[Relz] Bananasplit's Better Cities - Thread 38

Post » Wed Mar 09, 2011 10:52 am

http://tinyurl.com/PollBBC

Help us decide to which direction going for our next releases on Better Cities by voting to this poll. We know everyone of you who is using Better Cities is registred to TESNexus, this is why the poll is there.


http://www.gamesas.com/index.php?/topic/1116814-relz-bananasplits-better-cities-thread-37/

"This is a translation of Bananasplit's awesome Better Cities mod, which aims at making all the cities in the game more beautiful.
All credit goes to Bananasplit for the creation of his mod, I merely translated some names and the new Guide to Skingrad."
SATU


As you know we took over the job started by Satu with Skingrad and Bravil. The following cities from Bananasplit's Better Cities were also translated:
- Imperial City Market
- Chorrol
- Anvil
- Leyawiin
Then we added Reckless' Better City Cheydinhal, Wolfslady's Better City Bruma & Better Arboretum, SilentResident's ImpeREAL, jf2ln Anvil Bay and Bravil Dock and finally OnWard Softworks (aka TheXanadu & TheLastVoice) 's Leyawiin Port.

All these files are in the same pack in http://www.tesnexus.com/downloads/file.php?id=16513.
Expect new Patches/Fixes/Enhancements every Now and Then

Find the http://www.scharesoft.de/joomla/forum/showthread.php?t=18464.
Find the http://www.4shared.com/dir/RjhXQDmA/Oblivion_Japanese_Translation_.html (from version 4.6.1c), with http://www.4shared.com/file/ouD6qoOE/BBC461c__v08.html

_______________________________________________________
Technical Features:
Unique range of formID for each City/district:
Allow the merging of the esp while using TES4Gecko to never change any formID and thus banishing forever the need of clean saves between different version (started on version 4.3.0). This step was needed because of the Modularity of the mod. [Tool used: TES4Edit]
Modularity:
Each city and each IC District is offered in two ways: as a separate ESP on its own, or as part of two merged Full ESPs. This allows users to pick and choose which cities/Districts to use, so if they don't like one they can choose not to use it, or if a city or District conflicts with another mod they use, they can choose not to use it. Yet if you do want to use all cities, there's a single ESP for all, and if you want all IC Districts, there's a single ESP for all, which helps reduce the number of active ESPs in your load order if you do want every city and every District. We expand this concept into the City Defences ESPs - separate ESPs for each city, or a single Full ESP for all of them. And then again with the FPS patch ESPs as well! [Tool used: Brains!!!]
Unique worldspace in the Imperial City:
Allow to have a separate Map for the Imperial City and also to banish any conflict with any mod dealing with the Imperial Isle (Unique Landscape Imperial Isle and others) as the districts do not share their landscape edition with the Imperial Isle anymore. The drawback is that the Better Imperial City needs to be loaded last (or so) in your load order to ensure that no mod is resetting the IC to its initial worldspace. You also can't fast travel outside the city (Speed is Limited!) but you need to get out of the IC to be able to fast travel to other places outside the IC. [Tool used: TES4Edit]
Way of dealing with Doors:
We replace the doors by BC version of the same doors when we have to move them from their vanilla position. The vanilla doors are disabled and made non persistent so that their state wont be kept in your saved game and if you remove Better Cities, the vanilla doors will automatically be back at their right place without any issue. [Tool used: Brains!!!]
Customization:
Nearly each city/district has its own customization based on the users preferences on gore, FPS issue and compatibility with other mods. The customization comes in 2 different way: In Game Menu for those who use OBSE (which is recommended also to use Streamline and lower the FPS hit of Better Cities) and Manual where the user needs to enter some console commands to achieve the customization desired. [Tool used: OBSE and Brains]
BAIN & Scripted Installation:
The installation which comes in 3 archives (Mains files with the esp/esm, Main resources with the bsa archives and Update to the Resources if and when needed) is all scripted to facilitate an omod installation with Oblivion Mod Manager. In the same way, the archives are packaged to allow an easy BAIN Installation when Using Wrye Bash. [Tool Used: OBMM and Wrye Bash]
Cleaned ESP:
All our plugins are cleaned with TES4Edit to limit the conflicts with Oblivion Vanilla and Other mods. Of course this doesn't mean that others mods wont conflict with Better Cities but just that we took extreme precautions to limit those conflict as much as we could. Before reporting any conflict, make sure that Better Cities is loaded after the mod you think is conflicting. [Tool used: TES4Edit]
PiFFYed Meshes:
All our meshes are PyFFIed and further stripped of useless data to ensure an optimum performance in game. [Tool used: PyFFI]
BSA Archives:
All the main resources are then packaged into BSA archives (when this is possible) to allow an easy install/uninstall. The BSA are separated into different categories for customization purposes (B&M or vanilla Bravil textures for instance) and translation purposes (English Names on Textures and English Dialogs which can be replaced by their translated version for any other language). [OBMM BSA Creator]
An ESM (A Master):
Early on we found that some new resources were being used by more than one city. Without an ESM, this means duplication of base objects in each ESP - not very tidy! So we adopted a single ESM to contain base records for all cities and Districts to reference as needed. Dialogue also goes into the ESM, as some of our dialogue is voiced, but voice files are stored in the Data folder based upon the ESM or ESP they are used by - since BC is modular, this gets messy as the same dialogue used by Better Cities - Chorrol.esp is needed by Better Cities Full.esp. So to avoid duplication of MP3s, the dialogue was moved into the ESM, allowing the MP3s to be stored once for use by the ESM only. Also (!) we store ALL interiors in the ESM instead of in each city or District ESP which makes creation of AI packages simpler as they can safely reference interiors from multiple cities or Districts. At the same time, this allows for the possibility of other ESPs to use the BC interiors without needing to be dependent on the BC ESPs. This means more to modders than mod users of course! [Tools used: TES4Edit and Brains!!!]
Built-in compatibility with other popular mods:
(Where possible)
Better Cities is specially tweaked in some locations to enable compatibility with other conflicting mods, without the need for patches. Examples include Bravil for Lost Spires, Bruma for Heart of the Dead, and the Arboretum for Let the People Drink. Lost Spires moved the city walls and raised some land up beside the Chapel to place a new building. Better Cities also moves the city walls to match Lost Spires, and raises the land height, so that Lost Spires' new building fits in perfectly. Yet this area is NOT left empty if you don't use Lost Spires. Without Lost Spires, you'll find a burnt out house ruin on the same spot, so you won't realize the area is reserved for Lost Spires. We do this for other mods as well! [Tool used: Brains!!!]

