[Relz] Bananasplit's Better Cities - Thread 39

Post » Mon Apr 25, 2011 7:12 am

hey can you guys suggest any good new landscape mods for oblivion that goes well with open cities? for example stirk, county sutch and elswyer are the ones i have right now. any other mods similar that i should add?


erm...are you sure this is the place for that question...this is the Better Cities thread, never mind that the question isn't really to do with the mod...

But anyway, the answer you are looking for is the Unique Landscapes.

Also, out of interest, does the Delivery Job part of the mod still work fine if only the Imperial City is installed.
User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Mon Apr 25, 2011 2:11 am

I'm about to add Better Cities and I already use AWLS. I read that the Citied Alive at Night mod is complementary to AWLS, but will it be any use when I also start using Better Cities, especially if I toggle the cities to be open? I'm thininking that if the Better Cities that support it are toggled open, then AWLS will already do the same as Cities Alive At night, though maybe it might be good for non-opened cities?


Ismelda would be best suited to answer that since AWLS is her release, but doesn't AWLS make Cities Alive at Night obsolete? All BC house meshes are AWLS compatible, and all BC cities place the proper house meshes (instead of the LOD house meshes) in the Tamriel worldspace within the city walls, whether OBC is enabled or not (enabling OBC will add everything else to the Open version, the houses are always there) - this means that the windows will be there to be lit up at night by AWLS. Whether AWLS works well with Cities Alive at Night or replaces it is the only thing I'm unsure of!

Also, out of interest, does the Delivery Job part of the mod still work fine if only the Imperial City is installed.


No not really. You can get the quest at the Waterfront, and you can do the local deliveries in the Imperial City, but once you get promoted to be able to make inter-city deliveries, the other city branches won't exist without installing that city from BC, so you won't be able to make inter-city deliveries and won't ever get another promotion, so won't be able to move on to the out-of-city deliveries. It was knowing this which prompted us to start the poll about abandoning modularity in BC a few months back.
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Mon Apr 25, 2011 2:43 am

I'm about to add Better Cities and I already use AWLS. I read that the Citied Alive at Night mod is complementary to AWLS, but will it be any use when I also start using Better Cities, especially if I toggle the cities to be open? I'm thininking that if the Better Cities that support it are toggled open, then AWLS will already do the same as Cities Alive At night, though maybe it might be good for non-opened cities?


excuse my noobness but wuts AWLS? :bonk:
User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Mon Apr 25, 2011 6:14 am

excuse my noobness but wuts AWLS? :bonk:


http://www.gamesas.com/index.php?showtopic=1084754.
User avatar
HARDHEAD
 
Posts: 3499
Joined: Sun Aug 19, 2007 5:49 am

Post » Mon Apr 25, 2011 1:45 am

I read somewhere on the Nexxus that Open Cities is now integrated into Better Cities is this accurate or did I just misread something
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Mon Apr 25, 2011 3:22 am

You must not have Voted yet...
http://www.thenexusforums.com/index.php?/topic/239403-better-cities-modularity/page__view__findpost__p__2129080

"We are starting to add Open Better Cities as an option within Better Cities, but this makes compatibility patches for conflicting mods which edit multiple cities difficult, as these patches need to work for vanilla cities, Better Cities, and Open Better Cities. By abandoning the modularity, we can stop worrying about keeping the patches working in vanilla cities, and just concentrate on closed or open Better Cities."
User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Mon Apr 25, 2011 12:08 am

I read somewhere on the Nexxus that Open Cities is now integrated into Better Cities is this accurate or did I just misread something


Open Better Cities is being integrated into Better Cities as an optional feature which can be enabled in-game if desired.
So far, Anvil, Bruma, Cheydinhal, Chorrol, Leyawiin and Skingrad have been done and are available in v4.9.0, while Bravil and Bravil: Blood & Mud Edition are not yet started.
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Mon Apr 25, 2011 6:07 am

I'm about to add Better Cities and I already use AWLS. I read that the Cities Alive at Night mod is complementary to AWLS, but will it be any use when I also start using Better Cities, especially if I toggle the cities to be open? I'm thinking that if the Better Cities that support it are toggled open, then AWLS will already do the same as Cities Alive At night, though maybe it might be good for non-opened cities?

