of Rearper's Waterfront as people seem to think that is was too bare.

Then we (still him) worked on the different issues reported here and on TESNexus to fix them all.

We (I didn't do it) added the patches for Skingrad Outer District & Dall's Skyrim Nord and also worked on the current patches to accommodate the Opening of Bruma for CUO Bruma for instance and also the FPS Patches of Anvil and Bruma.

Finally we (that's my job) merged, archived in bsa, scripted everything for the release and uploaded it.

I know what you think: I'm doing all the work while Vorians just goof around. And you're so right! I wonder why I pay him so much...

Anyway, Enjoy this new Release!

And don't forget to http://tinyurl.com/PollBBC
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Arrogant SId
 
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Post » Thu May 19, 2011 12:56 pm

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

Another month of dutiful work for us (aka Vorians).

We (yes him) opened Anvil and Bruma for starters, then went on the integration of Rearper's Waterfront as people seem to think that is was too bare.



Are you guys trying to kill my computer? :P The last thing it needs is open Bravil, open Anvil and even more content at the Waterfront.
I love the idea of open Anvil and Bravil, but with the probalems I have at the Waterfront I can only imagine how it will be at Bravil....so untill I get a better computer I'll stick to the version I'm currently using.

I don't know what further plans you have for BC, but personally I think more NPC activity in the new areas would be nice. I never see any NPCs at the elevated parts of the Market District and Talos Plaza, for example.
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J.P loves
 
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Post » Thu May 19, 2011 1:25 am

Are you guys trying to kill my computer? :P The last thing it needs is open Bravil, open Anvil and even more content at the Waterfront.
I love the idea of open Anvil and Bravil, but with the probalems I have at the Waterfront I can only imagine how it will be at Bravil....so untill I get a better computer I'll stick to the version I'm currently using.

I don't know what further plans you have for BC, but personally I think more NPC activity in the new areas would be nice. I never see any NPCs at the elevated parts of the Market District and Talos Plaza, for example.

Open cities are only an option so it wont do anything to your fps if you don't use them.

The main plan is to open all the cities for now (except the IC of course). We will deal with the rest after. BTW you should know that AI is one of the main FPS issue. I think the NPC from the second floor have regular AI sets, including going to eat at some place and so on. So they do move a bit around.

Anyway, sorry about the Waterfront but some people complained it was empty... I understand your concern though as it is one of the laggiest place in Tamriel.
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u gone see
 
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Post » Thu May 19, 2011 1:19 pm

Thank's for the http://www.tesnexus.com/downloads/file.php?id=16513 !! :celebration:
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Penny Wills
 
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Post » Thu May 19, 2011 9:21 am

Many thanks for the update - really appreciate all the hard work you do on this fantastic mod.

One question, do I need to do a clean save to upgrade from v4.7?
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stacy hamilton
 
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Post » Thu May 19, 2011 12:13 pm

Many thanks for the update - really appreciate all the hard work you do on this fantastic mod.

One question, do I need to do a clean save to upgrade from v4.7?

No. You should never have to do a clean save from Better Cities and if it happens, do not ever deactivate the esm so you wont loose any quest progress related to Better Cities, or you Bank Account if you are using it.
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Peter P Canning
 
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Post » Thu May 19, 2011 1:53 pm

No. You should never have to do a clean save from Better Cities and if it happens, do not ever deactivate the esm so you wont loose any quest progress related to Better Cities, or you Bank Account if you are using it.

Thanks for the rapid response.

Perhaps some clarification in the ReadMe for "How to make a Clean Save when upgrading Better Cities to a new version:" would help stupid people like me :)
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Cool Man Sam
 
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Post » Thu May 19, 2011 5:15 am

Yes!
Thanks for the new release!
I was waiting for the new release before reinstalling Oblivion and finally begining the new game.
I'm glad that You included patch for my SOD :)

And I have two suggestions

1. What about including http://www.tesnexus.com/downloads/file.php?id=25561?
2. Including http://www.tesnexus.com/downloads/file.php?id=31898, maybe as an option?

Thanks again for the new version

Cheers
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SamanthaLove
 
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Post » Thu May 19, 2011 8:59 am

Thanks for the rapid response.

Perhaps some clarification in the ReadMe for "How to make a Clean Save when upgrading Better Cities to a new version:" would help stupid people like me :)

Well it is in the Readme:

How to make a Clean Save when upgrading Better Cities to a new version:
- Load your game with your old BC plugins activated.
- Go into a cell (a house or a cave or any inside place not related to Better Cities, preferably not a house in any of the cities).
- Save your game here and quit the game.
- Uncheck/uninstall/delete the plugins related to Better Cities (those ESPs with Better Cities prefix; you shouldn’t need to remove/deactivate our ESM).
- Load the game and choose the save you just made.
- Once in the game save again (in a new slot). This is the cleaned save.
- Exit the game and install Better Cities.
- Load into your clean save and enjoy!

