[Relz] Bananasplit's Better Cities - Thread 39

Post » Mon Apr 25, 2011 6:31 am

I don't think I'm using the right words. I mean, would it be possible to get rid the ('Imperial City Market Outer Gate', 'Imperial City Market to Arena Gate', 'Imperial City Market to Green Emperor Way', 'Imperial City Market to wheverever') map markers and just replace it with one 'Imperial City Market' map marker? Like it used to be in the vanilla Oblivion? Basically I'd like an option to toggle between BCC's new 50 marker options and the original 8.


http://www.gamesas.com/index.php?/topic/1138558-relz-bananasplits-better-cities-thread-38/page__view__findpost__p__16878115.
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Darren Chandler
 
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Post » Mon Apr 25, 2011 12:51 am

OK, quick update on my waterfront testing.

Everything's working out fine for me so far down there, I've added my Fort Ruins back into RAEVWD and am averaging about 12 FPS in the Waterfront at this point, so I'm definitely not complaining. :)

The way I see it, so long as I avoid getting into fights down there (easy enough so long as I stay off the Marie Elena) things about as good as they can get.

I am, however, seeing that several NPCs seem to have unfortunately fallen victim to the max active AI cap, because I saw about five or six standing ram-rod stiff as I was leaving the waterfront for a bit of spelunking. Since I'm unwilling to increase the max active AI packages in Bash right now, I'll settle for dealing at this point, since I'm sure the BBC team has already removed as many unnecessary actors from the Waterfront with the FPS patch as they can be bothered to.
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Minako
 
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Post » Mon Apr 25, 2011 6:59 am

If you are using "Better Cities - VWD of the IC.esp" then disable it. Run TES4LODGen after disabling that ESP if you have used TES4LODGen. Install the FPS patches if you aren't using them already.



As I said to Tatts4Life, plus it's doubtful that BC is in any way related to your crashes at game start since this doesn't happen to everybody.



No. Why would you want one?


you may probably be right. I only thought it could be BC 'cause it crashes just before the "personalize your cities" document opens up... anyway thks
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Ross Zombie
 
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Post » Mon Apr 25, 2011 5:40 am

http://www.gamesas.com/index.php?/topic/1138558-relz-bananasplits-better-cities-thread-38/page__view__findpost__p__16878115.

Yes, that's nice, but in my game, once I'm inside any district of the Imperial City there is still no option to fast travel to locations outside the Imperial City, since I can't see the rest of the world map. If I want to go to a different city, I need to exit into the City Isle area, then fast-travel. That's the 'problem' ('problem' in brackets because it's not really a problem, it's just a gritty preference).

The other 'problem' is that when I want to fast travel to any part of the IC, I need to fast travel outside the district (into the City Isle exploration area), then use the door to go inside (which interrupts the music flow again). The number of markers isn't really a problem (my map is squashed so I can't view the whole city, but I'm thinking that's an issue at my end) - I just want the option to fast travel directly *inside* any Imperial City district from Bruma, Skingrad, Anvil, Azura's Shrine etc. I don't mind the number of markers inside. Is there an option for this, or is it something that has to be made? I know it's a really painful and to some may seem like a pointless request, but your mod doesn't seem to provide that specific option.

Regarding the post you linked me too, I'd say just make an option that adds the map markers in the middle of each district if it's a frequent complaint. Again, I'm really enjoying the reimagination of the cities - I just hate hearing 3 different musical tracks in 10 seconds (because I'm OCD like that). Thanks for your time anyway.
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Amanda savory
 
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Post » Mon Apr 25, 2011 2:38 am

OK, quick update on my waterfront testing.

Everything's working out fine for me so far down there, I've added my Fort Ruins back into RAEVWD and am averaging about 12 FPS in the Waterfront at this point, so I'm definitely not complaining. :)

The way I see it, so long as I avoid getting into fights down there (easy enough so long as I stay off the Marie Elena) things about as good as they can get.

I am, however, seeing that several NPCs seem to have unfortunately fallen victim to the max active AI cap, because I saw about five or six standing ram-rod stiff as I was leaving the waterfront for a bit of spelunking. Since I'm unwilling to increase the max active AI packages in Bash right now, I'll settle for dealing at this point, since I'm sure the BBC team has already removed as many unnecessary actors from the Waterfront with the FPS patch as they can be bothered to.