_______________________________________________________
Requirements
Official Oblivion Patched with http://static.gamesas.com/Oblivion/Oblivion_v1.2.0416English.exe (or whichever version you need for your language.

_______________________________________________________
Video Preview
http://www.youtube.com/watch?v=A9Iu5Mu22sQ by mrcrusty. Thanks!!!
You can also http://www.tesnexus.com/downloads/file.php?id=14584 to get a better quality.

http://www.youtube.com/watch?v=4Ajw0xdSCOg
http://www.youtube.com/watch?v=bdz3nwPw7S8
http://www.youtube.com/watch?v=MSz3WoNrYTw
http://www.youtube.com/watch?v=Qh4wwpDXVjM
http://www.youtube.com/watch?v=0Q8DQkT2TPQ
http://www.youtube.com/watch?v=-zBpGMyIEnw
http://www.youtube.com/watch?v=41ryK572TkY
http://www.youtube.com/watch?v=zMarn0-gblQ
http://www.youtube.com/watch?v=7FlqGNQbsIw
http://www.youtube.com/watch?v=cGGmbXUbwIM
http://www.youtube.com/watch?v=GzCHYT1tR7E
http://www.youtube.com/watch?v=bNlqwF41bX4
http://www.youtube.com/watch?v=usNORqG7V-I
http://www.youtube.com/watch?v=WrFgnwf7ems

_______________________________________________________
Compatibility Patches & Fixes
Textures mods: No textures is altered by these mods so any mod changing the textures is compatible.
Unofficial Oblivion Patch: This mod is recommended with Better Cities because it fixes many things like for instance the giant scrying balls being handled as static without havoc which comes handy around Bruma, plus many other things that should have been addressed by Bethesda.

