[Relz] Bananasplit's Better Cities - Thread 40

Post » Wed Mar 30, 2011 1:37 am

http://www.gamesas.com/index.php?/topic/1161970-relz-bananasplits-better-cities-thread-39/

"This is a translation of Bananasplit's awesome Better Cities mod, which aims at making all the cities in the game more beautiful.
All credit goes to Bananasplit for the creation of his mod, I merely translated some names and the new Guide to Skingrad."
SATU


As you know we took over the job started by Satu with Skingrad and Bravil. The following cities from Bananasplit's Better Cities were also translated:
- Imperial City Market
- Chorrol
- Anvil
- Leyawiin
Then we added Reckless' Better City Cheydinhal, Wolfslady's Better City Bruma & Better Arboretum, SilentResident's ImpeREAL, jf2ln Anvil Bay and Bravil Dock and finally OnWard Softworks (aka TheXanadu & TheLastVoice) 's Leyawiin Port.

All these files are in the same pack in http://www.tesnexus.com/downloads/file.php?id=16513.
Expect new Patches/Fixes/Enhancements every Now and Then

Find the http://www.scharesoft.de/joomla/forum/showthread.php?t=18464.
Find the http://www.4shared.com/dir/RjhXQDmA/Oblivion_Japanese_Translation_.html (from version 4.6.1c), with http://www.4shared.com/file/ouD6qoOE/BBC461c__v08.html

_______________________________________________________
Technical Features:
Unique range of formID for each City/district:
Allow the merging of the esp while using TES4Gecko to never change any formID and thus banishing forever the need of clean saves between different version (started on version 4.3.0). This step was needed because of the Modularity of the mod. [Tool used: TES4Edit]
Modularity:
Each city and each IC District is offered in two ways: as a separate ESP on its own, or as part of two merged Full ESPs. This allows users to pick and choose which cities/Districts to use, so if they don't like one they can choose not to use it, or if a city or District conflicts with another mod they use, they can choose not to use it. Yet if you do want to use all cities, there's a single ESP for all, and if you want all IC Districts, there's a single ESP for all, which helps reduce the number of active ESPs in your load order if you do want every city and every District. We expand this concept into the FPS patch ESPs as well! [Tool used: Brains!!!]
Unique worldspace in the Imperial City:
Allow to have a separate Map for the Imperial City and also to banish any conflict with any mod dealing with the Imperial Isle (Unique Landscape Imperial Isle and others) as the districts do not share their landscape edition with the Imperial Isle anymore. The drawback is that the Better Imperial City needs to be loaded last (or so) in your load order to ensure that no mod is resetting the IC to its initial worldspace. You also can't fast travel outside the city (Speed is Limited!) but you need to get out of the IC to be able to fast travel to other places outside the IC. [Tool used: TES4Edit]
Way of dealing with Doors:
We replace the doors by BC version of the same doors when we have to move them from their vanilla position. The vanilla doors are disabled and made non persistent so that their state wont be kept in your saved game and if you remove Better Cities, the vanilla doors will automatically be back at their right place without any issue. [Tool used: Brains!!!]
Customization:
Nearly each city/district has its own customization based on the users preferences on gore, FPS issue and compatibility with other mods. The customization comes in 2 different way: In Game Menu for those who use OBSE (which is recommended also to use Streamline and lower the FPS hit of Better Cities) and Manual where the user needs to enter some console commands to achieve the customization desired. [Tool used: OBSE and Brains]
BAIN & Scripted Installation:
The installation which comes in 3 archives (Mains files with the esp/esm, Main resources with the bsa archives and Update to the Resources if and when needed) is all scripted to facilitate an omod installation with Oblivion Mod Manager. In the same way, the archives are packaged to allow an easy BAIN Installation when Using Wrye Bash. [Tool Used: OBMM and Wrye Bash]
Cleaned ESP:
All our plugins are cleaned with TES4Edit to limit the conflicts with Oblivion Vanilla and Other mods. Of course this doesn't mean that others mods wont conflict with Better Cities but just that we took extreme precautions to limit those conflict as much as we could. Before reporting any conflict, make sure that Better Cities is loaded after the mod you think is conflicting. [Tool used: TES4Edit]
PiFFYed Meshes:
All our meshes are PyFFIed and further stripped of useless data to ensure an optimum performance in game. [Tool used: PyFFI]
BSA Archives:
All the main resources are then packaged into BSA archives (when this is possible) to allow an easy install/uninstall. The BSA are separated into different categories for customization purposes (B&M or vanilla Bravil textures for instance) and translation purposes (English Names on Textures and English Dialogs which can be replaced by their translated version for any other language). [OBMM BSA Creator]
An ESM (A Master):
Early on we found that some new resources were being used by more than one city. Without an ESM, this means duplication of base objects in each ESP - not very tidy! So we adopted a single ESM to contain base records for all cities and Districts to reference as needed. Dialogue also goes into the ESM, as some of our dialogue is voiced, but voice files are stored in the Data folder based upon the ESM or ESP they are used by - since BC is modular, this gets messy as the same dialogue used by Better Cities - Chorrol.esp is needed by Better Cities Full.esp. So to avoid duplication of MP3s, the dialogue was moved into the ESM, allowing the MP3s to be stored once for use by the ESM only. Also (!) we store ALL interiors in the ESM instead of in each city or District ESP which makes creation of AI packages simpler as they can safely reference interiors from multiple cities or Districts. At the same time, this allows for the possibility of other ESPs to use the BC interiors without needing to be dependent on the BC ESPs. This means more to modders than mod users of course! [Tools used: TES4Edit and Brains!!!]
Built-in compatibility with other popular mods:
(Where possible)
Better Cities is specially tweaked in some locations to enable compatibility with other conflicting mods, without the need for patches. Examples include Bravil for Lost Spires, Bruma for Heart of the Dead, and the Arboretum for Let the People Drink. Lost Spires moved the city walls and raised some land up beside the Chapel to place a new building. Better Cities also moves the city walls to match Lost Spires, and raises the land height, so that Lost Spires' new building fits in perfectly. Yet this area is NOT left empty if you don't use Lost Spires. Without Lost Spires, you'll find a burnt out house ruin on the same spot, so you won't realize the area is reserved for Lost Spires. We do this for other mods as well! [Tool used: Brains!!!]

