[Relz] Bananasplit's Better Cities - Thread 40

Post » Wed Mar 30, 2011 10:23 am

I have just uploaded a new "replacer" ESP on the Nexus Better Cities page. But this one is different from our other replacers, as this one is a replacer FOR Better Cities! You use it with the mod Open Cities Reborn, and instead of installing all the BC ESPs, you install this replacer ESP, which adds buildings and NPCs from Better Cities to OCR Anvil, Bruma, Cheydinhal and Chorrol. It still requires the BC ESM and all resources, and you can still install BC Imperial City (unless you use OCR Outer Districts).

It's brand new, and I don't know whether or not it's going to be popular, but I should think that people who love OCR might enjoy the additional buildings in these cities, and people who previously used BC and moved to OCR might like to be able to revisit places they remember. So if this appeals to you, download it and take a look.
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My blood
 
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Post » Wed Mar 30, 2011 8:22 am

So much joy! Thank you so much for this. As soon as I have a working gaming box again (mutter mutter PSU mutter) I am going to download this and give it a go. I am someone who has moved to OCR from BC, but I miss the clutter and detail of BC Bravil and Skingrad, in particular.

You are awesome.
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Victor Oropeza
 
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Post » Wed Mar 30, 2011 5:56 am

Interesting development. I wondered why you were finding floaters in my stuff all of a sudden :P

Call me crazy, but I don't see how this adds buildings to the OCR space since there's no worldspace block in the file?
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dell
 
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Post » Wed Mar 30, 2011 4:38 am

So much joy! Thank you so much for this. As soon as I have a working gaming box again (mutter mutter PSU mutter) I am going to download this and give it a go. I am someone who has moved to OCR from BC, but I miss the clutter and detail of BC Bravil and Skingrad, in particular.

You are awesome.


Well none of the BC clutter is added, and Bravil and Skingrad are two cities not presently done (because they'd both be really difficult to do, BC Bravil adding so many buildings, and OCR not editing Skingrad at all, so there's not going to be much in the way of space to add BC buildings into). But if you enjoyed entering the BC buildings, you can feel that joy once more, and the cities which are edited now have more buildings of course, making them seem bigger (since more content always makes something seem bigger even if the size doesn't actually change).

Interesting development. I wondered why you were finding floaters in my stuff all of a sudden :P

Call me crazy, but I don't see how this adds buildings to the OCR space since there's no worldspace block in the file?


Alright, you're crazy! It contains the Tamriel worldspace, and places buildings in gaps between buildings in the OCR city layouts.
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Fam Mughal
 
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Post » Wed Mar 30, 2011 2:22 pm

http://img24.imageshack.us/img24/721/citiesn.jpg

Hmm. Then either I'm doing it wrong or somehow got the wrong file. This is what was in the optional download listed on the BC Nexus page.

EDIT: I think you uploaded the wrong file. The one listed as BBC for OCR is identical to the file found in your 05 Open Better Cities folder.
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oliver klosoff
 
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Post » Wed Mar 30, 2011 3:23 am

I suggest you change versions of TES4Edit, the one you're using is clearly not functioning correctly. Try using the CS or the game itself.
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Steve Smith
 
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Post » Wed Mar 30, 2011 2:52 pm

Sorry, but the one I'm using is functioning just fine and agrees entirely with Wrye Bash's assessment that the file is mergable. Which WILL NOT happen if there are worldspace edits present.
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Jeffrey Lawson
 
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Post » Wed Mar 30, 2011 12:26 am

I certainly like the sounds of having a compatibility plug-in, but I'm not sure if my rig is up to that at the moment; I'm walking on a fine line between stability and resource overload crashes right now. I'll have to see what Pyffing with 2.19 can do for me.
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Dan Wright
 
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Post » Wed Mar 30, 2011 3:16 am

Figured it out. The optional package listed here: http://www.tesnexus.com/downloads/file.php?id=16513 has the wrong file. The readme in the archive says to use "Better Cities - Open Cities Reborn.esp" but the ESP in the archive is actually "Better Cities - Open Better Cities.esp" which clearly is not the same thing :)
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Red Sauce
 
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Post » Wed Mar 30, 2011 8:17 am

has the date and time crash been fixed with IC expanded so it can be used with BC now?
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megan gleeson
 
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Post » Wed Mar 30, 2011 8:43 am

I certainly like the sounds of having a compatibility plug-in, but I'm not sure if my rig is up to that at the moment; I'm walking on a fine line between stability and resource overload crashes right now. I'll have to see what Pyffing with 2.19 can do for me.