Already Compatible
http://www.tesnexus.com/downloads/file.php?id=11495 OK (Arrival at Leyawiin Harbour possible by Robert Evrae. This requires OBSE v14+)
http://www.tesnexus.com/downloads/file.php?id=19039 OK (created compatible by RGM)
http://www.tesnexus.com/downloads/file.php?id=12016: OK (special version of Bravil)
http://www.tesnexus.com/downloads/file.php?id=9858: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=12249 (aka MMM, OOO, Fran & Warcry): OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=7825: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=9724: OK (source Lyre)
http://www.tesnexus.com/downloads/file.php?id=13692: OK (version 1.3+)
http://www.tesnexus.com/downloads/file.php?id=15617: OK (source Greenwarden & IceMan80)
http://www.tesnexus.com/downloads/file.php?id=14829: OK (source SheerShaw)
http://www.tesnexus.com/downloads/file.php?id=7902: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=11249: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=6895 OK (Compatible esp created by Geniel)
http://www.tesnexus.com/downloads/file.php?id=17201 OK (Compatible esp created by Lametrie)
http://www.tesnexus.com/downloads/file.php?id=14425: OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=17644 OK (created compatible via quest by AlexKnight1978)
http://www.tesnexus.com/downloads/file.php?id=16316 OK (created compatible by Ervvyn with OBSE v0014a+ detection)
http://www.tesnexus.com/downloads/file.php?id=6846: OK (source Bluepie)
http://www.lostspires.com: OK
http://www.tesnexus.com/downloads/file.php?id=9655: OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=19628 OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=13303: OK integrated in Better Cities IC Market and Temple Districts.
http://www.tesnexus.com/downloads/file.php?id=19589: OK Integrated in Better Cities.
http://www.tesnexus.com/downloads/file.php?id=10256: OK Integrated in Better Cities IC.
http://www.tesnexus.com/downloads/file.php?id=14957: OK Integrated into Better Cities IC Market District.
http://www.tesnexus.com/downloads/file.php?id=3868: OK Integrated into Better Cities IC Talos Plaza.
http://www.tesnexus.com/downloads/file.php?id=3771: OK Integrated into Better Cities IC Palace.
http://www.tesnexus.com/downloads/file.php?id=4620: OK Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=4650: OK Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=4651: OK Integrated into Better Cities IC Temple District.
http://kvatch.net/forum/viewtopic.php?t=887: OK (Source BBC Team)
http://www.tesnexus.com/downloads/file.php?id=22226: OK (Source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=6779: OK (Source Vorians)
http://www.tesnexus.com/downloads/file.php?id=11999: OK (Source Vorians)
http://theelderscrolls.info/?go=dlfile&fileid=349: OK (BG2408)
http://www.tesnexus.com/downloads/file.php?id=10223 OK since version 2.4
http://www.tesnexus.com/downloads/file.php?id=3172: OK Integrated into Better Cities

Minor Issues
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=991: OK except for few floating signs (source Whitestrake)
http://www.tesnexus.com/downloads/file.php?id=14853: OK need to disable a wine barrel with the console (source Vorians)

Incompatible
http://www.tesnexus.com/downloads/file.php?id=14442: NO but Better Cities have their own City Defenses now.
http://www.tesnexus.com/downloads/file.php?id=11333: NO with IC Market only (source 2Cold Scorpio-RGc1)
http://www.leiawen.net/ceedee/BabSite/html/addons.html: NO with IC Market only (source wmj)
Artifacts of the Ancestors with Blood & Mud and thus with Blood & Mud Editions of Better Cities.

Users Fixes and Patches
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=4513 http://www.tesnexus.com/downloads/file.php?id=17454: OK (Patch by Roxas116)