_______________________________________________________
Requirements
Official Oblivion Patched with http://static.gamesas.com/Oblivion/Oblivion_v1.2.0416English.exe (or whichever version you need for your language.

_______________________________________________________
Video Preview
http://www.youtube.com/watch?v=A9Iu5Mu22sQ by mrcrusty. Thanks!!!
You can also http://www.tesnexus.com/downloads/file.php?id=14584 to get a better quality.

http://www.youtube.com/watch?v=4Ajw0xdSCOg
http://www.youtube.com/watch?v=bdz3nwPw7S8
http://www.youtube.com/watch?v=MSz3WoNrYTw
http://www.youtube.com/watch?v=Qh4wwpDXVjM
http://www.youtube.com/watch?v=0Q8DQkT2TPQ
http://www.youtube.com/watch?v=-zBpGMyIEnw
http://www.youtube.com/watch?v=41ryK572TkY
http://www.youtube.com/watch?v=zMarn0-gblQ
http://www.youtube.com/watch?v=7FlqGNQbsIw
http://www.youtube.com/watch?v=cGGmbXUbwIM
http://www.youtube.com/watch?v=GzCHYT1tR7E
http://www.youtube.com/watch?v=bNlqwF41bX4
http://www.youtube.com/watch?v=usNORqG7V-I
http://www.youtube.com/watch?v=WrFgnwf7ems

_______________________________________________________
Compatibility Patches & Fixes
Textures mods: No textures is altered by these mods so any mod changing the textures is compatible.
Unofficial Oblivion Patch: This mod is recommended with Better Cities because it fixes many things like for instance the giant scrying balls being handled as static without havoc which comes handy around Bruma, plus many other things that should have been addressed by Bethesda.

Integrated
http://www.tesnexus.com/downloads/file.php?id=13303: Integrated in Better Cities IC Market and Temple Districts.
http://www.tesnexus.com/downloads/file.php?id=19589.
http://www.tesnexus.com/downloads/file.php?id=10256: Integrated in Better Cities IC.
http://www.tesnexus.com/downloads/file.php?id=14957: Integrated into Better Cities IC Market District.
http://www.tesnexus.com/downloads/file.php?id=3868: Integrated into Better Cities IC Talos Plaza.
http://www.tesnexus.com/downloads/file.php?id=3771: Integrated into Better Cities IC Palace.
http://www.tesnexus.com/downloads/file.php?id=4620: Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=4650: Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=4651: Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=3172.

