[Relz] Bananasplit's Better Cities - Thread 40

Post » Wed Mar 30, 2011 12:01 am

Another day, Another Update:

Fixed the wizard again. An additional " ' " was in there so it got removed.
Added the missing meshe in the meshes bsa so the resources have been updated to v4.9.2.

Going back to seal more Rifts now.
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Mélida Brunet
 
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Post » Tue Mar 29, 2011 11:32 pm

Hmm...as suggested above, it seems the 4.9.2 resources file has inadvertantly broken the functionality of the oracle in the market district. :toughninja:

As you may be aware, the oracle was to be the centerpiece of a 500+ hour heavily scripted quest mod that was traverse the whole of Tamriel. It was going to tell the tale of how a lowly serf discovered he had the gift of foresight and unearthed the secrets of the lost art of levitation, only to eventually succumb to the perils of alcoholism and pronounced skeletonism, yet remained an inspiration for the entire Imperial City. Alas, I guess that mod will now have to be abandoned. :violin:
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Kieren Thomson
 
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Post » Wed Mar 30, 2011 2:47 pm

Hmm...as suggested above, it seems the 4.9.2 resources file has inadvertantly broken the functionality of the oracle in the market district. :toughninja:

As you may be aware, the oracle was to be the centerpiece of a 500+ hour heavily scripted quest mod that was traverse the whole of Tamriel. It was going to tell the tale of how a lowly serf discovered he had the gift of foresight and unearthed the secrets of the lost art of levitation, only to eventually succumb to the perils of alcoholism and pronounced skeletonism, yet remained an inspiration for the entire Imperial City. Alas, I guess that mod will now have to be abandoned. :violin:


You mean 4.9.1, and intentionally, I believe.

Once again, :evil:
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jadie kell
 
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Post » Wed Mar 30, 2011 5:38 am

Just to confirm, one need not perform clean saves while upgrading to a new version, right? That requirement was only for v. 4.8.1 -> v. 4.9.0, correct?

Also, thanks for the ini suggestion for adding the BC houses to Useful Houses' ini file. I didn't understand what the ini file required (cell id), so I'll just ask for clarification from TNO. I hope Refscope can dig that up for me in-game...
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Nienna garcia
 
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Post » Wed Mar 30, 2011 7:01 am

Typically, no a clean save is not needed between version upgrades. There was that one recent version which required it, presumably v4.9.0 since you mention that version (I'm not bothering to check), but otherwise you should only make a clean save between version upgrades if things are looking really wrong after installing a new version.
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Jinx Sykes
 
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Post » Wed Mar 30, 2011 12:08 pm

I was also having the missing texture at Jearl's house in Bruma. I had just installed the newest version (as of yesterday) of 4.9.1 via BAIN. As far as I could tell that has been the only missing mesh I had come by (mostly exteriors). I downloaded the latest 4.9.2 and installed it (I am really liking BAIN for this kind of thing) and the problem was fixed. Even the Wizard seemed to work, which it did not for me with the 4.9.1 version yesterday. Great job with the fixes. I think I am really going to enjoy the mod. I had to ditch it on my previous build because of problems. This version is working like a charm with all my other mods. Kudos.
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Je suis
 
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Post » Wed Mar 30, 2011 5:53 am

I contacted Qazaaq this morning, and he replied quite quickly. When he has some time free, we're going to look at the LtPD ESPs and have a small update released for the mod. This update will undelete and disable all deleted records, and will remove all identical to master records too. Some records are intentionally identical to master for compatibility with Glenvar Castle and UL Imperial Isle, Qazaaq is hopefully going to tell me which records these are (if he can remember) to ensure they remain in the mod if still needed.


You sure LtPD needs ITM records for compatibility with UL:II? I'm running both and cleaned them both quite thoroughly and have yet to notice anything out of place simply by sticking to the usual load order of having LtPD first, then the UL after.

I would also assume any shenanigans with ITM records would be a moot point if LtPD loads after Glenvar but I don't run Glenvar and haven't checked that one recently.

Also, you may want to remind Qazaaq about the _far.nifs and see if he's still planning to run those through the PyFFI spell to clean the files. I told him about those awhile back but he may have forgotten.
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Sakura Haruno
 
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Post » Wed Mar 30, 2011 2:50 pm

You sure LtPD needs ITM records for compatibility with UL:II? I'm running both and cleaned them both quite thoroughly and have yet to notice anything out of place simply by sticking to the usual load order of having LtPD first, then the UL after.

I would also assume any shenanigans with ITM records would be a moot point if LtPD loads after Glenvar but I don't run Glenvar and haven't checked that one recently.

Also, you may want to remind Qazaaq about the _far.nifs and see if he's still planning to run those through the PyFFI spell to clean the files. I told him about those awhile back but he may have forgotten.


I have absolutely no idea whatsoever whether any ITM records are required for UL or for Glenvar. Qazaaq may have edited whatever records were required so that they aren't ITM any more, and more recent releases of UL II may have made whatever these records are in LtPD obsolete anyway. All I know is that he told me they exist, and that he will speak with me when he has some time free - he's rather busy right now! I may just take a look for myself to see if I can track down what these records are, and decide for myself, but there won't be any release of anything until I've spoken with him again, which may happen this weekend, or may happen next month. I'll mention the _far NIFs.
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Joanne
 
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Post » Wed Mar 30, 2011 7:14 am

Just wanted to chime in here on the LtPD mesh optimization.