FPS patches do not remove any NPCs at all, nor any buildings. FPS patches remove clutter, plants, perhaps some creatures (sheep), one or two ships which don't have interiors, but absolutely no NPCs are removed.

Yes, that's nice, but in my game, once I'm inside any district of the Imperial City there is still no option to fast travel to locations outside the Imperial City, since I can't see the rest of the world map. If I want to go to a different city, I need to exit into the City Isle area, then fast-travel. That's the 'problem' ('problem' in brackets because it's not really a problem, it's just a gritty preference).

The other 'problem' is that when I want to fast travel to any part of the IC, I need to fast travel outside the district (into the City Isle exploration area), then use the door to go inside (which interrupts the music flow again). The number of markers isn't really a problem (my map is squashed so I can't view the whole city, but I'm thinking that's an issue at my end) - I just want the option to fast travel directly *inside* any Imperial City district from Bruma, Skingrad, Anvil, Azura's Shrine etc. I don't mind the number of markers inside. Is there an option for this, or is it something that has to be made? I know it's a really painful and to some may seem like a pointless request, but your mod doesn't seem to provide that specific option.

Regarding the post you linked me too, I'd say just make an option that adds the map markers in the middle of each district if it's a frequent complaint. Again, I'm really enjoying the reimagination of the cities - I just hate hearing 3 different musical tracks in 10 seconds (because I'm OCD like that). Thanks for your time anyway.


Uninstalling the Imperial City part of BC will resolve that for you.
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Lori Joe
 
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Post » Sun Apr 24, 2011 7:16 pm

Regarding the post you linked me too, I'd say just make an option that adds the map markers in the middle of each district if it's a frequent complaint.
Regarding that link, you must have overlooked this part:

this is necessary and unavoidable due to the way we have ensured zero conflict with any mod editing the land height around the IC

So when something is "necessary and unavoidable", an option to avoid it is, well not an option ;)
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brenden casey
 
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Post » Mon Apr 25, 2011 5:58 am

I did totally over look that - thanks for the clarification!
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ladyflames
 
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Post » Sun Apr 24, 2011 10:48 pm

Having removed the wall at that location to improve the appearance of the District, why on earth would we now want to add a wall there to give a skeleton not related to BC something to sit on? A skeleton which shouldn't be there! Kill the skeleton!!!!!!!!!!!!!!!!

:rofl:

Several new ships, some cranes, new stone docks, additional houses on the poor side, a graveyard beside the church, a light on top of the lighthouse, several more NPCs with AI packages. The FPS patch removes some of those ships again and removes all the clutter and half the graveyard. It might also remove the light from the lighthouse, I don't recall anymore. There was a modder helping me to test the Waterfront to try to find the primary cause of FPS-loss, but he had to stop for a time back in December due to real-life work commitments. Since the FPS patch was updated at the same time he told me this, I said I'd just wait and see if people still had issues after using the new FPS patch, and until now, no one has, so it appeared that the updated FPS patch was working for everyone.

Eh... I'm always the one who runs into really weird problems that no one else ever finds. It's kinda handy sometimes, because I've found bugs no one else has, but the majority of the time, it's just annoying because there's absolutely nothing wrong with the mod. :(
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Danny Blight
 
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Post » Sun Apr 24, 2011 8:09 pm

Is there anything I need to know to install this other than putting the stuff in the data file in Oblivion like with other mods I've used?
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maria Dwyer
 
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Post » Sun Apr 24, 2011 7:25 pm

Is there anything I need to know to install this other than putting the stuff in the data file in Oblivion like with other mods I've used?

You could read the readme and find out for yourself, thus saving everybody else a significant amount of time?

Vac
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James Potter
 
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Post » Mon Apr 25, 2011 2:21 am

Is there anything I need to know to install this other than putting the stuff in the data file in Oblivion like with other mods I've used?