Already Compatible
http://www.tesnexus.com/downloads/file.php?id=11495 OK (Arrival at Leyawiin Harbour possible by Robert Evrae. This requires OBSE v14+)
http://www.tesnexus.com/downloads/file.php?id=19039 OK (created compatible by RGM)
http://www.tesnexus.com/downloads/file.php?id=12016: OK (special version of Bravil)
http://www.tesnexus.com/downloads/file.php?id=9858: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=12249 (aka MMM, OOO, Fran & Warcry): OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=7825: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=9724: OK (source Lyre)
http://www.tesnexus.com/downloads/file.php?id=13692: OK (version 1.3+)
http://www.tesnexus.com/downloads/file.php?id=15617: OK (source Greenwarden & IceMan80)
http://www.tesnexus.com/downloads/file.php?id=14829: OK (source SheerShaw)
http://www.tesnexus.com/downloads/file.php?id=7902: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=11249: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=6895 OK (Compatible esp created by Geniel)
http://www.tesnexus.com/downloads/file.php?id=17201 OK (Compatible esp created by Lametrie)
http://www.tesnexus.com/downloads/file.php?id=14425: OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=17644 OK (created compatible via quest by AlexKnight1978)
http://www.tesnexus.com/downloads/file.php?id=16316 OK (created compatible by Ervvyn with OBSE v0014a+ detection)
http://www.tesnexus.com/downloads/file.php?id=6846: OK (source Bluepie)
http://www.lostspires.com: OK
http://www.tesnexus.com/downloads/file.php?id=9655: OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=19628 OK (by Ismelda)
http://kvatch.net/forum/viewtopic.php?t=887: OK (Source BBC Team)
http://www.tesnexus.com/downloads/file.php?id=22226: OK (Source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=6779: OK (Source Vorians)
http://www.tesnexus.com/downloads/file.php?id=11999: OK (Source Vorians)
http://theelderscrolls.info/?go=dlfile&fileid=349: OK (BG2408)
http://www.tesnexus.com/downloads/file.php?id=10223 OK since version 2.4
http://www.tesnexus.com/downloads/file.php?id=22155 OK since version 1.5.2

Minor Issues
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=991: OK except for few floating signs (source Whitestrake)
http://www.tesnexus.com/downloads/file.php?id=14853: OK need to disable a wine barrel with the console (source Vorians)

Incompatible
http://www.tesnexus.com/downloads/file.php?id=14442: NO but Better Cities have their own City Defenses now.
http://www.tesnexus.com/downloads/file.php?id=11333: NO with IC Market only (source 2Cold Scorpio-RGc1)
http://www.leiawen.net/ceedee/BabSite/html/addons.html: NO with IC Market only (source wmj)
Artifacts of the Ancestors with Blood & Mud and thus with Blood & Mud Editions of Better Cities.

Users Fixes and Patches
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=4513 http://www.tesnexus.com/downloads/file.php?id=17454: OK (Patch by Roxas116)

Patches & Replacers included
http://www.tesnexus.com/downloads/file.php?id=18203 OK (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=14601: OK (BBC must be loaded after VHB to ensure highest compatibility) (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=11778 OK (Replacer by Vorians & Arthmoor)
http://www.tesnexus.com/downloads/file.php?id=14939 OK (patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=19228 OK (patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=19058 OK (made compatible by Ismelda)
http://www.stephanewuttunee.net/tnr_tie.html: OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=3027: OK (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=7155: OK (Replacer by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=11598: OK (Patch by BluePie)
http://www.tesnexus.com/downloads/file.php?id=7663: OK (Replacer by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=8714: OK (Patch by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=9357: OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=11189: OK (Patches by Vorians).
http://www.tesnexus.com/downloads/file.php?id=5156: OK (Patch by Vorians) Load Better Cities after Thievery in the Imperial City and the patch after Better Cities.
http://www.tesnexus.com/downloads/file.php?id=3849: OK (Patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=9324: OK (Patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=25839: OK (Patch by Chaky)
http://www.tesnexus.com/downloads/file.php?id=24453: OK (Patch by Ismelda)