Patches & Fixes included
http://www.tesnexus.com/downloads/file.php?id=18203 OK (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=14601: OK (BBC must be loaded after VHB to ensure highest compatibility) (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=11778 OK (fix by Vorians)
http://www.tesnexus.com/downloads/file.php?id=14939 OK (patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=19228 OK (patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=19058 OK (made compatible by Ismelda)
http://www.stephanewuttunee.net/tnr_tie.html: OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=3027: OK (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=7155: OK (Fix by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=11598: OK (Patch by BluePie)
http://www.tesnexus.com/downloads/file.php?id=7663: OK (fix by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=8714: OK (Patch by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=9357: OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=11189: OK (Patch by Vorians - get all Vorians http://www.tesnexus.com/downloads/file.php?id=13834).
http://www.tesnexus.com/downloads/file.php?id=5156: OK (Patch by Vorians) Load Better Cities after Thievery in the Imperial City and the patch after Better Cities.
http://www.tesnexus.com/downloads/file.php?id=3849: OK (Patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=9324: OK (Patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=25839: OK (Patch by Chaky)
http://www.tesnexus.com/downloads/file.php?id=24453: OK (Patch by Ismelda)

_______________________________________________________
FPS Tips:
Use http://www.gamesas.com/bgsforums/index.php?showtopic=795779
You can alter your Oblivion.ini file (After a Backup) to change these settings (http://www.gamesas.com/bgsforums/index.php?showtopic=794126&st=129#)
fLODFadeOutActorMultCity: Default value is 1. Change it to lower the distance you see NPCs in the city. Suggestion 0.4 - 0.8
fLODFadeOutItemMultCity: Default value is 1. Change it to lower the distance you see items in the city. Suggestion 0.4 - 0.8
fLODFadeOutObjectMultCity: Default value is 1. Change it to lower the distance you see objects in the city. Suggestion 0.4 - 0.8
(I use it at 0.8 for the 3 of them).
_______________________________________________________
Possible Issues & FAQ
You might encounter some items that are really out of place when you update your Better Cities.
I don't have any explanantion on why this happens but the only way to fix it is:
- Uncheck the Better Cities plugins (cities, fixes, patchs at additions).
- Save your game.
- Re-enable the better cities plugins and load the game.
All should be back to normal. If you do not want to loose any quest progress (there are some small quests in now), do not uncheck the master (Better Cities Resources.esm) as it holds all the quests.

Also check our http://thenexusforums.com/index.php?showtopic=220413 for instant answers to most commonly asked questions.
_______________________________________________________
Bug Reports
Read the http://www.gamesas.com/bgsforums/index.php?showtopic=449239 pinned in this forum.
- Try to make Beta Comments (Tracking Down Problems With Specific Mods in the Oblivion Mods FAQ)
- Post a picture of the issue if possible (we spent more time modding than actually playing. We test the stuff we just created but we are humans and still can't miss things).
- When taking a screenshot, open your console and type in
  • SDT 33 (then enter)
  • TDT (then enter and close the console)

This will bring to the screen coordinates, cell name and so on which helps to locate where you are and where your bug was found.
Open the console and type TDT again to remove all the info from your screen.
_______________________________________________________
Projects of Interest about Cities:
http://www.gamesas.com/bgsforums/index.php?showtopic=796509
http://www.gamesas.com/bgsforums/index.php?showtopic=817511

_______________________________________________________
Alternative Mods:
http://www.tesnexus.com/downloads/file.php?id=19589 by SilentResident

_______________________________________________________
Free Doors and Used Free Doors:

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ICMarketWestMap.jpg

Door 3 is reserved for the http://www.tesnexus.com/downloads/file.php?id=19058.
Door 4 is reserved for the http://www.tesnexus.com/downloads/file.php?id=3172.
Door 5 has an interior included in the ICMarket.
Door 6 is reserved for http://www.tesnexus.com/downloads/file.php?id=8714.
Doors 1 & 2 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ICMarketEastMap.jpg

Door 10 is reserved for the http://www.tesnexus.com/downloads/file.php?id=14957.
Door 11 is reserved for the http://www.tesnexus.com/downloads/file.php?id=7155.
Door 13 is reserved for the http://tesnexus.com/downloads/file.php?id=13692.
Door 14 is reserved for the http://tesnexus.com/downloads/file.php?id=13303.
Doors 7, 8, 9 & 15 are free.

http://bettercities.free.fr/2009/02/BBCMarketUpperLevelMap.jpg

Doors 16 & 19 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_AnvilMap.jpg - http://bettercities.free.fr/Maps/BC_Anvil_Map.jpg

Door 1 & 5 have an interior included in Anvil.
Doors 2, 3 & 4 are free.