I have not much idea what Cities Alive at Night mod does except making the LOD meshes lit perhaps? Anyway, AWLS does not (or maybe didn't) deal with LOD meshes. Yet, if you have the correct meshes, you will see the windows lit from far and this happens whether you use the Open Cities option or not as AWLS just doesn't care about what version you use. All it does is replace the vanilla meshes with new ones with windows animated. As long a mod uses the meshes provided in AWLS, their windows will lit open or not open city.
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Mon Apr 25, 2011 10:22 am

I have an issue with Skingrad Castle LOD as in this image:

http://img337.imageshack.us/i/bcskingradcastle.jpg/


I have BC 4.9.0 (full) BAIN install; I use latest BOSS and a Bashed Patch; I run TES4LODGen after updating list and patch, but still this -- it is only Skingrad Castle, all other BC components act as expected.

Is there something I have overlooked?
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Mon Apr 25, 2011 10:18 am

I have an issue with Skingrad Castle LOD as in this image:

http://img337.imageshack.us/i/bcskingradcastle.jpg/


I have BC 4.9.0 (full) BAIN install; I use latest BOSS and a Bashed Patch; I run TES4LODGen after updating list and patch, but still this -- it is only Skingrad Castle, all other BC components act as expected.

Is there something I have overlooked?


I also have this issue from time to time. IIRC there was a post about this that installing the RAEVWD core files fixes this issue. Have not tested that though.
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Sun Apr 24, 2011 6:57 pm

I have an issue with Skingrad Castle LOD as in this image:

http://img337.imageshack.us/i/bcskingradcastle.jpg/


I have BC 4.9.0 (full) BAIN install; I use latest BOSS and a Bashed Patch; I run TES4LODGen after updating list and patch, but still this -- it is only Skingrad Castle, all other BC components act as expected.

Is there something I have overlooked?



I also have this issue from time to time. IIRC there was a post about this that installing the RAEVWD core files fixes this issue. Have not tested that though.


This is because the vanilla game doesn't provide an LOD object for the castle. You'll get that same result without BC installed too. Peter ID is correct however, RAEVWD should resolve it straight away.
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Sun Apr 24, 2011 7:05 pm

This is because the vanilla game doesn't provide an LOD object for the castle. You'll get that same result without BC installed too. Peter ID is correct however, RAEVWD should resolve it straight away.


Ok, thank you. Trouble is, RAEVWD makes my game unplayable (fps-wise). Oh well, more reason to buy that new rig I've been promising myself.
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Sun Apr 24, 2011 11:43 pm

Ok, thank you. Trouble is, RAEVWD makes my game unplayable (fps-wise). Oh well, more reason to buy that new rig I've been promising myself.

It probably doesn't, if you only install a minimum of the RAEVWD files, and reduce the ingame LOD distance - and it will still make your game look much better :)
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Mon Apr 25, 2011 6:17 am

Ok, thank you. Trouble is, RAEVWD makes my game unplayable (fps-wise). Oh well, more reason to buy that new rig I've been promising myself.


Just installing the core files (00 folder if using BAIN, I do not know about OBMM) should have little or no effect. It is all the other options that tend to reduce performance (especially if you use the esp files) for me.
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Mon Apr 25, 2011 3:50 am

Just installing the core files (00 folder if using BAIN, I do not know about OBMM) should have little or no effect. It is all the other options that tend to reduce performance (especially if you use the esp files) for me.


It probably doesn't, if you only install a minimum of the RAEVWD files, and reduce the ingame LOD distance - and it will still make your game look much better :)


Thanks muchly, guys. I installed the core files (yes, I use BAIN) and I can see the castle correctly, but even better I can still play! Woot! :clap: :dance:
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Mon Apr 25, 2011 6:26 am

Thank you for making new version, at last I could use full Better cities esp! I could'nt load save with previous version
since changing to bsa format but now everything work like a charm! :bowdown:
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Mon Apr 25, 2011 3:08 am

We still use BSAs.
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Mon Apr 25, 2011 8:00 am

Question about the BC Inperial Isle patch. What IC modules does this affect? I only use the BC Market District for IC and the cities full.esp.
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Mon Apr 25, 2011 10:07 am

I seem to be having a slight problem.

