[Relz] Bananasplit's Better Cities - Thread 39

Post » Sun Apr 24, 2011 11:54 pm

Any chance you could post the formID of the relevant NPC refs? Enhanced Economy kept compatibility with the original Bank of Cyrodiil mod by checking for its existence and then making sure not to adjust the amount of gold received from the NPC handling the bank accounts, and this compatibility needs to be added for the BC version too. What I need is the formId of any NPCs that will hand out money from your bank account.

Repeating myself about creating BBC Bank of Cyrodiil compatibility with EE. It looks simpler and safer to just check the cell ID, and if that contains "GoldHorseCourier", I temporarily disable gold adjustment of received gold. I guess I can safely assume that the cell IDs will stay stable and contain GoldHorseCourier (e.g. AnvilGoldHorseCourier, BravilGoldHorseCourier, etc.), right?
User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Post » Sun Apr 24, 2011 11:45 pm

These are the NPC base record IDs:
0100FAB9
011869C1
0100FABA
011869C2
011869C3
011869C4
011869C5
011869C6
011869C8
011869C9

Some GHC branches have more than one employee, which is why there are more IDs than one per city.


Repeating my response to your request :)
If you now want Cell IDs instead of the NPC IDs I can get those for you.

EDIT
AnvilGoldHorseCourier 1186B3D
BravilGoldHorseCourier 1186A10
BrumaGoldHorseCourier 1001CDB
CheydinhalGoldHorseCourier 1186BCD
ChorrolGoldHorseCourier 1186A99
LeyawiinGoldHorseCourier 10033FD
SkingradGoldHorseCourier 1186C04
ICMarketDistrictBankOfCyrodiil 1186D09


NOT the following, which also have "GoldHorseCourier" in their Editor ID:
ICWaterfrontGoldHorseCourier 1186A4B
ICWaterfrontGoldHorseCourierBasemant 11869CA
ICWaterfrontGoldHorseCourierUpstairs 1186AC2

For the NPC IDs, I forgot to include the IC Market Bank NPC himself
1186D07
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Sun Apr 24, 2011 11:58 pm

I'd like to request a Better Cities compatibility patch for Temple District Repaired: http://www.tesnexus.com/downloads/file.php?id=35429

From Khettienna's readme: "Not compatible with Better Cities. If someone wants to hijack this mod to make a Better Cities version, please do so with my blessing."

Thanks for considering this request. :)
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Sun Apr 24, 2011 9:57 pm

Temple District Repaired is fully compatible with Better Cities, as it doesn't add or remove anything at all, it simply toggles off the vanilla damaged pavement and toggles on the vanilla undamaged pavement using scripts - and BC doesn't touch either pavement. Load before all BC IC ESPs.
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Sun Apr 24, 2011 11:24 pm

Temple District Repaired is fully compatible with Better Cities, as it doesn't add or remove anything at all, it simply toggles off the vanilla damaged pavement and toggles on the vanilla undamaged pavement using scripts - and BC doesn't touch either pavement. Load before all BC IC ESPs.


Excellent thank you.
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Mon Apr 25, 2011 1:44 am

I have a question concerning installing compatible mods AFTER Better Cities is already installed. If I wanted to add Clocks Of Cyrodil after BC has been installed in my game, would I have to reinstall BC after adding CoC? Or is there some way I can just apply the patch manually?
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Mon Apr 25, 2011 10:40 am

No, just install Clocks of Cyrodiil, then the replacement plugin provided in the BBC archive. So long as you are using BAIN, no re-install is necessary...

...unless you're using OMODs, then you would probably have to deactivate and reactivate BBC in order for OBMM to notice CoC is present.