http://bettercities.free.fr/Maps/BC_Bravil_B&M_Map.jpg

No Free Doors

http://bettercities.free.fr/2008/11/FD_BravilNorth.jpg

No Free Doors

http://bettercities.free.fr/2008/11/FD_BravilSouth.jpg

No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_LeyawiinMap.jpg

Door 4 is reserved for http://www.tesnexus.com/downloads/file.php?id=8520
No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_LeyawiinDockMap.jpg

Doors 6 & 9 have interiors included in Leyawiin.
Doors 7 & 8 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_BrumaMap.jpg

No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_CheydinhalNorthMap.jpg
http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_CheydinhalSouthMap.jpg

No Free Doors.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ChorrolMap.jpg

No Free Doors
Door 3 is reserved for http://www.tesnexus.com/downloads/file.php?id=24564

http://bettercities.free.fr/Maps/BC_Skingrad_Map.jpg

2 doors are free.


_______________________________________________________
Injected Records
Bananasplit's Better Cities Team will use a range of Injected ID into Oblivion.ESM which is from
0000FB00 to 0000FBFF
It is a range of 256 records which are free in Oblivion.ESM that we will use for toggle items to ensure compatibility with other mods without having to make patches or dependent files.
Please do not use any ID from this range in your own mods.

_______________________________________________________
For Translators:
My psd files of the shop signs are http://www.megaupload.com/?d=LCL06VKL
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Tue Mar 08, 2011 11:32 pm

We almost have 200 votes in http://tinyurl.com/PollBBC on TES Nexus about abandoning BC modularity. Ismelda wants 1000, but let's reach 200 first, and then aim for 1000 after that!
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Wed Mar 09, 2011 9:23 am

I can't see playing Oblivion with out this mod.
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Wed Mar 09, 2011 4:29 am

Hi Ismelda and Vorians,

1. I'm getting exactly same Waterfront issues as reported by Daysire on Nexus, and his OSR heap5 setting doesn't currently work for me..
I''ll see if I can solve with OSR's WIP update.

Besides:

2- Is BC compatible with http://www.tesnexus.com/downloads/file.php?id=27500?

3. Is http://www.tesnexus.com/downloads/file.php?id=13692 fully compatible with BC, or still needs the workaround in its readme?

_______________________________________________________________________________________________

"once you start the game press ` (key left of 1) type "StartQuest banICEMoveDoors"

This will remove the two entrances in the market district and place a different entrance in a door way in the N/S wall.
It will also change the the lower market a little removing a doorway to the outside and moving the other.

to remove "Better Cities" you have to press ` again and type "StartQuest banICEResetDoors"

this will put the doors back where they should be. Please bewear though that the first corridor you entered into the Lower Market District from the Market District will be
unaccesible. so make sure there is nothing in it that you want to keep.

Also check readme of "better cities."

StartQuest banICEMoveDoors

StartQuest banICEResetDoors
_________________________________________________________________________________________________

Thanks :)
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Wed Mar 09, 2011 7:15 am

2- If it doesn't touch the Waterfront, yes. Otherwise, probably not entirely.

3- Yes fully compatible if you follow the instructions in the readme to set the doors to fit with BC.
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Tue Mar 08, 2011 10:23 pm

ICEXPAND may be compatible from BC's side but the mod is broken.

Read the comments on Nexus. Expect crashes every Thursday (what the game calls Turdas). I've tried the fix of deleting entries and it does not work.

I would avoid that mod.
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Wed Mar 09, 2011 12:18 am

ICEXPAND may be compatible from BC's side but the mod is broken.

Read the comments on Nexus. Expect crashes every Thursday (what the game calls Turdas). I've tried the fix of deleting entries and it does not work.

I would avoid that mod.


Thanks Psymon for the warning, I'll avoid it then.

A pity as it looked interesting, but game stability has priority.
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Wed Mar 09, 2011 10:23 am

Thanks Psymon for the warning, I'll avoid it then.

A pity as it looked interesting, but game stability has priority.

Yeah I used the mod for a little bit and didn't know about the Thursday crash. It was fun to use for the 6 game days I could.
User avatar
Sudah mati ini Keparat
 
Posts: 3605
Joined: Mon Jul 23, 2007 6:14 pm

Post » Wed Mar 09, 2011 1:01 am

It is a great idea and mod and I tried editing three different times to get it to not crash - but I'm not as talented as the BC folks by far.