_______________________________________________________
FPS Tips:
Use http://www.gamesas.com/bgsforums/index.php?showtopic=795779
You can alter your Oblivion.ini file (After a Backup) to change these settings (http://www.gamesas.com/bgsforums/index.php?showtopic=794126&st=129#)
fLODFadeOutActorMultCity: Default value is 1. Change it to lower the distance you see NPCs in the city. Suggestion 0.4 - 0.8
fLODFadeOutItemMultCity: Default value is 1. Change it to lower the distance you see items in the city. Suggestion 0.4 - 0.8
fLODFadeOutObjectMultCity: Default value is 1. Change it to lower the distance you see objects in the city. Suggestion 0.4 - 0.8
(I use it at 0.8 for the 3 of them).
_______________________________________________________
Possible Issues & FAQ
You might encounter some items that are really out of place when you update your Better Cities.
I don't have any explanantion on why this happens but the only way to fix it is:
- Uncheck the Better Cities plugins (cities, fixes, patchs at additions).
- Save your game.
- Re-enable the better cities plugins and load the game.
All should be back to normal. If you do not want to loose any quest progress (there are some small quests in now), do not uncheck the master (Better Cities Resources.esm) as it holds all the quests.

Also check our http://thenexusforums.com/index.php?showtopic=220413 for instant answers to most commonly asked questions.
_______________________________________________________
Bug Reports
Read the http://www.gamesas.com/bgsforums/index.php?showtopic=449239 pinned in this forum.
- Try to make Beta Comments (Tracking Down Problems With Specific Mods in the Oblivion Mods FAQ)
- Post a picture of the issue if possible (we spent more time modding than actually playing. We test the stuff we just created but we are humans and still can't miss things).
- When taking a screenshot, open your console and type in
  • SDT 33 (then enter)
  • TDT (then enter and close the console)

This will bring to the screen coordinates, cell name and so on which helps to locate where you are and where your bug was found.
Open the console and type TDT again to remove all the info from your screen.
_______________________________________________________
Projects of Interest about Cities:
http://www.gamesas.com/bgsforums/index.php?showtopic=796509
http://www.gamesas.com/bgsforums/index.php?showtopic=817511

_______________________________________________________
Alternative Mods:
http://www.tesnexus.com/downloads/file.php?id=19589 by SilentResident

_______________________________________________________
Free Doors and Used Free Doors:

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ICMarketWestMap.jpg

Door 3 is reserved for the http://www.tesnexus.com/downloads/file.php?id=19058.
Door 4 is reserved for the http://www.tesnexus.com/downloads/file.php?id=3172.
Door 5 has an interior included in the ICMarket.
Door 6 is reserved for http://www.tesnexus.com/downloads/file.php?id=8714.
Doors 1 & 2 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ICMarketEastMap.jpg

Door 10 is reserved for the http://www.tesnexus.com/downloads/file.php?id=14957.
Door 11 is reserved for the http://www.tesnexus.com/downloads/file.php?id=7155.
Door 13 is reserved for the http://tesnexus.com/downloads/file.php?id=13692.
Door 14 is reserved for the http://tesnexus.com/downloads/file.php?id=13303.
Doors 7, 8, 9 & 15 are free.

http://bettercities.free.fr/2009/02/BBCMarketUpperLevelMap.jpg

Doors 16 & 19 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_AnvilMap.jpg - http://bettercities.free.fr/Maps/BC_Anvil_Map.jpg

Door 1 & 5 have an interior included in Anvil.
Doors 2, 3 & 4 are free.

http://bettercities.free.fr/Maps/BC_Bravil_B&M_Map.jpg

No Free Doors

http://bettercities.free.fr/2008/11/FD_BravilNorth.jpg

No Free Doors

http://bettercities.free.fr/2008/11/FD_BravilSouth.jpg

No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_LeyawiinMap.jpg

Door 4 is reserved for http://www.tesnexus.com/downloads/file.php?id=8520
No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_LeyawiinDockMap.jpg

Doors 6 & 9 have interiors included in Leyawiin.
Doors 7 & 8 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_BrumaMap.jpg

No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_CheydinhalNorthMap.jpg
http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_CheydinhalSouthMap.jpg

No Free Doors.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ChorrolMap.jpg

No Free Doors
Door 3 is reserved for http://www.tesnexus.com/downloads/file.php?id=24564

http://bettercities.free.fr/Maps/BC_Skingrad_Map.jpg

2 doors are free.


_______________________________________________________
Injected Records
Bananasplit's Better Cities Team will use a range of Injected ID into Oblivion.ESM which is from
0000FB00 to 0000FBFF
It is a range of 256 records which are free in Oblivion.ESM that we will use for toggle items to ensure compatibility with other mods without having to make patches or dependent files.
Please do not use any ID from this range in your own mods.