Well since it only adds around three to six buildings to each of the cities so far included (and mostly dotted about the city rather than clustered together in a group), and only about one NPC in each city has an AI package placing them in the worldspace rather than an interior, I would not expect this to have any/much impact on FPS. The resource archives are required mostly for the interiors with regards the OCR ESP (and the Imperial City for those still using BC IC). And all BC meshes are fully PyFFI'ed already, so redoing it won't do much of anything.

Figured it out. The optional package listed here: http://www.tesnexus.com/downloads/file.php?id=16513 has the wrong file. The readme in the archive says to use "Better Cities - Open Cities Reborn.esp" but the ESP in the archive is actually "Better Cities - Open Better Cities.esp" which clearly is not the same thing :)


Ah, now there's the problem with all BC ESPs having practically the same name! And each time I downloaded the file myself (which I did twice) and extracted the ESP into the Data folder to check myself, I then viewed the correct ESP in TES4Edit. It's often the simplest mistakes which get completely overlooked by the modder him/herself, since they've been working on the thing for so long that you just don't spot the little errors.

Thanks to Arthmoor for noticing, the actual proper BC Open Cities Reborn ESP is now available on Nexus instead of the BC Open Better Cities ESP which won't do anything good at all with OCR.

has the date and time crash been fixed with IC expanded so it can be used with BC now?


You tell me.
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scorpion972
 
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Post » Wed Mar 30, 2011 6:07 am

Ah, now there's the problem with all BC ESPs having practically the same name! And each time I downloaded the file myself (which I did twice) and extracted the ESP into the Data folder to check myself, I then viewed the correct ESP in TES4Edit. It's often the simplest mistakes which get completely overlooked by the modder him/herself, since they've been working on the thing for so long that you just don't spot the little errors.

Thanks to Arthmoor for noticing, the actual proper BC Open Cities Reborn ESP is now available on Nexus instead of the BC Open Better Cities ESP which won't do anything good at all with OCR.


Heh, well I feel kind of dumb not having caught the filename problem myself earlier than I did. I probably ran the names together looking at them in Bash or something.
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michael danso
 
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Post » Wed Mar 30, 2011 10:23 am

@Vorians; I was actually referring to Pyffing other meshes, since I always assume that you've got this sort of stuff dealt with already. But seeing how the overall amount of clutter sounds fairly light (and I'm not running REAVWD city architecture), I'll give it a try; I always thought OCR could benefit from a few more buildings.
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Kieren Thomson
 
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Post » Wed Mar 30, 2011 6:25 am

Surprised at how well some of the stuff squeezes into Anvil. I didn't really figure it for having much space to add stuff. Fortunately no building patches are affected since Kvatch Rebuilt's stuff is outside the walls. In Bruma the Malevolent location got taken along with the other one up the hill by the chapel for Terran Vampires. Cheydinhal looks like it will clobber the one for Valley View completely and the one for TOTF only partially. In Chorrol it only blocks Clocks of Cyrodiil. Considering the number of things that exist out there I'd say that's not too bad. Don't know what might be doable about it though.

The only two empty spaces I figured for being big enough in Bruma are now taken, and in Cheydinhal all the empty spaces around the housing is taken. The available empty space next to the FG in Chorrol could take the one house that's blocking the clock tower. The patch there is for a German mod that's nowhere near as commonly used.

@prettyfly: I didn't really want a whole lot of extra buildings in OCR. Cheydinhal got them because the new layout left WAY too much empty space, although that's not necessarily bad since the guide book for the city talks about parkland and gardens which just didn't exist before. Nearly all of the empty slots were there to leave room to hold building patches. Though I suppose it really wouldn't have hurt to push some of those outside the walls.
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ShOrty
 
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Post » Wed Mar 30, 2011 4:07 am

Personally I felt that the some of the cities could've done with a few more buildings, but each to his own, no? :)

It may also just be a complex that I have after using BC for an extended period of time; I like clutter. But anyway, I will have to give this mod a try. I may have to make a few edits to it in the CS first though to ensure that I don't get any of those new buildings messing with the ones in the patches I use.