:slap: :deal: :bolt: :user: :tops:
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Nikki Lawrence
 
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Post » Sun Apr 24, 2011 9:39 pm

I was running Better Cities -VWD of the IC.esp until you pointed this out. Then I deactivated the mod and reloaded all of BC and Better Imperial City, while turning off VWD. I'll try and report back on the status of this reducing random crashiness.

FYI only - I am sad to report that turning off the mod, reinstalling the full version and running without the IC VWD did not stop my game from crashing at the waterfront. This was particularly true when I was facing just about 45 degrees to the right of the tunnel entrance to the Temple district and the ship that you added there. Every single time I looked that direction it crashed. Maybe something to do with the large number of distant objects added with UL Entius Gorge?

Either way, I'm playing with absolutely everything from the rest of the mod and loving it. And the short time I spent in your version of the waterfront has definitely convinced me to give it another shot when I start a more "Theives Guild" oriented character. Thanks again for the mod, time, and patience.

In another possible report has anyone else seen a second functional door floating in mid-air infront of Olaf's Tavern in Bruma? It was odd: there are two doors their offset by about three in world "feet" and they both get me into Olaf's place. Not game breaking but odd..

I acknowledge that I just as likely messed up on install...but I used the OMOD and it was very straightforward. Also, I don't *think* I'm running any other mods that change Bruma...

v/r
feld
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Peter P Canning
 
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Post » Mon Apr 25, 2011 3:44 am

In another possible report has anyone else seen a second functional door floating in mid-air infront of Olaf's Tavern in Bruma? It was odd: there are two doors their offset by about three in world "feet" and they both get me into Olaf's place. Not game breaking but odd..


Standard issue persistent reference bug. Reload the game to fix.
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Averielle Garcia
 
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Post » Mon Apr 25, 2011 1:18 am

Does anyone know of a house mod to add a new house to own in Imperial City that is compatible with BC (or perhaps BC added one I'm not aware of)? I'd love to have a house or apartment or somesuch in Imperial City that isn't the shanty in the Waterfront. :D
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JD FROM HELL
 
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Post » Sun Apr 24, 2011 8:07 pm

Princess stomper's http://princessstomper.wordpress.com/2009/03/01/princess-ic-apartment/? There's also a http://tesnexus.com/downloads/file.php?id=15476
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James Wilson
 
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Post » Mon Apr 25, 2011 2:14 am

FYI only - I am sad to report that turning off the mod, reinstalling the full version and running without the IC VWD did not stop my game from crashing at the waterfront. This was particularly true when I was facing just about 45 degrees to the right of the tunnel entrance to the Temple district and the ship that you added there. Every single time I looked that direction it crashed. Maybe something to do with the large number of distant objects added with UL Entius Gorge?

Either way, I'm playing with absolutely everything from the rest of the mod and loving it. And the short time I spent in your version of the waterfront has definitely convinced me to give it another shot when I start a more "Theives Guild" oriented character. Thanks again for the mod, time, and patience.

In another possible report has anyone else seen a second functional door floating in mid-air infront of Olaf's Tavern in Bruma? It was odd: there are two doors their offset by about three in world "feet" and they both get me into Olaf's place. Not game breaking but odd..

I acknowledge that I just as likely messed up on install...but I used the OMOD and it was very straightforward. Also, I don't *think* I'm running any other mods that change Bruma...

v/r
feld


Then the crashing is likely due to a bad mesh from another mod. It can't be from BC nor from UL as if it were, there would be many, many, many reports of exactly the same issue, and there aren't. So something else you have installed seems to have included a bad mesh which when loaded into memory (because you approached it and/or looked towards it) causes the crash.

For the door, as Thomas Kaira said, it's a game engine issue, simply save, quit to desktop, and reload to resolve. This is issue number 4 in our http://www.thenexusforums.com/index.php?showtopic=220413.

Does anyone know of a house mod to add a new house to own in Imperial City that is compatible with BC (or perhaps BC added one I'm not aware of)? I'd love to have a house or apartment or somesuch in Imperial City that isn't the shanty in the Waterfront. :D



Princess stomper's http://princessstomper.wordpress.com/2009/03/01/princess-ic-apartment/? There's also a http://tesnexus.com/downloads/file.php?id=15476


WyndChyme suggested precisely the mod I would have done!
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maya papps
 
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Post » Mon Apr 25, 2011 8:42 am

Princess stomper's http://princessstomper.wordpress.com/2009/03/01/princess-ic-apartment/? There's also a http://tesnexus.com/downloads/file.php?id=15476

WyndChyme suggested precisely the mod I would have done!