_______________________________________________________
For Translators:
My psd files of the shop signs are http://www.megaupload.com/?d=LCL06VKL
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Tue Mar 29, 2011 11:13 pm

Better Cities is causing a repeated, insurmountable CTD when fast traveling. With BC active, I cannot fast travel at all. It always crashes. I'm running 4.9.0, full, including the FPS patches.

I had a problem with my save game not loading earlier, and a complete clean save fixed that. Then I stopped playing Oblivion for a couple days (playing FNV), and fired it up today and CTD whenever I fast travel.

Here's my load order:

Spoiler
Active Mod Files:
00 Oblivion.esm
01 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 Cobl Main.esm [Version 1.73]
05 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
06 Mart's Monster Mod.esm [Version 3.7b3p3]
07 FCOM_Convergence.esm [Version 0.9.9MB3]
08 Kvatch Rebuilt.esm
09 Better Cities Resources.esm [Version 4.9.0]
0A Progress.esm [Version 2.2]
0B CustomSpellIcons.esm
0C HorseCombatMaster.esm
0D Cobl Races TNR.esp [Version 1.53]
0E Cobl Races TNR SI.esp [Version 1.53]
0F Unofficial Oblivion Patch.esp [Version 3.3.3]
10 Oblivion Citadel Door Fix.esp
11 DLCShiveringIsles.esp
12 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
13 MOBS SI.esp [Version 1.2.2a]
14 MOBS SI Optional Combat Settings.esp [Version 1.2.2a]
** Oblivion Vwalk UOS.esp
** DLCShiveringIsles Vwalk UOS.esp
** DLCShiveringIsles Vwalk DG_DS UOS.esp
15 Francesco's Optional Chance of Stronger Bosses.esp
16 Francesco's Optional Chance of Stronger Enemies.esp
17 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
18 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
19 Natural_Habitat_by_Max_Tael.esp [Version 2.1]
1A Ls More Butterflies and Fireflies Not In Interiors 5.0 Quarter.esp [Version 5.0]
1B All Natural.esp [Version 1.2]
1C All Natural - SI.esp [Version 1.2]
1D Immersive Interiors.esp [Version 0.7]
1E Immersive Interiors - Lights Addon.esp [Version 0.7]
1F PTAutumnTrees.esp
20 HAZdynamicSnow.esp
21 Enhanced Water v2.0 HDMI.esp
22 Better Lava by elveon.esp [Version 1.0]
++ Symphony of Violence.esp [Version 0.5]
23 MIS Low Wind.esp
24 MIS New Sounds Optional Part.esp [Version Edited]
25 Atmospheric Oblivion.esp
26 Side's EAX Control.esp [Version 1.0]
++ Louder Nirnroot Sound.esp [Version 1.0]
27 Rainbows.esp [Version 3.0]
28 All Natural - Real Lights.esp [Version 1.2]
29 WindowLightingSystem.esp
2A Days&Months.esp [Version 1.0]
2B diversegrasses.esp [Version 0.6]
2C HUDI.esp [Version 1.05]
2D ImprovedSigns.esp
2E P-Froggys First Person Body.esp [Version 1.0]
2F PTFallingStars.esp [Version 1.0]
30 RAEVWD New Sheoth.esp [Version 1.6.1]
31 RoadSigns.esp
32 Willful Resistance.esp [Version 4.0]
33 Enhanced Economy.esp [Version 5.1]
34 Display Stats.esp [Version 1.3.1]
35 Enhanced Seasons.esp [Version 1.3.1]
36 Get Wet.esp [Version 1.1b]
37 MotionBlur.esp
38 Scathe.esp [Version 0.1]
39 VipCxj_RadarSystem.esp
3A Dynamic Map.esp [Version 1.0.1]
3B Map Marker Overhaul.esp [Version 3.8]
3C DLCHorseArmor.esp
3D DLCHorseArmor - Unofficial Patch.esp [Version 1.0.6]
++ Mart's Monster Mod - DLCHorseArmor+Slofs .esp [Version 0.91]
++ MaleBodyReplacerV4.esp [Version 4.0]
3E ClassyClothingCompendium.esp [Version 1.0]
3F Cobl Glue.esp [Version 1.73]
40 Cobl Si.esp [Version 1.63]
41 Bob's Armory Oblivion.esp [Version 1.1]
42 FCOM_BobsArmory.esp [Version 0.9.9]
43 Oblivion WarCry EV.esp [Version 1.09]
44 FCOM_WarCry.esp [Version 0.9.9MB5]
45 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ OOO-Water_Weeds.esp [Version 1.33]
++ VA_BetterGold.esp [Version 2.0]