EDIT; well, I looked through at it using the construction set and I was fairly impressed. Nothing to extravagant, but y'know, personally I like the feel that having just a couple more houses give to those cities. I would like to see it for Bravil as well.
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lucile
 
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Post » Wed Mar 30, 2011 5:02 am

Surprised at how well some of the stuff squeezes into Anvil. I didn't really figure it for having much space to add stuff. Fortunately no building patches are affected since Kvatch Rebuilt's stuff is outside the walls. In Bruma the Malevolent location got taken along with the other one up the hill by the chapel for Terran Vampires. Cheydinhal looks like it will clobber the one for Valley View completely and the one for TOTF only partially. In Chorrol it only blocks Clocks of Cyrodiil. Considering the number of things that exist out there I'd say that's not too bad. Don't know what might be doable about it though.

The only two empty spaces I figured for being big enough in Bruma are now taken, and in Cheydinhal all the empty spaces around the housing is taken. The available empty space next to the FG in Chorrol could take the one house that's blocking the clock tower. The patch there is for a German mod that's nowhere near as commonly used.


Thank you for this patch-info, I wasn't willing to wade through all the OCR patches to see what might overlap, and was hoping that you the creator of those OCR patches might do just as you have done and stated which I should look at. Now that I know which OCR patches overlap I can look and see if there's any possibility of reducing the conflicts, but as with the rest of life, we can't have everything, so it will probably end up that some will remain in conflict, giving people the chance to choose!

I was rather lucky with Anvil, only one building from BC was left out, and that was an unoccupied house (I didn't include any of the BC ships - which reminds me, I need to ensure that the Anvil Ship Company doesn't try to sell players a non-existent ship). If the ground slope had been more gradual between the water around the statue and the houses from Anna Ruthir down to Heinrich Oaken-Hull, I'd have tried to place some of the buildings there, but reshaping that slope would have spoilt the look of the water, so I didn't put any there in the end.
For Bruma, most of the poorer houses are actually outside the northern city entrance rather than inside (the grave-digger's house, an abandoned house occupied by a squatter, the shepherd's house and the Gold Horse Courier branch) since you'd placed the original poor houses just within that entrance and there wasn't enough space for all of them within the walls.
Cheydinhal was a little difficult because I didn't want to upset any of the gardens you'd added, but luckily for OCR BC barely adds any buildings to Cheydinhal, so there wasn't much to add. Perhaps I can relocate a conflicting building to outside the west gateway.
In Chorrol, there was a patch of land which looked perfect for a house (I think it was near the FG so it's likely the place you refer to), but it clearly had the vertex shading in place for a building already, so I assumed it was intended to be filled by an OCR patch and avoided the space. I believe you have the clock tower in front of the castle, which would be where I placed the BC Rangers Guildhouse, so yes I can move the guild house over beside the FG.
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maria Dwyer
 
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Post » Wed Mar 30, 2011 2:24 am

what would Bettercities-cobl be used for? if I'm using cobl do I need it?
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Portions
 
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Post » Wed Mar 30, 2011 2:27 pm

Found a little land tear south of Leyawiin, underwater near the light tower.

http://i52.tinypic.com/s1utm0.jpg
http://i54.tinypic.com/jihsia.jpg

Probably doesn't warrant much attention since it's so out of the way.
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Marie Maillos
 
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Post » Wed Mar 30, 2011 1:05 am

what would Bettercities-cobl be used for? if I'm using cobl do I need it?


Each ESP is explained in the "What Does Each File Do.doc" file found in the Readme folder of the main archive.
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CSar L
 
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Post » Wed Mar 30, 2011 1:51 pm

I found a small bug. The inside part of the front door in the Riverside Manor, in Bravil, isn't linked to a transition. I went in, poked around, then found I couldn't get out; I had to coc to the FG.

While I'm here, I wanted to ask about something that's been bugging me. There are two curtain walls linked to towers in Anvil; they come in from the main city walls right behind Morvayn's Peacemakers and the house across the way to create a gateway of sorts. All well and good... but why are they merged into the buildings? It looks really odd. There are a couple other instances of things merged with architecture there, too - a rock partially inside a light pole base near the Count's Arms, and some large rocks partially inside buildings (or maybe that's Skingrad, I forget).