:facepalm: I can't believe I forgot about that one. Heck, I used to use it for crying out loud! :lol: Thanks fellas.
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Enie van Bied
 
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Post » Sun Apr 24, 2011 8:15 pm

Then the crashing is likely due to a bad mesh from another mod. It can't be from BC nor from UL as if it were, there would be many, many, many reports of exactly the same issue, and there aren't. So something else you have installed seems to have included a bad mesh which when loaded into memory (because you approached it and/or looked towards it) causes the crash.

Roger. That should help me troubleshoot! Thanks.
For the door, as Thomas Kaira said, it's a game engine issue, simply save, quit to desktop, and reload to resolve. This is issue number 4 in our http://www.thenexusforums.com/index.php?showtopic=220413.

Ack. Yup. Right there. If I'd bothered to look. Sorry about that.
v/r
feld
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I’m my own
 
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Post » Mon Apr 25, 2011 3:57 am

Speaking of BC-compatible houses, would http://princessstomper.wordpress.com/2009/03/01/princess-crate-manor/#more-581 conflict with the Waterfront changes? It was unrecognised by BOSS, so I was posting on the BOSS thread and realized I might inquire on BC compatibility and load order position to BC if it is; those notes might be useful to the BOSS entry. :)
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Marquis T
 
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Post » Sun Apr 24, 2011 7:53 pm

Speaking of BC-compatible houses, would http://princessstomper.wordpress.com/2009/03/01/princess-crate-manor/#more-581 conflict with the Waterfront changes? It was unrecognised by BOSS, so I was posting on the BOSS thread and realized I might inquire on BC compatibility and load order position to BC if it is; those notes might be useful to the BOSS entry. :)


None of the screenshots show the crate in the Waterfront, so test it and find out!
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Budgie
 
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Post » Sun Apr 24, 2011 6:24 pm

None of the screenshots show the crate in the Waterfront, so test it and find out!

I intend to, hopefully later this evening. I was just asking in case somebody else had tried it before. :) I'll let you know so that you guys can add it to the OP if it is compatible or not.
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djimi
 
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Post » Sun Apr 24, 2011 8:56 pm

I've got an idea. Feel free to jeer at me and make fun if you wish - this is just an idea.

Better IC Sewers.

I was wandering around in the sewers the other day on one of EE's merchant quests, and I noticed that the sewers were spotless - no sludge, no slime, very little debris... hell, they were cleaner than some of the ruins I've seen! I'd expect some parts to be clean(er) - parts like the Sunken Sewers that are closed off and no longer used, or the Waterworks (which sounds more like a storm drain system than a sewer), but really... it's just not immersive at all. I want to be hesitant to go trudging around down there for fear of getting some exotic disease or drowning in sludge or getting eaten by a slime monster.

I only bring this up here because, well, you guys are great at improving the cities and this would fit very well as an optional addon. If you decline, I might just give it a shot myself (I've got lots of free time), but I'm not very experienced with modding.
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Gisela Amaya
 
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Post » Mon Apr 25, 2011 9:11 am

Sounds like something better suited to a separate mod, rather than BC. You give it a shot, it'll give you the experience you think you lack.
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Robert DeLarosa
 
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Post » Sun Apr 24, 2011 7:15 pm

Sounds like something better suited to a separate mod, rather than BC. You give it a shot, it'll give you the experience you think you lack.