I think it would be a great addition to BC though and by now it could be considered abandoned.
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Wed Mar 09, 2011 2:58 am

Quoting Fearabbit from the Nexus comments:
The current version of this mod has a bug that will cause the game to crash!!!

Every Thursday (Turdas), my game would crash at about 5 p.m. if I didn't turn of AI.
I finally did a search for the mod that's causing this, and it's this one.

There are two AI packages in this mod that start Thursdays at 5 p.m. Both are supposed to have a target (I think they are "Find" packages"), but they both have NONE as object.
I'm guessing that is the problem.


Sounds like an easy fix, maybe? I hope somebody else can fix the mod, it really looks like a good one.
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Wed Mar 09, 2011 5:16 am

Tried it - failed.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Wed Mar 09, 2011 5:19 am

From another thread:
So i get a journal entry that i need to meet this guy at IC to join the Gold Horse Courier, problem is when i talk to him nothing happens, i select the dialog topic with his name, and he says "yes i'm blablablab" and nothing more. I tried few more times at diferent times of day with same result. So my question is.. am i bugged or there is some hidden requirement to continue this quest?.


Are you using the latest version of Better Cities? Are you playing as a vanilla race or a custom mod-added race? The option you should see is titled "Courier" not his name, this is the one which would start the quest.
User avatar
Roy Harris
 
Posts: 3463
Joined: Tue Sep 11, 2007 8:58 pm

Post » Wed Mar 09, 2011 8:52 am

Hi, got a bug report here.

When opening the BBCMenu
i.e. startquest BBCMenu, the options for Bruma are wrong. Or at least one is missing.

I can't remember the exact names of them, but the bottom one is

"none", and the one above is "Toggle Open City". But the one titled "None" is for toggling the open city and the "Toggle Open City" one controls the wall archers. If this makes any sense to you.
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Tue Mar 08, 2011 8:37 pm

From another thread:


Are you using the latest version of Better Cities? Are you playing as a vanilla race or a custom mod-added race? The option you should see is titled "Courier" not his name, this is the one which would start the quest.


Damn it... i got v4.7.1, and after a Google search i think this bug got fixed in the latest version that is 4.8.0.

Is there any easy way to upgrade wtihout messing my game?
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Wed Mar 09, 2011 7:38 am

Well you should be able to simply overwrite the old version files with the new ones. There is a chance however that this won't fully fix the problem in existing games where you have already reached the point of acquiring the quest.
If after overwriting the files you still don't receive the quest, then try the following console commands (but ONLY if talking to Cherlip about being a "Courier" still doesn't help):
StartQuest BANGHCGoldHorseDeliveries
SetStage BANGHCGoldHorseDeliveries 5
User avatar
Ysabelle
 
Posts: 3413
Joined: Sat Jul 08, 2006 5:58 pm

Post » Wed Mar 09, 2011 6:00 am

Well you should be able to simply overwrite the old version files with the new ones. There is a chance however that this won't fully fix the problem in existing games where you have already reached the point of acquiring the quest.
If after overwriting the files you still don't receive the quest, then try the following console commands (but ONLY if talking to Cherlip about being a "Courier" still doesn't help):
StartQuest BANGHCGoldHorseDeliveries
SetStage BANGHCGoldHorseDeliveries 5


Well i decided to uninstall and them install the latest version, like sugested in the readme, just to be safe. Only downside to this is i have to do the quests i aldeady did with the older version.
In any case problem was fixed and now i can join the faction.
Thanks for all the help.
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Tue Mar 08, 2011 9:26 pm

Hi, got a bug report here.

When opening the BBCMenu
i.e. startquest BBCMenu, the options for Bruma are wrong. Or at least one is missing.

I can't remember the exact names of them, but the bottom one is

"none", and the one above is "Toggle Open City". But the one titled "None" is for toggling the open city and the "Toggle Open City" one controls the wall archers. If this makes any sense to you.