Thank you, though, for removing that big rock along the shoreline between the two gates - it makes it a lot easier to get to and from the castle without going through town.

I've progressed through the Golden Horse Courier quests to where I'm doing special deliveries and this message made me laugh: "You feel paranoid, placing packages in random empty crates." :rofl:
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aisha jamil
 
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Post » Wed Mar 30, 2011 12:39 pm

My game doesn't seem to want to run with Better Cities - Open Cities Reborn active. I can get to the very first loading screen, but at that point the game freezes and I can go no further.

This is the load list it won't work for.

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.2]02  Better Cities Resources.esm  [Version 4.8.3]03  Open Cities Resources.esm  [Version 4.0]04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]08  TamrielTravellers.esm  [Version 1.39c]09  Armamentarium.esm  [Version 1.35]0A  Kvatch Rebuilt.esm0B  TNR ALL RACES FINAL.esp  [Version 1.06]0C  Unofficial Oblivion Patch.esp  [Version 3.3.3]0D  Better Cities .esp0E  LoadingScreens.esp0F  Natural_Habitat_by_Max_Tael.esp10  All Natural.esp  [Version 1.2]11  Immersive Interiors.esp  [Version 0.7]12  Immersive Interiors - Lights Addon.esp  [Version 0.7]++  Advanced_Water_Modification-2734.esp13  All Natural - Real Lights.esp  [Version 1.2]14  WindowLightingSystem.esp15  AliveWaters.esp16  AliveWaters - Koi Addon.esp17  AliveWaters - Slaughterfish Addon.esp18  Book Jackets Oblivion.esp++  Brighter_Torches.esp19  Fish! - v1.1.esp++  Item interchange - Extraction.esp  [Version 0.76]1A  Mage_Guild_Teleport.esp1B  P1DseeYouSleep.esp1C  PTFallingStars.esp1D  Enhanced Economy.esp  [Version 4.3.1]1E  Crowded Roads.esp  [Version 2.0]1F  Populated Prisons.esp20  Purge Cell Buffers - Cell Change.esp  [Version 1.0.0]21  Dynamic Map.esp  [Version 2.0]22  CapesandCloaks.esp++  CM_Better Wine.esp++  RustyItems.esp23  Thieves Arsenal.esp24  Cobl Glue.esp  [Version 1.72]25  OC+COBL Luggage Patch.esp++  Cobl Tweaks.esp  [Version 1.44]26  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]27  Alluring Potion Bottles.esp28  OOO 1.32-Cobl.esp  [Version 1.72]29  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]2C  TamrielTravellers4OOO.esp  [Version 1.39c]2D  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.69]2E  00RBScribeSupplies Intensive.esp2F  A_ship_near_Anvil-7781.esp30  Amajor7 Imperial Furniture.esp31  BrotherhoodRenewed.esp  [Version 1.0.8]32  BrotherhoodRenewed - Oblivion XP Patch.esp33  Extended Imperial City Version 1.0.esp34  ImpeREAL City Unique Districts - All the Districts - Merged.esp35  Jagnot- Imperial City Library V1.3.esp36  JDNT_Brina Cross.esp37  Kragenir's Death Quest.esp38  KDQ - Rural Line Additions.esp39  Kvatch Rebuilt.esp3A  OCC-KR-Patch.esp  [Version 2.0.1]++  Kvatch Rebuilt - OOO Compatibility.esp3B  Kvatch Rebuilt Weather Patch.esp3C  GlenvarCastle.esp3D  Malevolent.esp3E  OCC-Malevolent-Patch.esp  [Version 3.0]3F  Nerussa The Wine Collector v1.0.esp40  Region Revive - Lake Rumare.esp41  The Ayleid Steps.esp  [Version 3.4]42  Elder Council Plugin 1.1.esp43  Villages1.1.esp44  Cyrodiil Travel Services.esp  [Version 2.0.3]45  za_bankmod.esp46  TOTF.esp47  OCC-TOTF-Patch.esp  [Version 5.0]++  TOTF Delayer.esp48  RTT.esp49  RTT-Weye Relocation Patch.esp  [Version 2.0.1]4A  OCC-RTTv3 Patch.esp  [Version 3.0]4B  