If you want to get the patch manually, you can download it http://www.tesnexus.com/downloads/file.php?id=32925 Don't be thrown that this is the link to the Open Cities patch compilation, the CoC patch provided is the same one provided in the BBC archive and will work for Better Cities.
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Mon Apr 25, 2011 6:57 am

Why do people always assume that once they've installed as either an OMOD or a BAIN package, they must reinstall to change anything? Simply open the BC archive using 7-zip or WinRAR or any other program which can open 7z files, go to the folder "20 Clocks of Cyrodiil" and extract the ESP from there into the Data folder. Install Clocks of Cyrodiil's resources, but do not install the original ESP. Set your load order so that our CoC ESP is loading above (before) the BC ESPs, and you're done. No need to reinstall everything, no need to redownload the patch.
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Sun Apr 24, 2011 8:18 pm

Got me, I know BAIN makes it ridiculously easy to modify the package install by just changing the chosen components and asking it to anneal.
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Mon Apr 25, 2011 9:26 am

I don't use BAIN. I'm just getting to know how to use the 'advanced' options of Wrye Bash. I'll get to BAIN eventually, just haven't got around to figuring it out yet. As far as using Open Better Cities with this, i'm a little confused as to what is needed, if anything, from OBC. Am I able to toggle open cities on/off within Better Cities and are the resources for doing so included in BC? Or do I need to install something from OBC? Also, does using the 2 mods together just give me the option to have more cities open?
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Mon Apr 25, 2011 2:06 am

The separate mod "Open Better Cities" no longer exists. Here is the mod's http://www.tesnexus.com/downloads/file.php?id=17084.
User avatar
rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Mon Apr 25, 2011 5:01 am

Hmm. That's strange. It was working earlier today. I even uploaded the 3 files available from that site.
User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Mon Apr 25, 2011 7:16 am

Not strange at all, since I deleted the Open Better Cities Nexus page right after reading your post. It's obsolete and outdated, and is now redundant anyway now that BC is replacing it.
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Mon Apr 25, 2011 6:12 am

I read the readme for installation and there's one thing I found out was wrong in the readme file:
In the installation section, I saw this.
Download all files. There will always be at least three files to download: "Better Cities #-#-#", "Better Cities Resources A #-#-#" and "Better Cities Resources B #-#-#"

Now the three files in the download list are Better Cities 4-9-0, Better Cities Permanent Resources and Better Cities Rasources 4-8-1, so there's no "Resources A"or "-B" any more.

I found out that it is correct later on in the readme (Omod installation section), so I think the quoted bit should be changed for consistency.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Mon Apr 25, 2011 7:36 am

Ok then. Well, i'm still confused about Better Cities being 'open'. I tried toggling Cheydinhal and it didn't seem to work. I see in the changelog for v4.7.1 of BC it says 'Added the OBC toggle to Cheydinhal OBSE Menu.' Does this mean it was able to be 'opened' using OBC, but hasn't been integrated into BC yet? I'm not exactly sure what cities are 'included' as open city options using just BC.
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Mon Apr 25, 2011 8:49 am

I read the readme for installation and there's one thing I found out was wrong in the readme file:
In the installation section, I saw this.

Now the three files in the download list are Better Cities 4-9-0, Better Cities Permanent Resources and Better Cities Rasources 4-8-1, so there's no "Resources A"or "-B" any more.

I found out that it is correct later on in the readme (Omod installation section), so I think the quoted bit should be changed for consistency.


Sorry but which version of BC are you using, and which archive did the readme come out of? I updated all references to the archive filenames in the readme for v4.9.0, and cannot find any remaining references to the Resources A and B files left.

Ok then. Well, i'm still confused about Better Cities being 'open'. I tried toggling Cheydinhal and it didn't seem to work. I see in the changelog for v4.7.1 of BC it says 'Added the OBC toggle to Cheydinhal OBSE Menu.' Does this mean it was able to be 'opened' using OBC, but hasn't been integrated into BC yet? I'm not exactly sure what cities are 'included' as open city options using just BC.