That's the beauty of a readme:
-No one reads it
-Everyone tells you to put stuff in it (that are already there).
-Yet no one reads it.
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Project
 
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Post » Thu May 19, 2011 6:18 am

Well it is in the Readme:


That's the beauty of a readme:
-No one reads it
-Everyone tells you to put stuff in it (that are already there).
-Yet no one reads it.

Sorry for not explaining it properly - I saw it in the readme which is why I asked whether I needed to do a clean save. I was suggesting that that section of the readme should say something about when a clean save is required.

Apologies for the confusion :)
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Nany Smith
 
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Post » Thu May 19, 2011 4:23 am

Sorry for not explaining it properly - I saw it in the readme which is why I asked whether I needed to do a clean save. I was suggesting that that section of the readme should say something about when a clean save is required.

Apologies for the confusion :)

Ok, now I understand.

Well we just add to add this for people asking how to make a clean save. We said since a long time that you wouldn't (probably) need any clean save anymore since we used ranged of FormID for each of our city/district esp to allow merging without scrambling the objects from merge to merge. I guess I'll add that to the readme :)
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Marguerite Dabrin
 
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Post » Thu May 19, 2011 1:32 am

First:
Thanks for the new version :celebration:

Second:
Found some files for far- nif optimization (extracted Better Cities - Meshes.bsa)
Spoiler
Better_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\bravil\bravilfightersguild_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\castle\anvil\ancastlewallcurve01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\castle\anvil\ancastlewallcurve02_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\castle\anvil\ancastlewallend01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\cheydinhal\cheydinhal01castlehall_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\cheydinhal\cheydinhal01hall_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\el\voiddungeon\elarcaniumdomefloor_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\el\voiddungeon\elarcaniumdome_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\farmhouse\brumafarmstable01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonadewalled01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonadewalled02_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonadewalled03_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonadewalled04_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonadewalled05_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonadewalled06_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonadewalled07_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonadewalled08_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonadewalled09_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonadewalled10_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonadewalled_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\banicbalconycollonade_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic prison\icprisongatewall01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic prison\icprisonouterwall01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic prison\icprisonouterwall02_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic prison\icprisonplaza01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic prison\icprisontower01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic prison\icprisonwallhouse02_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic prison\icprisonwallwalkring01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic university\icaugatewall01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic university\icauouterwall01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic university\icauouterwall02_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic university\icauplaza01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic university\icautower01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic university\icautower02_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic university\icauwallwalkring01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic waterfront\icentrance01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic waterfront\icwaterfrontbridge01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic waterfront\icwaterfrontwall01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic waterfront\icwaterfrontwall02_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\ic waterfront\icwaterfrontwall03_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\imperialcity\icwalkway_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\leyawiin\exterior\bcleyawiinhouselower02_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\leyawiin\exterior\bcleyawiinhouselower04_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\leyawiin\exterior\bcleyawiinhouselower05_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\leyawiin\exterior\bcleyawiinlowerclasstavern01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\skingrad\skhouselower04a_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\skingrad\skhouselower04_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\skingrad\skhouseupper05_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\skingrad\skhouseupper06_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\architecture\bettercitiesresources\skingrad\skingradcastlewall01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\clutter\metalfencerail00_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\clutter\metalfencerail01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\clutter\metalfencerail03_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\clutter\metalfencerail04_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\clutter\metalfencerail05_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\clutter\metalfencerail06_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\clutter\metalfencerail07_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\clutter\metalfencerail08_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravilboardwalk01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravilboardwalkchunk01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravilboardwalkcomplete01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravilboardwalkcorner01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravilboardwalkend02_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravilboardwalkstair01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravilboardwalkstair02_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravildock01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravildock02_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravildockcomplete01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravildockend01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravildocklamp01_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravildocklampoff_far.nifBetter_Cities_Resources_4-8-0-16513\00 Core\Better Cities - Meshes\meshes\bettercitiesresources\docks\bravil\bravildockstart01_far.nif


These files have:
- BSX flags and/or
- tangent space blocks and/or
- enabled parallax shader and/or
- NiStringExtraData and/or
- NiVertexColorProperty
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Dustin Brown
 
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Post » Thu May 19, 2011 1:43 pm

I checked the tesnexus page for Reaper's Waterfront and found this:
"This mod should not conflict with "UL Imperial Isle" if UL is loaded second (not tested)but should be fine."

