[Relz] Bananasplit's Better Cities - Thread 37

Post » Thu May 19, 2011 3:14 am

Just got through checking out the BBC - UL II Patch. Looks like you cleaned it up pretty darn good with one exception. There is still a land tear ( large hole) in the hillside. It's over by the waterfall that UL II adds in. If you are looking at the waterfall from the direction of Gold Horse Courier, the land tear is slightly to the right of the waterfall.
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Ash
 
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Post » Thu May 19, 2011 10:37 am

Thanks for the new release BBC team! :) I only noticed this once Surazal updated his Sensual Female Walk patches!

BTW, are quests for NPCs added by BBC still on the roadmap? Something like Gold Horse Courier quests involving those NPCs would be great, as those NPCs still seem aloof from the rest of the game. Nobody in the vanilla game knows about their existence :(
BTW, I see in the options that there is a way to toggle ship travel merchants from IC to Anvil - where can I find these sailors who will transport me for money? Or did i misread something?
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Nathan Hunter
 
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Post » Thu May 19, 2011 4:36 am

Another very minor bug report. The Learned Warlock shop inside the Waterfront tunnel. The two NPCs who work inside the shop (Sarmane and Sheeva) each have the missing mesh symbol. Can't tell if it's something they should be holding or a part of their wardrobe. But the WTF symbol moves with the NPCs, so not stationary items.
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u gone see
 
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Post » Thu May 19, 2011 6:54 pm

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.


Thanks for the quick response and patch.
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Steven Nicholson
 
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Post » Thu May 19, 2011 2:22 pm

Just got through checking out the BBC - UL II Patch. Looks like you cleaned it up pretty darn good with one exception. There is still a land tear ( large hole) in the hillside. It's over by the waterfall that UL II adds in. If you are looking at the waterfall from the direction of Gold Horse Courier, the land tear is slightly to the right of the waterfall.


Whoops, missed that one! Adjusted and reuploaded the patch.

Thanks for the new release BBC team! :) I only noticed this once Surazal updated his Sensual Female Walk patches!

BTW, are quests for NPCs added by BBC still on the roadmap? Something like Gold Horse Courier quests involving those NPCs would be great, as those NPCs still seem aloof from the rest of the game. Nobody in the vanilla game knows about their existence :(
BTW, I see in the options that there is a way to toggle ship travel merchants from IC to Anvil - where can I find these sailors who will transport me for money? Or did i misread something?


Yes, more quests are to be added some day.
You can sail from the IC to Anvil (or the other way, or to Bravil, or to Leyawiin, or from Leyawiin to Bravil, or Bravil to Anvil, or...) without needing to toggle anything. In each of these four cities there is an NPC who can be paid to transport you to one of the other cities. Nothing visually occurs to show this, it's a simple in-game teleportation, just like Fast Travel (except game-time will pass in hours or days), you must imagine that you just spent some time on a ship. In the IC, look in the IC Waterfront/Temple District tunnel, near the Waterfront entrance. In Bravil, look for the harbour master in the Docks. In Leyawiin, find the port authority in the harbour. In Anvil, look for the shipwrights in the Bay. You can also sail to locations added by other mods, but this does require console commands to toggle the conversation options on. Read the player note which was added to your inventory to find the commands and see where you can travel - they work whether you have the corresponding mod installed or not, but it's rather pointless being able to pay to travel to e.g. Fort Akatosh if you haven't installed Onra's mod http://www.tesnexus.com/downloads/file.php?id=21856 (so install it!).

Another very minor bug report. The Learned Warlock shop inside the Waterfront tunnel. The two NPCs who work inside the shop (Sarmane and Sheeva) each have the missing mesh symbol. Can't tell if it's something they should be holding or a part of their wardrobe. But the WTF symbol moves with the NPCs, so not stationary items.


Might be a packaging mistake, will be investigated.



Message to everybody who likes the new Waterfront: Please pop over to http://www.tesnexus.com/downloads/file.php?id=28274 and offer some words of thanks to Reaper, as the latest BC IC Waterfront includes his mod integrated with the old BC IC Waterfront!
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chirsty aggas
 
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Post » Thu May 19, 2011 5:04 am

When updating tot he newest version I can leave the permanent resource file activated in OBMM right?
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Laura Hicks
 
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Post » Thu May 19, 2011 2:42 pm

When updating tot he newest version I can leave the permanent resource file activated in OBMM right?

As long you don't change your options (aka using B&M while you didn't before or the opposite).
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Ross Thomas
 
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Post » Thu May 19, 2011 11:59 am

As long you don't change your options (aka using B&M while you didn't before or the opposite).

ok cool
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Conor Byrne
 
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Post » Thu May 19, 2011 2:15 pm

Sorry if this has been asked before. When stating a new game and I get the Better Cities customization screen, for all the options for each city, they are on by default? So if I click to toggle the option I am turning it off?

A suggested upgrade to this if many people would fing it helpful, is for the options to show their current on/off state in the configuration menu.