The Lost Spires.esp4C  OCC-Lost Spires-Patch.esp  [Version 3.0]4D  AFK_Weye.esp  [Version 2.2.COBL]4E  Rumare-AFK_Weye Patch.esp  [Version 2.0]4F  road+bridges.esp  [Version 4.5.7]50  Feldscar.esp  [Version 1.0.4]51  Vergayun.esp  [Version 1.0.4]52  Faregyl.esp  [Version 2.0]53  Molapi.esp  [Version 1.0]54  PTMudwater.esp55  xuldarkforest.esp  [Version 1.0.5]56  LostSpires-DarkForest patch.esp57  xulStendarrValley.esp  [Version 1.2.2]58  xulTheHeath.esp59  XulEntiusGorge.esp5A  xulFallenleafEverglade.esp  [Version 1.3.1]5B  LostSpires-Everglade patch.esp  [Version 1.2]5C  xulColovianHighlands_EV.esp  [Version 1.2.1]5D  xulChorrolHinterland.esp  [Version 1.2.2]5E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]5F  KragenirsDeathQuest-LostCoast patch.esp60  xulBravilBarrowfields.esp  [Version 1.3.2]61  xulLushWoodlands.esp  [Version 1.3.1]62  xulAncientYews.esp  [Version 1.4.3]63  xulAncientRedwoods.esp  [Version 1.6]64  xulCloudtopMountains.esp  [Version 1.0.3]65  KragenirsDeathQuest-CloudtopMountains patch.esp66  xulArriusCreek.esp  [Version 1.1.3]67  xulPatch_AY_AC.esp  [Version 1.1]68  xulRollingHills_EV.esp  [Version 1.3.2]69  KragenirsDeathQuest-RollingHills patch.esp6A  xulPantherRiver.esp6B  xulRiverEthe.esp  [Version 1.0.2]6C  xulBrenaRiverRavine.esp  [Version 1.1]6D  xulImperialIsle.esp  [Version 1.6.6]6E  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.4]6F  xulBlackwoodForest.esp  [Version 1.1.0]70  xulCheydinhalFalls.esp  [Version 1.0.1]71  TearsOfTheFiend-CheydinhalFalls patch.esp72  KvatchRebuilt-CheydinhalFalls patch.esp73  Villages-CheydinhalFalls patch.esp74  xulAspenWood.esp  [Version 1.0.2]75  xulSkingradOutskirts.esp  [Version 1.0.1]76  xulSnowdale.esp  [Version 1.0]77  Feldscar+Snowdale Patch.esp  [Version 1.0]78  OOO-Snowdale Patch.esp79  xulCliffsOfAnvil.esp7A  OOOCliffsofAnvilPatch.esp  [Version 1.0]7B  NRB4+UL-II Patch.esp  [Version 5.0.1]7C  ImpeREAL Empire - Unique Forts.esp7D  ImpeREAL Empire - Unique Forts - OOO FCOM patch by Xtudo.esp7E  ImpeREALForts+BrinaCross Patch.esp  [Version 1.0]7F  ImpeREALForts+LostSpires Patch.esp  [Version 1.0]80  Open Cities Reborn.esp  [Version 0.9]81  Better Cities - Open Cities Reborn.esp  [Version 0.1]82  ImpeREAL Empire - Unique Castles - All The Castles - OCR.esp  [Version 1.1.1]83  OCR + OOO Patch.esp  [Version 3.0]84  OCR+ULCH Patch.esp  [Version 1.0]++  OCC-COBL-Wells.esp85  OCR+ULBWForest Patch.esp  [Version 1.0.2]86  OCR+Cheydinhal Falls Patch.esp  [Version 1.0]87  OC+ULSkingradOutskirts Patch.esp  [Version 1.0.1]88  NRB4+RR Patch.esp  [Version 2.1]89  Harvest [Flora].esp  [Version 3.0.0]++  Better Lava by elveon.esp8A  Enhanced Vegetation [125%].esp8B  Alternative Beginnings.esp  [Version 1.1.3]8C  MidasSpells.esp8D  Enhanced Grabbing.esp  [Version 0.5]8E  Oblivion XP.esp**  Let There Be Darkness - Cyrodiil.esp**  Let There Be Darkness - OOO.esp**  Let There Be Darkness - Kvatch Rebuilt.esp**  Let There Be Darkness - Glenvar Castle.esp**  Let There Be Darkness - Lost Spires.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]8F  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]90  bgMagicBonus.esp  [Version 1.7EV]91  bgMagicEVPaperChase.esp  [Version 1.68EV]92  bgMagicAlchemy.esp  [Version 1.57]93  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]94  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]95  bgMagicLightningbolt.esp**  NRB4 OCReborn Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]96  Bashed Patch, 0.esp