Please don't cross-post the same issue both here and on the Nexus comments, I don't like having to repeat myself in both locations.
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Sun Apr 24, 2011 10:57 pm

Hi,
I just noticed that the Better Cities Full.esp edits almost all of the NPCs (their AI's). I noticed also that few of the quest in the cities are not triggered as they should (Paranoia & Corruption and conscience). Could be other mods that are messing with them too, so I'm not trying to put the blame on BC. Nevertheless I decided to remove the NPC records via TES4EDIT. So my question is, what excatly will happen if the NPCs are missing the AI packages from Better Cities? I think the previous versions did not have any alterations to NPCs and it worked fine for me. So is there any danger involved (CTD-storm) in removing these edits manually?

EDIT
actually NVM, I scrolled this thread backwards and I think my question was already answered, so sorry for the uneeded hysteria.
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Mon Apr 25, 2011 8:42 am

To answer your question, toggling on Open Better Cities will fail to produce any vanilla NPCs in the city. They'll still show up in interiors and outside the city walls (e.g. Skingrad NPCs who work in the fields) but those who wander around within the city walls will all be missing if the NPC record edits get removed. No crashes, perfectly safe, just don't try to use OBC if you remove those edits.
Quest Paranoia was broken by BC in v4.8.4 but fixed in v4.9.0. Nobody has reported any problems with quest Corruption and Conscience, and Cheydinhal was the first city released with an Open option, so I'd think that by now someone might have noticed! At what point does the quest stop working for you?
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Mon Apr 25, 2011 10:29 am

Temple District Repaired is fully compatible with Better Cities, as it doesn't add or remove anything at all, it simply toggles off the vanilla damaged pavement and toggles on the vanilla undamaged pavement using scripts - and BC doesn't touch either pavement. Load before all BC IC ESPs.

Since it's just a couple scripts, are there plans to include it in BC Imperial City as a toggle option?

I just wanted to note: Warcry adds a skeleton holding a beer bottle in the IC Market, for some reason - it's sitting atop a wall that BCIC removes, so the skeleton is floating in midair. I could disable it, but it is kind of amusing (the skeleton, not the fact that it's floating). Is it worth making a minor fix for it?

I have another question: I just reinstalled everything and upgraded to 4.9.0, with the merged BCIC mod. The new Waterfront looks fantastic, but it's a major FPS killer - I can't last more than 20-30 seconds there without my game crashing. I tried the FPS patch, but that just meant I could last up to a minute or so. AFAIK, I have nothing that would conflict with it; the only other mods that touch the Waterfront are KDQ (adds an NPC inside the lighthouse) and VHB. Here's my latest load order (used on the last attempt to navigate the Waterfront):