Great mod by the way, the waterfront with the new ships (especially the pale one) is spectacular. This has to be one of the top 3 greates visual overhauls in Oblivion (along with QTP3 and UL).
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dav
 
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Post » Thu May 19, 2011 6:55 am

This mod give me a idea. Play Oblivion with normal Cities. Finish the normal game, enter in Shivering Isles. Install Bananasplit's Better Cities. When I return from SI. All Cities will be different. Ohh will be nice. :)
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Tai Scott
 
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Post » Thu May 19, 2011 7:06 pm

:sad: man this svcks. I guess my system can't handle everything I have in the waterfront area like i thought it could. My FPS drop enough that I crash when walking in certain areas. I have UL II and I think Let the people drink affects that area too. I love the look of the aqueduct but I'm gonna have to see if getting rid of that will help.
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Karen anwyn Green
 
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Post » Thu May 19, 2011 7:07 pm

Thanks for the update and hard work! :foodndrink:
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 problems 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.
Maybe this supports the option of having separate ESPs vs. combined. Although, I voted to combine.

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.
Wait. You're concerned about FPS, but your suggesting to add more NPC activity?

Sorry if this was already mentioned. I saw a note in-game, when I entered the ICWF that said something like "Move Better Imperial Cities.esp later in your load order". Is this new? I don't think this has changed in BOSS.
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Heather Dawson
 
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Post » Thu May 19, 2011 8:12 pm

Sorry if this was already mentioned. I saw a note in-game, when I entered the ICWF that said something like "Move Better Imperial Cities.esp later in your load order". Is this new? I don't think this has changed in BOSS.


I don't know of any such note in the Waterfront. There's one in the Market District, which has been there a VERY long time but is only visible if your load order is wrong. Are you sure it was in the Waterfront that you saw it? Could I have a screenshot of the location?
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Antony Holdsworth
 
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Post » Thu May 19, 2011 10:35 am

Is the non quest version of Let The People Drink compatible? I've read on Tesnexus for LTPD that it isn't recommended to use the non quest version. I looked through the readme and it doesn't say anything about the non quest version.
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Ashley Campos
 
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Post » Thu May 19, 2011 2:14 pm

Is the non quest version of Let The People Drink compatible? I've read on Tesnexus for LTPD that it isn't recommended to use the non quest version. I looked through the readme and it doesn't say anything about the non quest version.


Might be, I've never touched it. I like quests.
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Solina971
 
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Post » Thu May 19, 2011 1:42 pm

Might be, I've never touched it. I like quests.

So do I. But if it will help prevent my game from crashing I'll try anything.
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Julie Serebrekoff
 
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Post » Thu May 19, 2011 7:46 am

Is the non quest version of Let The People Drink compatible? I've read on Tesnexus for LTPD that it isn't recommended to use the non quest version. I looked through the readme and it doesn't say anything about the non quest version.

I use the non quest version and haven't had any problems with it yet. Mind you, I haven't spend any exstensive time in the Imperial City yes, but the few times I was there everything was fine.
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Sunnii Bebiieh
 
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Post » Thu May 19, 2011 6:37 pm

I went and tried it out and everything seem just fine. No missing floors or anything like is talked about in LTPD. svcks that i don't get to look at the beautiful aqueduct outside the city. But at least now my game is stable around the Waterfront and on the other side of the shore near the double bridge.
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Laura Simmonds
 
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Post » Thu May 19, 2011 9:26 pm

I upgraded to the new Waterfront - man, this is beautiful, though FPS has taken another hit down, (and I am on a high-end machine GTX 480, Core i7, SSD etc.). Is it possible to create a transition door at the entry points to the slums in the back of the waterfront to reduce the load. Waterfront is a game killer at the mo!:(

I noticed some issues:
http://bildr.no/view/747890
http://bildr.no/view/747891 constantly appearing and disappearing when trying to enter the door. http://bildr.no/view/747892 (almost disappeared, but would reappear in a second. This door is the door to go above the waterfront structure, on the left of the Bloated Float.
Are the pathgrids OK? I checked, looked fine, but http://bildr.no/view/747893 to reach the Marie Elena from where the Elven ship is docked!
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Andres Lechuga
 
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Post » Thu May 19, 2011 10:44 am

why are the files so BIG? 150 MB for it all atleast. is there not some sorta low fat version? i have limited gigs (8 GB p.month) to share with 3 over people, so it's sorta hard for me to get this fantastic mod.

this looks great guys! keep going :P
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Mylizards Dot com
 
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Post » Thu May 19, 2011 10:33 am

I upgraded to the new Waterfront - man, this is beautiful, though FPS has taken another hit down, (and I am on a high-end machine GTX 480, Core i7, SSD etc.). Is it possible to create a transition door at the entry points to the slums in the back of the waterfront to reduce the load. Waterfront is a game killer at the mo!:(

I noticed some issues:
http://bildr.no/view/747890
http://bildr.no/view/747891 constantly appearing and disappearing when trying to enter the door. http://bildr.no/view/747892 (almost disappeared, but would reappear in a second. This door is the door to go above the waterfront structure, on the left of the Bloated Float.
Are the pathgrids OK? I checked, looked fine, but http://bildr.no/view/747893 to reach the Marie Elena from where the Elven ship is docked!