Without the BC plugins things run just fine. Which is a bit confusing as it all ran fine in the CS last night.
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Darlene DIllow
 
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Post » Tue Mar 29, 2011 11:03 pm

I'm having issues with the Imperial City. A lot of the architecture is invisible. All the resources are where they should be. I'm in the Market District right now, and I haven't explored any other districts. Others may be messed up also.
Here's a couple screenshots to help you visualize what I mean:

[img]http://i1216.photobucket.com/albums/dd367/mlonnemann/ScreenShot1.jpg[/img]
[img]http://i1216.photobucket.com/albums/dd367/mlonnemann/ScreenShot0.jpg[/img]

Some of the architecture is okay, as you can see, but other things are missing.
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Matt Fletcher
 
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Post » Tue Mar 29, 2011 11:37 pm

@Malonn; for once I bet you're wishing that there actually were WTF! markers everywhere.
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Melanie Steinberg
 
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Post » Tue Mar 29, 2011 11:13 pm

I found a small bug. The inside part of the front door in the Riverside Manor, in Bravil, isn't linked to a transition. I went in, poked around, then found I couldn't get out; I had to coc to the FG.

While I'm here, I wanted to ask about something that's been bugging me. There are two curtain walls linked to towers in Anvil; they come in from the main city walls right behind Morvayn's Peacemakers and the house across the way to create a gateway of sorts. All well and good... but why are they merged into the buildings? It looks really odd. There are a couple other instances of things merged with architecture there, too - a rock partially inside a light pole base near the Count's Arms, and some large rocks partially inside buildings (or maybe that's Skingrad, I forget).

Thank you, though, for removing that big rock along the shoreline between the two gates - it makes it a lot easier to get to and from the castle without going through town.

I've progressed through the Golden Horse Courier quests to where I'm doing special deliveries and this message made me laugh: "You feel paranoid, placing packages in random empty crates." :rofl:


Thanks for finding the door glitch in Riverview Manor, I'll fix that.

There are objects overlapping because that's how they were placed in the mod. It actually is possible to build buildings backing onto walls, or to construct a building on solid foundations such as natural ground-rock, having carved away a part of the rock to make space. I don't see what is odd about this, but if you don't like it, try removing those things in the CS.

And the rock on the shoreline had to be removed to allow pathgridding around the city for the integration of Open Better Cities, which required the removal of the subspace placed across the Anvil Bay, so it's good that you didn't like it.
My game doesn't seem to want to run with Better Cities - Open Cities Reborn active. I can get to the very first loading screen, but at that point the game freezes and I can go no further.

This is the load list it won't work for.