Spoiler
Active Mod Files:00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.4.4]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]05  Mart's Monster Mod.esm  [Version 3.6beta3]06  TamrielTravellers.esm  [Version 1.39c]07  FCOM_Convergence.esm  [Version 0.9.8]08  Better Cities Resources.esm  [Version 4.9.0]09  NNWAEMaster.esm0A  CustomSpellIcons.esm**  TweakedGenericFaces.esp0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  Better Cities .esp  [Version 4.7.0]0F  Francesco's Optional Chance of Stronger Bosses.esp10  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.8]11  EnhancedWeather.esp  [Version 1.4.4]++  EnhancedWeather - Darker Nights, 50.esp  [Version Final]12  Enhanced Weather - Across-The-Borders Mods Patch.esp  [Version Final]++  Advanced_Water_Modification-2734.esp++  Visually Realistic Lava.esp++  Symphony of Violence.esp13  Echo_ChapelChant.esp14  MIS Low Wind.esp15  MIS New Sounds Optional Part.esp16  PCSoundAnnah.esp  [Version 2.6]17  OBSE-Storms & Sound.esp18  WindowLightingSystem.esp19  1DeadlyShadows.esp1A  AliveWaters.esp1B  Book Jackets Oblivion.esp1C  diversegrasses.esp++  Item interchange - Extraction.esp  [Version 0.78]++  Less Creepy Guild Porters.esp**  RealitySpectre'sBetterPotions.esp1D  ReneerCreatureMod.esp1E  Reznod_Mannequin.esp++  AC_Gold_Coins.esp1F  Enhanced Economy.esp  [Version 5.1]20  DS Time Manager.esp  [Version 1.1]21  Musical Immersion 1.0.esp22  QZ Easy Menus.esp23  Map Marker Overhaul.esp  [Version 3.7.1]24  sr_super_hotkeys.esp  [Version 0.54]25  Nicoroshi Creations DW Light.esp26  PTArtifacts.esp**  mz_Shields.esp27  Thieves Arsenal.esp28  Oblivion WarCry EV.esp  [Version 1.08a]29  FCOM_WarCry.esp  [Version 0.9.8]2A  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33b]2B  OOO-LightOfDawnFlamesWhenDrawnOBSE_1handed.esp**  OMOBS.esp  [Version 1.0]2C  FCOM_Convergence.esp  [Version 0.9.8]++  FCOM_SpawnRatesReduced.esp  [Version 0.9.8]2D  Mart's Monster Mod - Extra Wounding.esp  [Version 3.6Beta3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.6Beta3]2E  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Blood.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.6beta3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.6Beta3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.6beta3]++  Mart's Monster Mod - No Lanterns.esp  [Version 3.6Beta3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]2F  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellersItemsnpc.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.8]++  TIE In - Sounds.esp  [Version 1.07]30  SSEE-OOO.esp31  CNRP Bruma4OOO.esp  [Version 0.2]32  CNRP Cheydinhal4OOO.esp  [Version 1.0]33  CNRP Chorrol4OOO.esp  [Version 1.1]34  CNRP DB for OOO.esp  [Version 1.0]35  Ivellon.esp  [Version 1.5]36  Better Dark Brotherhood Sanctuary.esp37  BladeOfTheHaunted.esp  [Version 2.2.1]38  Bottomless Cavern.esp39  BrotherhoodRenewed.esp  [Version 1.0.8]3A  CastleWestWeald.esp3B  CDEP-UnderpallCave.esp3C  JQ-AssassinQuest.esp3D  Kragenir's Death Quest.esp3E  LostSwordOfTheAylied.esp3F  NNWAREAyleidDungeons_Series1EV.esp  [Version 2.2]40  NNWAEDungeons-Series2EV.esp41  NNWARE06-RhyeliaEmeroEV.esp42  qNS3-inventrix.esp43  BetterInns + NewHomeOwners.esp  [Version 1.2]44  The Arcane Storage.esp45  The Ayleid Steps.esp  [Version 3.4]46  CDEP_FanaCeya.esp47  The Crimson Queen.esp48  Treasure Maps Blood Ransom.esp49  Treasure Maps_Boethia's Burden.esp4A  