Okey dokey. I didn't plan to do much more than add "atmospheric" stuff anyway - debris, rubble, cobwebs, and such, so it should be fairly easy.
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Sammygirl500
 
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Post » Sun Apr 24, 2011 6:10 pm

Well, I've run into a problem. I was trying to get to the Waterfront to test Princess Stomper's Crate Manor mod I mentioned before (and to do a DB quest and start the Thieves Guild chain as well), but the problem is I can't. Since I re-installed Oblivion a few weeks back and installed my mods, this was my first time going to the Waterfront District, and after some testing, it seems that it's a problem that was there since I started playing this time around; I just haven't experiencedi t yet to to not being anywhere near the WF. And I've ruled out Crate Manor as the problem, since I replicated the problem without it installed and with multiple save files. I'll try to explain further:

Going through the tunnel from the Temple District to the Waterfront (which is an awesome addition that wasn't there the last time I used BC!), I get a CTD while loading anytime I try to go through the door to the Waterfront. I was able to repeat this multiple times with the same result: the loading bar will get to full and then CTD. This happened even with the Crate Manor mod deslected, deleted, and a rebuilt Bashed Patch.

This was a bit of a bummer, but if I could fast travel to the Waterfront from outside IC, I could live with it. Since I hadn't been to the Waterfront yet on this character, I couldn't fast travel directly to the docks, but I could fast travel to outside the door that leads to the tunnel/Temple District. This time, the area loads up fine rather than crashing during load. But everytime I take a few steps forward, the game freezes up for a few seconds, and then a CTD. By a few steps, generally this meant about to the stairs directly in front of the gate on the path towards the docks and such. Again, this was replicated even without Crate Manor being presant. The only thing I didn't try (because I didn't think of it at the time( was just standing still when I fast traveled into the area to see if it crashed on its own after a certain amount of seconds.