I also noticed that High Elf ship was embedded in Captain Ansol's ship.

The guard issue sounds similar to something I recently noted in another mod. What I was http://www.gamesas.com/index.php?/topic/1121501-elsweyr-dune-gate was that NPCs had problems using doors between the same world space as well as with crossing subspaces.

Even with a Radeon 5970 and 2 Gbytes of VRAM performance is definitely borderline in the expanded waterfront. Streamline is definitely working overtime there. I had everything so perfectly tweaked for the prior version, too. :brokencomputer:
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Chris BEvan
 
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Post » Thu May 19, 2011 8:20 am

On a totally separate note, are there still plans to add a single toggle to turn on city defenses in all cities with one click, rather than having to turn them on one by one?
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Emilie M
 
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Post » Thu May 19, 2011 7:57 pm

On a totally separate note, are there still plans to add a single toggle to turn on city defenses in all cities with one click, rather than having to turn them on one by one?

This will only be available once all the cities are merged without the separate files available. It is just a pain to do that and consider each and every variation for now.
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Tha King o Geekz
 
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Post » Thu May 19, 2011 4:47 pm

I upgraded to the new Waterfront - man, this is beautiful, though FPS has taken another hit down, (and I am on a high-end machine GTX 480, Core i7, SSD etc.). Is it possible to create a transition door at the entry points to the slums in the back of the waterfront to reduce the load. Waterfront is a game killer at the mo!:(

I noticed some issues:
http://bildr.no/view/747890
http://bildr.no/view/747891 constantly appearing and disappearing when trying to enter the door. http://bildr.no/view/747892 (almost disappeared, but would reappear in a second. This door is the door to go above the waterfront structure, on the left of the Bloated Float.
Are the pathgrids OK? I checked, looked fine, but http://bildr.no/view/747893 to reach the Marie Elena from where the Elven ship is docked!


Damn, I forgot about B&M's boats in the Waterfront. Somehow, this will be resolved for our next release.
No clue why a guard would do that, unless one has the wrong AI package. Those on the walls have AI that keeps them permanently on the walls, those on the ground have AI that keeps them permanently on the ground. Will be investigated (see my response to Stormgarde too).
All pathgrids are fine, but Oblivion NPCs often do stupid things.

As for moving the Waterfront into a child worldspace, this would be impossible without either placing walls all around the Waterfront lower class area, or being totally unrealistic and placing an invisible wall instead to keep the player out, and having no NPCs or clutter or plants or anything within that invisible-walled area.

why are the files so BIG? 150 MB for it all atleast. is there not some sorta low fat version? i have limited gigs (8 GB p.month) to share with 3 over people, so it's sorta hard for me to get this fantastic mod.

this looks great guys! keep going :P


Don't download the resources. And don't complain about the big yellow symbols all over the place. The files are so big because this is a big mod, what other answer can there be?

I also noticed that High Elf ship was embedded in Captain Ansol's ship.

The guard issue sounds similar to something I recently noted in another mod. What I was http://www.gamesas.com/index.php?/topic/1121501-elsweyr-dune-gate was that NPCs had problems using doors between the same world space as well as with crossing subspaces.

Even with a Radeon 5970 and 2 Gbytes of VRAM performance is definitely borderline in the expanded waterfront. Streamline is definitely working overtime there. I had everything so perfectly tweaked for the prior version, too. :brokencomputer:


The purpose of subspaces is to allow NPCs to use doors linking to other doors in the same interior cell/same worldspace. There is a subspace for the top of the wall, and the vanilla game places a subspace too across the entire Waterfront. I lowered the vanilla subspace so that it didn't overlap with the new one, but in our next release I'll disable the vanilla subspace and replace it with a new one, as subspaces are persistent objects, so if you've already visited the Waterfront before installing this new BC release, you'll still have that subspace in the old position, which may be the cause of of the problem if the two subspaces are awkwardly overlapping.
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Dylan Markese
 
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Post » Thu May 19, 2011 8:48 pm

The purpose of subspaces is to allow NPCs to use doors linking to other doors in the same interior cell/same worldspace. There is a subspace for the top of the wall, and the vanilla game places a subspace too across the entire Waterfront. I lowered the vanilla subspace so that it didn't overlap with the new one, but in our next release I'll disable the vanilla subspace and replace it with a new one, as subspaces are persistent objects, so if you've already visited the Waterfront before installing this new BC release, you'll still have that subspace in the old position, which may be the cause of of the problem if the two subspaces are awkwardly overlapping.


I haven't actually noticed the reported behavior with the guard myself, but then again I started a new game shortly after upgrading. I was just commenting that it sounded similar to that issue in another mod I reported. :)
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Danny Blight
 
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