46 Better Eyja.esp
47 Oscuro's_Oblivion_Overhaul Vwalk.esp
48 RealitySpectreStars2HeavenBetterPotionsOOOEffects.esp
49 OOO 1.32-Cobl.esp [Version 1.72]
4A OBSE-Storms & Sound SI.esp [Version 3.0]
4B FCOM_Convergence.esp [Version 0.9.9Mb3]
4C FCOM_RealSwords.esp [Version 0.9.9]
++ FCOM_SpawnRatesReduced.esp [Version 0.9.9Mb3]
++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b3p3]
4D Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
4E Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3f]
4F wd purse of wonders.esp
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp [Version 3.7b3p3]
50 FCOM_MoreRandomItems.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
** Fransfemale.esp
++ MMM-Cobl.esp [Version 1.73]
** EVE_StockEquipmentReplacer4FCOM.esp
51 Kvatch Rebuilt.esp
++ Kvatch Rebuilt - OOO Compatibility.esp
52 Kvatch Rebuilt - Leveled Guards - FCOM.esp
53 Kvatch Rebuilt Weather Patch.esp
** Kvatch Rebuilt Vwalk.esp
++ KvatchRankFix.esp
54 LetThePeopleDrink.esp [Version 2.5]
55 24HrArenaAliveV2.esp
56 BrumaMGRestored.esp [Version 1.02]
57 Knights.esp
58 Knights - Unofficial Patch.esp [Version 1.1]
** Knights Vwalk UOP.esp
++ FCOM_Knights.esp [Version 0.9.9Mb3]
59 Harvest [Flora].esp [Version 3.0.1]
5A ANB_Item_Switchers.esp
5B BlackScreenSneakFix.esp [Version 1.0]
5C HUD Status Bars.esp [Version 4.0]
++ FewerOBGatesNOCLOSE.esp
5D Oblivifall - Ambiant Dungeon SFX.esp [Version 1.2]
5E P1DkeyChain.esp [Version 5.00]
** PyFFI-Optimized Vanilla Meshes Patch.esp
++ Enhanced Vegetation [100%].esp
5F Toggleable Quantity Prompt.esp [Version 3.2.0]
60 Wayshrines Improved.esp
61 Enhanced Economy - House prices.esp [Version 1.0]
62 WPHealthRegen.esp [Version 1.0]
63 RealisticHealth.esp
64 Kyoma's Spell Renamer.esp [Version 3.0.1]
65 EnchantmentRestore.esp
66 attack and hide easier v2.1.esp [Version 2.1]
67 Enhanced Grabbing.esp [Version 0.5]
68 DRSplatter.esp
69 kuerteeAttributeAndSkillBasedDamageModifiers.esp
6A Duke Patricks - Actors Can Miss Now.esp
6B Smarter Mercantile Leveling - Multi.esp [Version 1.65]
6C nGCD.esp
6D nGCD Oghma Infinium.esp
++ nGCD Skeleton Key.esp
6E Grandmaster of Alchemy.esp
6F Atmospheric Loading Screens - No Text.esp
70 bgBalancingEVCore.esp [Version 10.52EV-D]
71 Birthsigns Expanded.esp [Version 3.2a.]
++ Slof's Oblivion Better Beasts.esp
72 bgMagicEV.esp [Version 1.7EV]
73 bgMagicEV Vwalk.esp
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
74 bgMagicBonus.esp [Version 1.7EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
75 bgMagicEVPaperChase.esp [Version 1.68EV]
++ bgBalancingEVOptionalBetterRedguards.esp
++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
76 bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp [Version 9.0EV-D]
77 bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
78 bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
79 bgIntegrationEV.esp [Version 0.993]
7A ArgonianFeets.esp
7B Better Cities Full.esp [Version 4.9.0]
7C Better Cities - VWD of the IC.esp [Version 4.7.0]
7D Better Imperial City.esp [Version 4.9.0]
7E Better Cities Full FPS Patch.esp [Version 4.9.0]
7F Better Imperial City FPS Patch.esp [Version 4.8.1]
80 Better Cities - COBL.esp [Version 2.1]
81 MRP - Loading area.esp
++ BetterExplosions.esp [Version 1.0]
** bgMagicEVShader.esp [Version 1.7EV]
++ Faction Rank Fix.esp [Version 1.1]
82 MiniMap.esp
83 DeadlyReflex 6 - Combat Moves.esp
++ Script Effect Icon Replacer and Sound Disabler.esp [Version 1.0]
++ CoreRandmonClothing4Npcs.esp
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.2]
84 Brighter Torches.esp [Version 1.4.0]
85 Bashed Patch, 0.esp
86 Streamline 3.1.esp