Even though I installed all the resources and every patch required, it seems like I'm missing A LOT of stuff whenever I open up Anvil.

http://img12.imageshack.us/img12/241/oblivion201101271418271.jpg
http://img200.imageshack.us/img200/239/oblivion201101271418315.jpg
http://img262.imageshack.us/img262/289/oblivion201101271418547.jpg
http://img12.imageshack.us/img12/2062/oblivion201101271419099.jpg

My load order (as decided by BOSS):

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.2]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Francesco's Optional New Creatures Add-On.esm  [Version 4.5bSI]05  Cobl Main.esm  [Version 1.72]06  Hemingweys Capes Improved.esm  [Version 3.0b]07  Better Cities Resources.esm  [Version 4.9.0]08  HorseCombatMaster.esm09  DLCShiveringIsles.esp0A  Better Cities .esp0B  LoadingScreens.esp0C  All Natural.esp  [Version 1.2]0D  All Natural - SI.esp  [Version 1.2.1]0E  Immersive Interiors.esp  [Version 0.7]0F  Immersive Interiors - Lights Addon.esp  [Version 0.7]10  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]11  PowerAttack Voicemod - The Shivering Isles.esp++  Item interchange - Extraction.esp  [Version 0.76]12  Enhanced Economy.esp  [Version 4.3.1]13  FF_Real_Thirst.esp14  DropLitTorchOBSE.esp  [Version 2.4]15  Scathe.esp  [Version 0.1]16  XSPipeMod.esp  [Version 1.2]17  Francesco's Optional New Adventurers.esp18  Cobl Glue.esp  [Version 1.72]19  Cobl Si.esp  [Version 1.63]1A  FF_Real_Thirst, Cobl.esp++  Cobl Tweaks.esp  [Version 1.44]++  Hemingweys VAN NPC Capes Improved Enemies.esp  [Version 3.0b]++  Hemingweys VAN NPC Capes Improved IC Guards.esp  [Version 3.0b]++  Hemingweys VAN NPC Capes Improved Legion Forester.esp  [Version 3.0b]++  Hemingweys VAN NPC Capes Improved Regional City Guards.esp  [Version 3.0b]1B  OBSE-Storms & Sound SI.esp1C  TIE.esp  [Version 1.37]1D  TIE+Frans NPC Inventory.esp  [Version 1.0]1E  xuldarkforest.esp  [Version 1.0.5]1F  xulStendarrValley.esp  [Version 1.2.2]20  xulTheHeath.esp21  XulEntiusGorge.esp22  xulFallenleafEverglade.esp  [Version 1.3.1]23  xulColovianHighlands_EV.esp  [Version 1.2.1]24  xulChorrolHinterland.esp  [Version 1.2.2]25  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]26  xulBravilBarrowfields.esp  [Version 1.3.2]27  xulLushWoodlands.esp  [Version 1.3]28  xulAncientYews.esp  [Version 1.4.3]29  xulAncientRedwoods.esp  [Version 1.6]2A  xulCloudtopMountains.esp  [Version 1.0.3]2B  xulArriusCreek.esp  [Version 1.1.3]2C  xulPatch_AY_AC.esp  [Version 1.1]2D  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]2E  xulPantherRiver.esp2F  xulRiverEthe.esp  [Version 1.0.2]30  xulBrenaRiverRavine.esp  [Version 1.0.2]31  xulImperialIsle.esp  [Version 1.6.5]32  xulBlackwoodForest.esp  [Version 1.0.4]33  xulCheydinhalFalls.esp  [Version 1.0.1]34  xulAspenWood.esp  [Version 1.0.2]35  xulSkingradOutskirts.esp36  xulSnowdale.esp  [Version 1.0]37  HUD Status Bars.esp  [Version 2.0.1]++  GotNoClass.esp38  Storms & Sound - Better Cities.esp39  Quest Award Leveller.esp  [Version 2.0.1]3A  Alternative Start by Robert Evrae.esp3B  RealisticForceMedium.esp3C  RealisticMagicForceMedium.esp3D  RealSleepExtended.esp  [Version 2.5]3E  SupremeMagicka.esp  [Version 0.90]3F  SM_ShiveringIsles.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]40  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]41  Enhanced Grabbing.esp  [Version 0.5]42  Deadly Reflex 6 - Timed Block with no damage or durability changes.esp43  Mounted_Spellcasting_Deadly_Reflex_Compatible.esp44  DRSplatter.esp++  SM_DeadlyReflex.esp  [Version 0.90]45  nGCD.esp46  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp47  SP1stPLegs.esp++  Item interchange - Placement.esp  [Version 0.76]48  Better Cities Full.esp  [Version 4.9.0]49  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]4A  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]4B  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]4C  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]++  Better Cities - TIE Restricted Area.esp4D  Better Imperial City.esp  [Version 4.9.0]4E  Better Cities - COBL.esp  [Version 2.1]4F  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]**  Enhanced Economy - Soulgems.esp  [Version 4.2.2]50  DeadlyReflex 6 - Combat Moves.esp51  Real Hunger, Cobl.esp  [Version 1.6.1]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]52  Bashed Patch, 0.esp