Valenwood Improved.esp  [Version 1.01.0]4B  VHBloodlines 1.2.esp  [Version 1.5.2]4C  AFK_Weye.esp  [Version 2.1.COBL]4D  ElsweyrAnequina.esp4E  Reaper's Esmeralda's Desert Manor.esp4F  ElsweyrAnequinaFemaleBody.esp50  ElsweyrValenwoodImprovedPatch.esp51  road+bridges.esp  [Version 4.6]52  NRB4+CastleWestWeald Patch.esp  [Version 1.0]53  Faregyl.esp  [Version 1.0.10]54  Faregyl+Anequina Patch.esp55  xulFallenleafEverglade.esp  [Version 1.3.1]56  Anequina-Fallenleaf-Patch.esp57  Valenwood Improved - Fallenleaf Everglade EV - Patch.esp  [Version 1.0]58  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]59  KragenirsDeathQuest-LostCoast patch.esp5A  xulBravilBarrowfields.esp  [Version 1.3.2]5B  xulLushWoodlands.esp  [Version 1.3]5C  xulAncientYews.esp  [Version 1.4.3]5D  xulBrenaRiverRavine.esp  [Version 1.1]5E  xulAspenWood.esp  [Version 1.0.2]5F  West Roads.esp60  The Ruins of Miscarcand.esp61  JQ-Fighters_Guild_United.esp++  FCOM_FighterGUnited.esp62  Harvest [Flora].esp  [Version 3.0.0]63  AutoBookPlacer.esp  [Version 3.02]64  Leviathan Soulgems.esp++  more books teach.esp65  P1DkeyChain.esp  [Version 5.00]66  Enhanced Vegetation [125%].esp67  StarX Vampire Deaths.esp68  Toggleable Quantity Prompt.esp  [Version 3.2.0]++  Vincente Valtieri Imperial.esp69  Ayelid Wells.esp6A  Shadow Ranger.esp  [Version 2.9.2]6B  Quest Award Leveller.esp  [Version 2.0.1]6C  StartChoices.esp6D  Oblivion Gate Closer Spell.esp6E  LessHealthfulRest.esp6F  SM Encumbrance and Fatigue.esp  [Version 2.1b]70  RealisticForceMedium.esp71  RealisticMagicForceMedium.esp72  StarX Vanilla Vampires Revised.esp73  StarX VVR_OOO Patch.esp74  ArcaneArchery.esp75  RshAlchemy.esp76  attack and hide medium v2.1.esp77  ZumbsLockpickingMod - OBSE.esp78  RenGuardOverhaul.esp79  Smarter Mercantile Leveling - Multi.esp++  Level_Rates_Modified_x5.esp7A  RealisticLeveling.esp7B  immersive_caves_auto.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]7C  bgBalancingEVCore.esp  [Version 10.52EV-D]7D  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]7E  bgMagicEVPaperChase.esp  [Version 1.68EV]7F  bgMagicAlchemy.esp  [Version 1.57]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]80  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]81  bgIntegrationEV.esp  [Version 0.993]**  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.95]82  Better Cities Full.esp  [Version 4.9.0]83  Better Cities IC Arboretum.esp  [Version 4.8.4]84  Better Cities IC Arcane University.esp  [Version 4.8.4]85  Better Cities IC Arena.esp  [Version 4.8.4]86  Better Cities IC Elven Gardens.esp  [Version 4.8.4]87  Better Cities IC Green Emperor Way.esp  [Version 4.8.4]88  Better Cities IC Market.esp  [Version 4.9.0]89  Better Cities IC Prison.esp  [Version 4.8.4]8A  Better Cities IC Talos Plaza.esp  [Version 4.8.4]8B  Better Cities IC Temple.esp  [Version 4.8.4]8C  Better Cities IC Waterfront.esp  [Version 4.8.0]8D  Better Cities IC Waterfront FPS Patch.esp  [Version 4.7.0]8E  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]8F  Better Cities - VHBloodlines.esp  [Version 4.8.4]90  Better Cities - No LEYAWIIN Flooding.esp  [Version 4.9.0]91  Zero Annoying Comments and Messages.esp92  bgMagicLightningbolt.esp93  DS Flaming Arrows.esp  [Version 1.1]++  Magic Projectile Variants.esp++  X-Ray Detect.esp94  Visual Enchantments v1.0.esp++  DeadlierDarkBrotherHood.esp**  NRB4 Standard Road Record.esp95  Bashed Patch, 0.esp