BBC isn't in there at the moment because of the CTD problem.

TES4Edit gives me a warning: "Unused data in: REFR \ XSED". I got that warning when loading "Better Cities Full.esp". I wonder if this has anything to do with it.
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Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Wed Mar 30, 2011 6:49 am

From previous thread:

I have a request if possible, it was mentioned by fable2 in the Mod Detectives 119 thread then I was asking for a mod which locks the city gates after a certain time, that mod was City Gates.

I always liked the idea of locking the gates, but thought the implementation was too binary. I wanted something where the guards might quiz you for coming in or leaving too late, or suggest you visit a nearby inn outside town until morning, etc.

The request is basically the quite, would it be possible to add an option to have the count(ess) or city guard order the gates locked after a certain time and if trying to enter after that time you are questioned on why you want to enter the city so late and could be refused if for instance you don't give a valid enough answer or your infamy is to high or even current bounty...could this be done...pretty please with a cherry on top? :)
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Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Wed Mar 30, 2011 9:17 am

Better Cities is causing a repeated, insurmountable CTD when fast traveling. With BC active, I cannot fast travel at all. It always crashes. I'm running 4.9.0, full, including the FPS patches.

I had a problem with my save game not loading earlier, and a complete clean save fixed that. Then I stopped playing Oblivion for a couple days (playing FNV), and fired it up today and CTD whenever I fast travel.

TES4Edit gives me a warning: "Unused data in: REFR \ XSED". I got that warning when loading "Better Cities Full.esp". I wonder if this has anything to do with it.


You can ignore the TES4Edit warning, it is a debug message for Elminster's benefit as the current release is still "experimental", and is not something modders and mod users need worry about.

Please create a new character (just for testing) with a game without any mods enabled except the BC ESPs you are using (plus any mods they are dependant on, so if you use the BC compatibility patch for something, keep that active along with the mod it patches), and try Fast Travelling again, see what happens.

From previous thread:

I have a request if possible, it was mentioned by fable2 in the Mod Detectives 119 thread then I was asking for a mod which locks the city gates after a certain time, that mod was City Gates.


The request is basically the quite, would it be possible to add an option to have the count(ess) or city guard order the gates locked after a certain time and if trying to enter after that time you are questioned on why you want to enter the city so late and could be refused if for instance you don't give a valid enough answer or your infamy is to high or even current bounty...could this be done...pretty please with a cherry on top? :)


Hmm, sounds like something better suited to a separate mod really. If someone were to create such a mod as you desired, and it conflicted with BC, then if we like it (and the author agrees) it might get integrated into BC, but it's not something I want to create myself as part of BC.
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Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Tue Mar 29, 2011 11:53 pm

http://www.tesnexus.com/downloads/file.php?id=16513

Uh, thanks for all the great work... and please, get rid of my name already. It's embarrassing, I've done basically nothing :).

Well you are credited for starting the project and that is exactly what you did. I don't see why you shouldn't stay in the credit least for that. Without you starting the project, I would never have continue the work and made all the others who participated to the project and also allowed us to integrate their mods in make Better Cities the mod it is today. So unless you really want me to remove you from the credit list, I see no reason why I should not grant you what is yours :)
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clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Wed Mar 30, 2011 1:30 pm

http://www.tesnexus.com/downloads/file.php?id=16513


Cool! :)