I have no idea what's causing this, but any help would be appreciated.

Thanks in advance.
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Mon Apr 25, 2011 6:51 am

There are 3 fildes to install, two are resources. So you have Better Cities, Better Cities Resources, and better Citties permanent resources. Did you install all 3?
User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Mon Apr 25, 2011 3:56 am

There are 3 fildes to install, two are resources. So you have Better Cities, Better Cities Resources, and better Citties permanent resources. Did you install all 3?

Yep. I installed the latest version of Better Cities, Better Cities Resources, and Better Cities Permanent Resources. All through BAIN using the wizards provided.
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Sun Apr 24, 2011 10:47 pm

Yep. I installed the latest version of Better Cities, Better Cities Resources, and Better Cities Permanent Resources. All through BAIN using the wizards provided.


Then I am out of luck to help, I never used the install wizards, but maybe should try :) So unless you made a mistake in the wizard installation or it is an archive invalidation issue, hope someone here can get you fixed soon.
User avatar
zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Sun Apr 24, 2011 9:07 pm

Then I am out of luck to help, I never used the install wizards, but maybe should try :) So unless you made a mistake in the wizard installation or it is an archive invalidation issue, hope someone here can get you fixed soon.

I'm doubting it's an issue with the wizards, as I checked and double checked the materials they chose to install. It could be an issue with Archive Invalidation, though I'm not too sure how. I'll try playing around with that to see if that is the issue though.

Thanks for trying to help anyway. :foodndrink:

EDIT: Yep. It was an issue with Archive Invalidation. I was using BSA Invalidation instead of BSA Alteration.

Forgive my stupidity. I haven't played Oblivion in a long time, so I forgot what did what concerning Archive Invalidation. :facepalm:
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Sun Apr 24, 2011 8:19 pm

Question about the BC Inperial Isle patch. What IC modules does this affect? I only use the BC Market District for IC and the cities full.esp.


Read the file in the Readmes folder titled "What Does Each File Do.rtf" - it lists each file found in the main archive and explains what it does, what it needs, and under what conditions it should be used. As with any text document, you can use Find to search for the specific ESP you're interested in.
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Mon Apr 25, 2011 2:08 am

Read the file in the Readmes folder titled "What Does Each File Do.rtf" - it lists each file found in the main archive and explains what it does, what it needs, and under what conditions it should be used. As with any text document, you can use Find to search for the specific ESP you're interested in.


My bad, thanks. I did not look under the readmes folder just the main one. All is good.
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

PreviousNext

Return to IV - Oblivion