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.2]02  Better Cities Resources.esm  [Version 4.8.3]03  Open Cities Resources.esm  [Version 4.0]04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]08  TamrielTravellers.esm  [Version 1.39c]09  Armamentarium.esm  [Version 1.35]0A  Kvatch Rebuilt.esm0B  TNR ALL RACES FINAL.esp  [Version 1.06]0C  Unofficial Oblivion Patch.esp  [Version 3.3.3]0D  Better Cities .esp0E  LoadingScreens.esp0F  Natural_Habitat_by_Max_Tael.esp10  All Natural.esp  [Version 1.2]11  Immersive Interiors.esp  [Version 0.7]12  Immersive Interiors - Lights Addon.esp  [Version 0.7]++  Advanced_Water_Modification-2734.esp13  All Natural - Real Lights.esp  [Version 1.2]14  WindowLightingSystem.esp15  AliveWaters.esp16  AliveWaters - Koi Addon.esp17  AliveWaters - Slaughterfish Addon.esp18  Book Jackets Oblivion.esp++  Brighter_Torches.esp19  Fish! - v1.1.esp++  Item interchange - Extraction.esp  [Version 0.76]1A  Mage_Guild_Teleport.esp1B  P1DseeYouSleep.esp1C  PTFallingStars.esp1D  Enhanced Economy.esp  [Version 4.3.1]1E  Crowded Roads.esp  [Version 2.0]1F  Populated Prisons.esp20  Purge Cell Buffers - Cell Change.esp  [Version 1.0.0]21  Dynamic Map.esp  [Version 2.0]22  CapesandCloaks.esp++  CM_Better Wine.esp++  RustyItems.esp23  Thieves Arsenal.esp24  Cobl Glue.esp  [Version 1.72]25  OC+COBL Luggage Patch.esp++  Cobl Tweaks.esp  [Version 1.44]26  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]27  Alluring Potion Bottles.esp28  OOO 1.32-Cobl.esp  [Version 1.72]29  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]2C  TamrielTravellers4OOO.esp  [Version 1.39c]2D  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  MMM-Cobl.esp  [Version 1.69]2E  00RBScribeSupplies Intensive.esp2F  A_ship_near_Anvil-7781.esp30  Amajor7 Imperial Furniture.esp31  BrotherhoodRenewed.esp  [Version 1.0.8]32  BrotherhoodRenewed - Oblivion XP Patch.esp33  Extended Imperial City Version 1.0.esp34  ImpeREAL City Unique Districts - All the Districts - Merged.esp35  Jagnot- Imperial City Library V1.3.esp36  JDNT_Brina Cross.esp37  Kragenir's Death Quest.esp38  KDQ - Rural Line Additions.esp39  Kvatch Rebuilt.esp3A  OCC-KR-Patch.esp  [Version 2.0.1]++  Kvatch Rebuilt - OOO Compatibility.esp3B  Kvatch Rebuilt Weather Patch.esp3C  GlenvarCastle.esp3D  Malevolent.esp3E  OCC-Malevolent-Patch.esp  [Version 3.0]3F  Nerussa The Wine Collector v1.0.esp40  Region Revive - Lake Rumare.esp41  The Ayleid Steps.esp  [Version 3.4]42  Elder Council Plugin 1.1.esp43  Villages1.1.esp44  Cyrodiil Travel Services.esp  [Version 2.0.3]45  za_bankmod.esp46  TOTF.esp47  OCC-TOTF-Patch.esp  [Version 5.0]++  TOTF Delayer.esp48  RTT.esp49  RTT-Weye Relocation Patch.esp  [Version 2.0.1]4A  OCC-RTTv3 Patch.esp  [Version 3.0]4B  The Lost Spires.esp4C  OCC-Lost Spires-Patch.esp  [Version 3.0]4D  AFK_Weye.esp  [Version 2.2.COBL]4E  Rumare-AFK_Weye Patch.esp  [Version 2.0]4F  road+bridges.esp  [Version 4.5.7]50  Feldscar.esp  [Version 1.0.4]51  Vergayun.esp  [Version 1.0.4]52  Faregyl.esp  [Version 2.0]53  Molapi.esp  [Version 1.0]54  PTMudwater.esp55  xuldarkforest.esp  [Version 1.0.5]56  LostSpires-DarkForest patch.esp57  xulStendarrValley.esp  [Version 1.2.2]58  xulTheHeath.esp59  XulEntiusGorge.esp5A  xulFallenleafEverglade.esp  [Version 1.3.1]5B  LostSpires-Everglade patch.esp  [Version 1.2]5C  xulColovianHighlands_EV.esp  [Version 1.2.1]5D  xulChorrolHinterland.esp  [Version 1.2.2]5E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]5F  KragenirsDeathQuest-LostCoast patch.esp60  xulBravilBarrowfields.esp  [Version 1.3.2]61  xulLushWoodlands.esp  [Version 1.3.1]62  xulAncientYews.esp  [Version 1.4.3]63  xulAncientRedwoods.esp  [Version 1.6]64  xulCloudtopMountains.esp  [Version 1.0.3]65  KragenirsDeathQuest-CloudtopMountains patch.esp66  xulArriusCreek.esp  [Version 1.1.3]67  xulPatch_AY_AC.esp  [Version 1.1]68  xulRollingHills_EV.esp  [Version 1.3.2]69  KragenirsDeathQuest-RollingHills patch.esp6A  xulPantherRiver.esp6B  xulRiverEthe.esp  [Version 1.0.2]6C  xulBrenaRiverRavine.esp  [Version 1.1]6D  xulImperialIsle.esp  [Version 1.6.6]6E  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.4]6F  xulBlackwoodForest.esp  [Version 1.1.0]70  xulCheydinhalFalls.esp  [Version 1.0.1]71  TearsOfTheFiend-CheydinhalFalls patch.esp72  KvatchRebuilt-CheydinhalFalls patch.esp73  Villages-CheydinhalFalls patch.esp74  xulAspenWood.esp  [Version 1.0.2]75  xulSkingradOutskirts.esp  [Version 1.0.1]76  xulSnowdale.esp  [Version 1.0]77  Feldscar+Snowdale Patch.esp  [Version 1.0]78  OOO-Snowdale Patch.esp79  xulCliffsOfAnvil.esp7A  OOOCliffsofAnvilPatch.esp  [Version 1.0]7B  NRB4+UL-II Patch.esp  [Version 5.0.1]7C  ImpeREAL Empire - Unique Forts.esp7D  ImpeREAL Empire - Unique Forts - OOO FCOM patch by Xtudo.esp7E  ImpeREALForts+BrinaCross Patch.esp  [Version 1.0]7F  ImpeREALForts+LostSpires Patch.esp  [Version 1.0]80  Open Cities Reborn.esp  [Version 0.9]81  Better Cities - Open Cities Reborn.esp  [Version 0.1]82  ImpeREAL Empire - Unique Castles - All The Castles - OCR.esp  [Version 1.1.1]83  OCR + OOO Patch.esp  [Version 3.0]84  OCR+ULCH Patch.esp  [Version 1.0]++  OCC-COBL-Wells.esp85  OCR+ULBWForest Patch.esp  [Version 1.0.2]86  OCR+Cheydinhal Falls Patch.esp  [Version 1.0]87  OC+ULSkingradOutskirts Patch.esp  [Version 1.0.1]88  NRB4+RR Patch.esp  [Version 2.1]89  Harvest [Flora].esp  [Version 3.0.0]++  Better Lava by elveon.esp8A  Enhanced Vegetation [125%].esp8B  Alternative Beginnings.esp  [Version 1.1.3]8C  MidasSpells.esp8D  Enhanced Grabbing.esp  [Version 0.5]8E  Oblivion XP.esp**  Let There Be Darkness - Cyrodiil.esp**  Let There Be Darkness - OOO.esp**  Let There Be Darkness - Kvatch Rebuilt.esp**  Let There Be Darkness - Glenvar Castle.esp**  Let There Be Darkness - Lost Spires.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.76]8F  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]90  bgMagicBonus.esp  [Version 1.7EV]91  bgMagicEVPaperChase.esp  [Version 1.68EV]92  bgMagicAlchemy.esp  [Version 1.57]93  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]94  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]95  bgMagicLightningbolt.esp**  NRB4 OCReborn Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]96  Bashed Patch, 0.esp