Here's my load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.2.1]02  Cobl Main.esm  [Version 1.73]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]06  VASE - core.esm07  Better Cities Resources.esm  [Version 4.9.0]08  Cobl Races TNR.esp  [Version 1.53]09  Cobl Races TNR SI.esp  [Version 1.53]0A  Unofficial Oblivion Patch.esp  [Version 3.3.4]0B  DLCShiveringIsles.esp0C  Unofficial Shivering Isles Patch.esp  [Version 1.4.1]0D  Better Cities .esp**  Atmospheric Loading Screens - Original Text.esp0E  All Natural.esp  [Version 1.2]0F  All Natural - SI.esp  [Version 1.2.1]10  Immersive Interiors.esp  [Version 0.7]11  Immersive Interiors - Lights Addon.esp  [Version 0.7]12  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp13  MIS.esp14  MIS New Sounds Optional Part.esp15  Atmospheric Oblivion.esp16  Storms & Sound.esp17  Rainbows.esp18  All Natural - Real Lights.esp  [Version 1.2]19  WindowLightingSystem.esp1A  bgShaderStandAloneEV.esp  [Version 1.0EV]1B  diversegrasses.esp++  Item interchange - Extraction.esp  [Version 0.78]1C  TryBeforeYouBuy.esp1D  Enhanced Economy.esp  [Version 5.2.2]1E  Display Stats.esp  [Version 2.0.1]1F  Enhanced Seasons.esp  [Version 1.3.1]20  Oblivion Graphics Extender Support.esp  [Version 0.42]21  Streamline 3.1.esp22  Vacuity.esp  [Version 0.2]23  Dynamic Map.esp  [Version 2.0]24  Map Marker Overhaul.esp  [Version 3.8]25  Map Marker Overhaul - SI additions.esp  [Version 3.5]26  Enhanced Hotkeys.esp  [Version 2.1.1]27  DLCHorseArmor.esp28  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]29  DLCOrrery.esp2A  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]2B  DLCVileLair.esp2C  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]2D  DLCMehrunesRazor.esp2E  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]2F  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  CSR - Golden Saint.esp30  Horse Management.esp  [Version 1.0]31  DLCThievesDen.esp32  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.8]33  Cobl Glue.esp  [Version 1.73]34  Cobl Si.esp  [Version 1.63]35  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]36  OOO-Map_Markers_Stock.esp  [Version 1.33]37  OOO-No_Guild_Ownership.esp  [Version 1.33]++  OOO-DLT_Remover.esp  [Version 1.33]++  CSR - Fine Iron.esp38  OOO 1.32-Cobl.esp  [Version 1.72]39  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]3D  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]3E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]3F  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  VASE - Cyrodiil for MMM.esp++  VASE - Vanilla SI.esp++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]40  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.73]41  Halcyon House.esp42  Halcyon House - AN Patch.esp43  LakesideHome.esp44  PrincessImperialCityApartment-COBL.esp45  Princess DB Sanctuary.esp46  Sousmarin_manorV1.1.esp47  VHBloodlines 1.2.esp  [Version 1.5.2]48  DLCBattlehornCastle.esp49  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]4A  DLCFrostcrag.esp4B  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]4C  Knights.esp4D  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]4E  The Lost Spires.esp4F  Wellspring Vale.esp50  road+bridges.esp  [Version 4.6]51  xuldarkforest.esp  [Version 1.0.5]52  LostSpires-DarkForest patch.esp53  xulStendarrValley.esp  [Version 1.2.2]54  xulTheHeath.esp55  XulEntiusGorge.esp56  xulFallenleafEverglade.esp  [Version 1.3.1]57  LostSpires-Everglade patch.esp58  xulColovianHighlands_EV.esp  [Version 1.2.1]59  xulChorrolHinterland.esp  [Version 1.2.2]5A  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]5B  xulBravilBarrowfields.esp  [Version 1.3.2]5C  xulLushWoodlands.esp  [Version 1.3.1]5D  xulAncientYews.esp  [Version 1.4.3]5E  xulAncientRedwoods.esp  [Version 1.6]5F  xulCloudtopMountains.esp  [Version 1.0.3]60  xulArriusCreek.esp  [Version 1.1.3]61  xulPatch_AY_AC.esp  [Version 1.1]62  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.3]63  xulPantherRiver.esp64  xulRiverEthe.esp  [Version 1.0.2]65  xulBrenaRiverRavine.esp  [Version 1.1]66  xulImperialIsle.esp  [Version 1.6.6]67  xulBlackwoodForest.esp  [Version 1.1.0]68  xulCheydinhalFalls.esp  [Version 1.0.1]69  xulAspenWood.esp  [Version 1.0.2]6A  xulSkingradOutskirts.esp  [Version 1.0.1]6B  xulSnowdale.esp  [Version 1.0.2]6C  OOO-Snowdale Patch.esp6D  xulCliffsOfAnvil.esp6E  OOOCliffsofAnvilPatch.esp  [Version 1.0]6F  MMMDungeons-CliffsOfAnvil patch.esp  [Version 1.0]70  NRB4+UL-II Patch.esp  [Version 5.0.1]71  West Roads.esp72  WellspringVale+WestRoads Patch.esp73  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]74  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]75  AutoBookPlacer.esp  [Version 3.02]76  HUD Status Bars.esp  [Version 3.0]77  Enhanced Vegetation [110%].esp78  Storms & Sound - The Lost Spires.esp79  Storms & Sound - Better Cities.esp7A  Enhanced Economy - House prices.esp  [Version 1.0]7B  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.esp7C  Is It Safe.esp7D  SupremeMagicka.esp  [Version 0.90b]7E  SM_ShiveringIsles.esp  [Version 0.90]++  SM_DLCSpellTome.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]7F  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]80  RenGuardOverhaul.esp81  Enhanced Grabbing.esp  [Version 0.5]82  All+5AttributeModifiers.esp++  OOO-Level_Stock.esp  [Version 1.33]**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.78]83  Cobl Races.esp  [Version 1.52]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]84  Better Cities Full.esp  [Version 4.9.0]85  Better Imperial City.esp  [Version 4.9.0]86  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]87  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]88  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]89  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]8A  Better Cities - VHBloodlines.esp  [Version 4.8.4]8B  Better Cities - The Lost Spires.esp  [Version 4.9.0]8C  Better Cities - COBL.esp  [Version 2.1]8D  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]8E  Better Cities - No LEYAWIIN Flooding.esp  [Version 4.9.0]**  [GFX]_Initial_Glow-all.esp8F  MiniMap.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]90  Bashed Patch, 0.esp


The only things off of the top of my head that I think it might be is BC, UL-Imperial Isle, and VH: Bloodlines, and both of the latter have their BC patches installed, too. I'm about to try disabling Better Imperial City.esp and it's VHB and UL-II patches to see what that does. But I thought I'd post here first in case anyone has any ideas what may be going on (it might be a few hours before I can test again).
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Anne marie
 
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Joined: Tue Jul 11, 2006 1:05 pm

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