User avatar
Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Mon Apr 25, 2011 1:41 am

Since it's just a couple scripts, are there plans to include it in BC Imperial City as a toggle option?


No, there's no need to include it in BC.

I just wanted to note: Warcry adds a skeleton holding a beer bottle in the IC Market, for some reason - it's sitting atop a wall that BCIC removes, so the skeleton is floating in midair. I could disable it, but it is kind of amusing (the skeleton, not the fact that it's floating). Is it worth making a minor fix for it?


I just want to smack around the head every person who mentions the Warcry skeleton. :slap: There you go. Disable that stupid cursing skeleton which should never have been in the Warcry mod in the first place, it's pointless, it's out of place, and now people want a patch just to disable it! If you want to make a fix for it for yourself go ahead, but my answer is no it isn't worth making a minor fix for. Although, you've just given me a good idea how to destroy it once and for all. Thanks!

I have another question: I just reinstalled everything and upgraded to 4.9.0, with the merged BCIC mod. The new Waterfront looks fantastic, but it's a major FPS killer - I can't last more than 20-30 seconds there without my game crashing. I tried the FPS patch, but that just meant I could last up to a minute or so. AFAIK, I have nothing that would conflict with it; the only other mods that touch the Waterfront are KDQ (adds an NPC inside the lighthouse) and VHB. Here's my latest load order (used on the last attempt to navigate the Waterfront):


Some installations of Oblivion have a tougher time with the vanilla Waterfront than others, and struggle with no mods installed for that area at all. This means that for some, BC IC Waterfront will be a real strain, while for others, they won't even notice a drop in FPS. Nothing more can be done than the FPS patch we already provide, which practically removes everything the latest addition to the Waterfront added already. Don't use texture replacer mods, PyFFI all the vanilla meshes to optimise them, use Streamline (set it up correctly) and Oblivion Stutter Remover. Don't play with all graphics settings maxed out, try turning off Distant buildings/trees/land. Disable Anti-Aliasing if you have set your out of game graphics settings to force AA on, overriding game settings.
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Mon Apr 25, 2011 4:42 am

No, there's no need to include it in BC.

I only suggested this to save a slot. :)

I just want to smack around the head every person who mentions the Warcry skeleton. :slap: There you go. Disable that stupid cursing skeleton which should never have been in the Warcry mod in the first place, it's pointless, it's out of place, and now people want a patch just to disable it! If you want to make a fix for it for yourself go ahead, but my answer is no it isn't worth making a minor fix for. Although, you've just given me a good idea how to destroy it once and for all. Thanks!

I didn't mean an actual patch.. more like adding a wall there. But if you have a way to get rid of it, that's cool too.

Some installations of Oblivion have a tougher time with the vanilla Waterfront than others, and struggle with no mods installed for that area at all. This means that for some, BC IC Waterfront will be a real strain, while for others, they won't even notice a drop in FPS. Nothing more can be done than the FPS patch we already provide, which practically removes everything the latest addition to the Waterfront added already.

What did the latest one add? I didn't notice anything missing... (course, I didn't get very far - too many ships, I think). I really wanted to try it out for the Gold Horse Courier thing - is there some way around it (without using the BC Waterfront), or am I just SOL?
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Mon Apr 25, 2011 12:16 am

I didn't mean an actual patch.. more like adding a wall there. But if you have a way to get rid of it, that's cool too.


What did the latest one add? I didn't notice anything missing... (course, I didn't get very far - too many ships, I think). I really wanted to try it out for the Gold Horse Courier thing - is there some way around it (without using the BC Waterfront), or am I just SOL?


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!!!!!!!!!!!!!!!!

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.
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Sun Apr 24, 2011 6:06 pm

Hello and first thank you for this wonderful project.

I've got a small issue with a black thing trailing off various bits of building - I've included a screenshot of Leyawiin where this is noticeable.
http://i12.photobucket.com/albums/a230/Curunen/Games/Oblivion/b5700090.jpg

I'm trying to narrow it down (I'm guessing its meant to be some sort of plant), but just wondered if it is familiar to anyone in here, to save some hassle.

I also notice it in this http://www.youtube.com/watch?v=A9Iu5Mu22sQ&feature=player_embedded#at=238.
User avatar
Tamika Jett
 
Posts: 3301
Joined: Wed Jun 06, 2007 3:44 am

Post » Mon Apr 25, 2011 12:17 am

Looks like a missing normalmap to me.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Mon Apr 25, 2011 7:51 am

^Yeah, I'm just wondering what of - if anyone happens to know I'd be grateful for the info.

I'm not sure it is BC related, but it seemed appropriate at the time to post in this thread.

I'm just going through the process of elimination to find what it is.



Edit: Looking in the cs, looks like some stuff calld "HangCrud01" and is part of the vanilla game (nothing to do with BC), with the mesh in dungeons/misc/hangcrud01.nif.

Doesn't look like there's anything else associated with it, so I'm assuming its meant to look like that?
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

PreviousNext

Return to IV - Oblivion