Since BOSS placed Better Cities below UL Imperial Isle, will I need a new compatibility patch since I'm using UL - Imperial Isle & Region Revive Lake Rumare?
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jeremey wisor
 
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Post » Thu May 19, 2011 3:46 am

As with Reaper's original Waterfront, BC's Waterfront after integration of Reaper's Waterfront is not yet tested with UL II. Pre-Reaper's, BC was fully compatible, but adding Reaper's has meant a few addition cell land records being edited than before, so there may now be some conflict. Good chance of a conflict with New Roads & Bridges, based on my memory of that mod.
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jennie xhx
 
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Post » Thu May 19, 2011 8:35 am

Is Rearper's Waterfront optional in case my game becomes a snail in that section?
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Melanie
 
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Post » Thu May 19, 2011 6:43 am

Is Rearper's Waterfront optional in case my game becomes a snail in that section?

Well it is as optional as the waterfront is. Meaning it is in the waterfront and you can choose to install that esp or not if you don't use the merged files.
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Latisha Fry
 
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Post » Thu May 19, 2011 5:35 am

I checked the tesnexus page for Reaper's Waterfront and found this:
"This mod should not conflict with "UL Imperial Isle" if UL is loaded second (not tested)but should be fine."

Since BOSS placed Better Cities below UL Imperial Isle, will I need a new compatibility patch since I'm using UL - Imperial Isle & Region Revive Lake Rumare?


Now that I'm home from work, I've been able to check both mods together. There are a number of small conflicts, so a patch will shortly be released for BC and UL Imperial Isle.
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W E I R D
 
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Joined: Tue Mar 20, 2007 10:08 am

Post » Thu May 19, 2011 5:24 am

The description on Reaper's original mod does say (not tested) with UL II. However in the comments section of his mod there are several UL II conflict reports stating that load order does not correct the issues, including a patch request from in September. There was also a patch request for these same two mods posted on the UL comments section in August. Unfortunately the conflicts with UL II still exist now that Reaper's mod has been integrated into BC waterfront. A forgiveable oversight considering the amount of work involved with this mod, the number of comments you guys have to sort through and try to remember. Aside from that, it is a very nice blending of Reaper's mod and the pre-existing Waterfront Market mod. Nice to see the expanded slums, new ships, lighting effects on the lighthouse and all the other goodies rolled into one (almost perfect) plugin. Did see a drop in FPS, but for me at least it's minor. Not enough to cause any kind of lag.

I had enough time to visit all three of the Open Cities yesterday and was thrilled with this new option. I love being able to enter the cities without a loading screen. Hopefully Skingrad is next on the list. OBC does drop my fps a little, but again not enough to cause serious lag. Was really impressed with the wooden enclosures on top of the city walls in Cheydinhal, that was a nice touch. And it's simply amazing how many other mods this is compatible with. Still have a lot of exploring to do as I haven't upgraded since version 460, can't wait to see what else is new.

Thanks for all the time and effort put into this.
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Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Thu May 19, 2011 4:16 am

There's now a patch available on our Nexus page for BC IC Waterfront and UL Imperial Isle. The patch will be added into our main archive in our next release.

Unrelated to Better Cities:
Patch requests for UL conflicts all get added to a list I keep. When the list starts to look lengthy, or when I'm in a heavy patching mood, I work my way through as much of the list as I can, releasing another batch of new patches all in the space of a few days. Then I let the list build up again until I'm next in the mood to mass-patch, which can be weeks or months. Some patches take minutes to create, some take hours and hours, this is why I don't always immediately begin on a new patch the instant someone requests one.
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Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Thu May 19, 2011 5:18 pm

Just noticed what looks to be a typo in the description for Better Cities Full.esp...

{{BASH:{{BASH:Actors.AIPackages,C.Water}}

WB does not seem to get all the tags correctly.
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R.I.P
 
Posts: 3370
Joined: Sat Dec 01, 2007 8:11 pm

Post » Thu May 19, 2011 7:51 am

Well that patch was blazing fast! :wink_smile: Thanks very much, I'll be trying it out right now.

BTW it was not my intention to sound critical..although reading back through that post it may have come off that way. :facepalm: I fully understand how it is to be snowed under with real life and a full time job. Can't imagine how you manage to juggle this in as well. I've only recently begun playing with the CS, it's challenging to say the least. I have a healthy dose of respect for what modders are doing.
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Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

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