I tried it myself, but managed to break one of the _far.NIF meshes, causing a repeatable crash whenever the game tried to load the aqueduct VWD. I'm fairly certain it was caused by the opt_cleanfarnif spell.

Might want to use care when optimizing those meshes. However, this was also my first time trying the cleanfarnif spell, so it might just be me.
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Kirsty Wood
 
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Post » Wed Mar 30, 2011 9:37 am

Well, I think I finally figured out what was causing my troubles down at the Waterfront. Seems I had my Heap size in OSR set too high for my system. Once I reduced it from 1024 to 450 (default), the game instantly (and unexpectedly) became a lot more stable, save the above episode with PyFFI spitting out a corrupt mesh. I don't think this is a placebo effect, either, because I was able to enter and exit the waterfront three times in one session (whereas before I could only enter once), each time with a trip to and from the Market District. That's the two heaviest hitting areas in the Imperial City, and the game performed admirably the whole way through. No crashing at all.

I have modified the FPS patch to remove some nonessential NPCs from the Waterfront, but things are working great now. :celebration:
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John Moore
 
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Post » Wed Mar 30, 2011 6:53 am

Doeas anyone know if I can use the Storms and Sounds patch with latest version of BC? TESNexus (http://www.tesnexus.com/downloads/file.php?id=8711) description mentions the last supported version of BC as 4.7.1, and the guy who updated these patches has left the scene.
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Paula Ramos
 
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Post » Wed Mar 30, 2011 8:56 am

It looks fairly safe to me, though if it doesn't work, I'm sure Oblivion will let you know. :wink:
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Sammie LM
 
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Post » Wed Mar 30, 2011 12:41 am

Can someone point me in the direction of a patch for Ruined Tail's Tale?
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[Bounty][Ben]
 
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Post » Wed Mar 30, 2011 8:40 am

Did you try in the Better Cities archive?
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Andrea Pratt
 
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Post » Wed Mar 30, 2011 1:07 am

Did you try in the Better Cities archive?
Oh snap. I have been using it as an OMOD so I didn't even think to check the archive.

Thanks, it was there. :3
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Jeffrey Lawson
 
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Post » Wed Mar 30, 2011 4:36 am

Oh snap. I have been using it as an OMOD so I didn't even think to check the archive.

Thanks, it was there. :3

Another reason to go BAIN :violin:
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Rob Davidson
 
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Post » Wed Mar 30, 2011 4:01 am

Another reason to go BAIN :violin:


The patch exists in the archive whether you use BAIN or OBMM or manual installation, and will be installed by OBMM or BAIN if desired at the time of installation.
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butterfly
 
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Post » Wed Mar 30, 2011 9:16 am

Guys there is any way to make better cities compatible with Immersive Interiors?
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Mario Alcantar
 
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Post » Wed Mar 30, 2011 5:14 am

Guys there is any way to make better cities compatible with Immersive Interiors?
They are compatible, you just don't see the "better cities" version of the cities when you look out a window

The only way you'd be able to see "better cities" outside of the interior windows is by making a new version of immersive interiors that has Better Cities look-a-like exterior dummies.
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tegan fiamengo
 
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Post » Wed Mar 30, 2011 1:50 am

They are compatible, you just don't see the "better cities" version of the cities when you look out a window

The only way you'd be able to see "better cities" outside of the interior windows is by making a new version of immersive interiors that has Better Cities look-a-like exterior dummies.

Maybe SomeWelshGuy is going to make the next release compatible with better cities? I know he is back and is working on a new version(I think that the release is going to be released during this month,I hope).I don't see a point to use the current version of Immersive Interiors with Bettter cities :/
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Jordyn Youngman
 
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Post » Wed Mar 30, 2011 12:36 am

Maybe SomeWelshGuy is going to make the next release compatible with better cities? I know he is back and is working on a new version(I think that the release is going to be released during this month,I hope).I don't see a point to use the current version of Immersive Interiors with Bettter cities :/


He is going to complete the vanilla cities first, as there will be no Better Cities version even considered until the vanilla version is finished. The next version will add Cheydinhal to the Immersive Interiors roster along with collision-less signs and various bugfixes, nothing else.
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Angelina Mayo
 
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Post » Wed Mar 30, 2011 11:27 am

Maybe SomeWelshGuy is going to make the next release compatible with better cities? I know he is back and is working on a new version(I think that the release is going to be released during this month,I hope).I don't see a point to use the current version of Immersive Interiors with Bettter cities :/


The point would surely be, having something fairly close to matching BC but not perfect is better than having nothing at all, since there is no conflict between BC and the current version of Immersive Interiors.
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Lavender Brown
 
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Post » Wed Mar 30, 2011 2:36 am

I'll try both mods together,thx you for the fast answers
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DAVId Bryant
 
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Post » Wed Mar 30, 2011 12:37 am

Both work together fine. To be perfectly honest, chances are there won't be a BC version any time soon. The sheer work required on just the vanilla version is difficult enough.

However most are perfectly happy using my mod and BC together, the only thing will be the inconstancies with the interior/exterior :)
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Yvonne Gruening
 
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Post » Wed Mar 30, 2011 7:04 am

Both work together fine. To be perfectly honest, chances are there won't be a BC version any time soon. The sheer work required on just the vanilla version is difficult enough.

However most are perfectly happy using my mod and BC together, the only thing will be the inconstancies with the interior/exterior :)


I run both together and while I'm sure there are inconsistencies I've never really made a point of trying to find or notice them. I'm just more blown away by being able to look out a window and see something other than an opaque mesh.
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Anna Kyselova
 
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