Without the BC plugins things run just fine. Which is a bit confusing as it all ran fine in the CS last night.


At first glance, I'd point to this as the problem:
02 Better Cities Resources.esm [Version 4.8.3]

I'm having issues with the Imperial City. A lot of the architecture is invisible. All the resources are where they should be. I'm in the Market District right now, and I haven't explored any other districts. Others may be messed up also.
Here's a couple screenshots to help you visualize what I mean:

[img]http://i1216.photobucket.com/albums/dd367/mlonnemann/ScreenShot1.jpg[/img]
[img]http://i1216.photobucket.com/albums/dd367/mlonnemann/ScreenShot0.jpg[/img]

Some of the architecture is okay, as you can see, but other things are missing.


Looks like you're only missing some vanilla meshes, though it gets harder and harder to tell in that District. Make sure you have the latest official Shivering Isles patch installed, as a common result of either not having the patch, or having it fail installation (often it can claim a successful installation yet actually have failed) is missing IC walls when using BC.


EDIT
The Leyawiin underwater land tears reported by omeletted have been found and resolved too.
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Wed Mar 30, 2011 7:47 am

Looks like you're only missing some vanilla meshes, though it gets harder and harder to tell in that District. Make sure you have the latest official Shivering Isles patch installed, as a common result of either not having the patch, or having it fail installation (often it can claim a successful installation yet actually have failed) is missing IC walls when using BC.


Okay. I'll repackage my vanilla Oblivion meshes and see if that helps. I'm pretty sure the latest Shivering Isles patch installed correctly, so I don't think that's the problem.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

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