Just posting this again in case it got missed xD
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Wed Mar 09, 2011 12:39 pm

Thanks for reposting, I certainly missed that the first time you posted it. The BBCMenu is primarily in Ismelda's hands though, so hopefully she'll fix that for our next release.
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Wed Mar 09, 2011 7:24 am

:( for the first time ever since i started playing with BC back in March I am forced to choose the separate cities option because i have such low FPS in the water front. My frame rate was so low that the only way I could get around there with out crashing was to walk. Also if I fast traveled away from there or streamline would do an auto save it would crash too. Really svcks because I loved the way the waterfront looked.
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Wed Mar 09, 2011 12:24 pm

Best to disable auto-saves, the game doesn't handle them too well, so is prone to crashing.
User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Wed Mar 09, 2011 12:03 am

Best to disable auto-saves, the game doesn't handle them too well, so is prone to crashing.

It would also happen in areas of low frame rate if I hit F10 (the default save for streamline). I thought I had a computer that was powerful enough to handle everything out there for Oblivion when I built it back in March but I guess I don't.
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Wed Mar 09, 2011 1:05 am

You do. What you don't have is a computer powerful enough to handle everything out there for Oblivion at the same time. Using any hardware resource-hungry mod on its own will play fine on a powerful PC. But add two such mods together, and you might start to put a bit of a strain on the computer. Use multiple resource-hungry mods all at the same time, and any computer will really struggle.

An example of some mods which should play fine individually, probably would be fine if any two were used, but aren't advisable if too many are used:
Better Cities
QTP3
Any AEVWD mod
Any mod adding large numbers of new NPCs to cities
Any mod adding large-scale fights in the middle of cities


Ismelda and I both opted to stop using QTP3 about a year and a half, maybe two years ago. Ismelda also has stopped using RAEVWD and has disabled visibility of distant land/buildings/trees - and I'll probably do the same for buildings when I finally get around to playing this game.
While many assume that having a new, powerful PC will allow them to play every mod they ever wanted, what most people fail to realise is that TES4 is an old game, running on an outdated game engine which is not optimised for modern hardware.
User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Wed Mar 09, 2011 4:34 am

You do. What you don't have is a computer powerful enough to handle everything out there for Oblivion at the same time. Using any hardware resource-hungry mod on its own will play fine on a powerful PC. But add two such mods together, and you might start to put a bit of a strain on the computer. Use multiple resource-hungry mods all at the same time, and any computer will really struggle.

An example of some mods which should play fine individually, probably would be fine if any two were used, but aren't advisable if too many are used:
Better Cities
QTP3
Any AEVWD mod
Any mod adding large numbers of new NPCs to cities
Any mod adding large-scale fights in the middle of cities


Ismelda and I both opted to stop using QTP3 about a year and a half, maybe two years ago. Ismelda also has stopped using RAEVWD and has disabled visibility of distant land/buildings/trees - and I'll probably do the same for buildings when I finally get around to playing this game.
While many assume that having a new, powerful PC will allow them to play every mod they ever wanted, what most people fail to realise is that TES4 is an old game, running on an outdated game engine which is not optimised for modern hardware.

I know I use QTP3R. I also just started using some form of AEVWD but that was because I started getting the gold colored version of the cities. OH I'm also using AmpolX's textures for the roads would that cause an issue? like I said only place i seem to have real trouble is in the waterfront. All other cities and places in the IC are fine.
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Wed Mar 09, 2011 7:52 am

If AmpolX's textures are higher resolution than the vanilla ones then yes they might have an impact.
If you only installed RAEVWD (I hope you chose that version, not one of the older ones) purely to resolve meshes appearing yellow from afar, then ensure that you only use the parts of RAEVWD which replace vanilla meshes, and not any of the additional new meshes which will negatively affect FPS when used in conjunction with other mods which affect FPS.
Most likely QTP3R is the problem (did you try QTP3R&R instead?), being used with BC as well as your other mods. Consider dropping the texture replacer or disabling LOD if you want to use BC IC Waterfront, at least until we either come up with a solution, or give up trying to find FPS improvements here.
User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Wed Mar 09, 2011 12:05 am

... at least until we either come up with a solution, or give up trying to find FPS improvements here.

*Reminds me of the fact that I still have that testing overdue - sorry Vorians, haven't played the game for a week now - wife is a lil' mad at Oblivion :slap: *
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Next

Return to IV - Oblivion