Is there a changelog? Changelog from Nexus:
Changelog:
v4.9.1:
-Addition of a new ESP for those who toggle on Open Better Cities - contains vanilla AI/quest overrides. All edits to vanilla NPCs for OBC purposes have been removed from the city ESPs now. This new ESP can be merged into your Bash Patch. If you NEVER intend to toggle on any part of OBC, you don't need this ESP, but without it, OBC will not function correctly.
-Addition of a patch for All Natural and the darker Bruma Chapel (created by Brumbek).
-Addition of a replacer for ICExpand (you still need to get the resources from the original mod like for all replacers with resources). With this, there is no longer a block of stone overlapping with a BC tower, and the entrance to ICExpand which had been disabled with BC is now restored, but repositioned to work with BC. There is no longer a console command needed to toggle compatibility on/off for ICExpand.
-Modification of the Mysteries of the Dulan Cult replacer to remove conflicts with UL Cliffs of Anvil (relocation of some content) and spell-checking.
-Fixed Subspace-related issues in Anvil, Skingrad and the Waterfront. The Anvil Fighters Guild rat quest should now be completeable (whether OBC is toggled on or off), and the Waterfront guard who walks on top of the wall should no longer get stuck at the door. Any other NPCs in the related areas who were acting strangely/failing to go where they should ought now to travel as intended. You may occasionally find an NPC walk around the outside of Anvil where before they went through the city, this is to be expected.
-Edits to Anvil to improve compatibility with Brew House v1.5.2 - no longer requires a patch.
-Removed several wine barrels from Anvil, Chorrol, Leyawiin and the IC Market District, leaving only those which look like they belong there. Console commands to toggle wine barrels off/on removed as now obsolete.
-IC Waterfront FPS patch now disables the Altmer sailing ship, and relocates the two Altmer who stood beside that ship as well as the Nord who stood beside the Nord ship into BC-added Rosana's Tavern, where they sit and drink and ponder their missing ships (no they don't actually talk about their ships!).
-All BC NPCs set to initially "No Low Level Processing" in our ESM, the ESPs then remove this flag for those NPCs who need low level processing. This _might_ help with FPS and stuttering, or not.
-All _far.NIF files checked over, those which still contained unwanted data entries were stripped of that data. Unlikely but possible cause of LOD buildings turning yellow for one or two people.


PS: Ismelda/Vorians: I made this request in the previous thread - Could all the player-ownable houses (Anvil harbor, Anvil ship, Bravil shack, Bravil beggar's hovel outside city - or is that from UL Bravil barrows? etc.) added by BC be tagged such so that mods Like TNO's Useful Houses can recognize them and give the appropriate benefits for homes? I understand that it is a checkmark in the CS settings, maybe?

PPS: There is one Argonian merchant in Anvil that sells you a ship, but I couldn't find it in the Anvil Harbor - anyone have a clue where I can find the ship I paid good money for?
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e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Wed Mar 30, 2011 10:01 am

Found an issue in the omod script for the new All Natural patch:

;All Natual        If DataFileExists "All Natural.esp"            CopyPlugin "30 All Natural\\Better Cities - All Natural.esp" %nam51Mod%            If Equal %iPre0% 1                LoadAfter %nam51Mod% %Pre0Mod%                LoadAfter %nam51Mod% %Pre0aMod%                LoadAfter %nam51Mod% %icd0Mod%            Else                LoadAfter %nam51Mod% %Pre1Mod%            EndIf        EndIf


The patch also requires the meshes from the 30 All Natural directory be installed, but the install script doesn't actually reference or install them.
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Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Wed Mar 30, 2011 7:41 am

Many thanks for the update and all of the hard work you do to provide this fabulous mod - just could not play without it.

Is the Vaults Of Cyrodiil incorporated into BBC?

The readme indicates that there are resources which need to be downloaded, while the Wizard says "Replacement plugin. As there are no resource files for this mod you don't need to download the original mod except to view the readme."

There are a few errors relating to the UL patches. Here are the corrections I made to the Wizard to fix these...

;UL imperial Isle;=====================If DataFileExists 'xulImperialIsle.esp'	SelectSubPackage '30 UL Imperial Isle'EndIf;UL Skingrad Outskirts;=====================If DataFileExists 'xulSkingradOutskirts.esp'	SelectSubPackage '30 UL Skingrad Outskirts'EndIf

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Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm

Post » Tue Mar 29, 2011 11:43 pm

Is compatible version of Modems city life not included in your package anymore? I lost mine in mod reinstallation process and thought to find it in new version of Better cities but didn't find it here. :confused:
Glad that you included the compatible version of ICEXpand, the last version from TES Nexus had the fatal problems with AI so some modifying of plugin was needed. Are these mistakes corrected in your compatible version?
By any chance, are you going to include ICEXpand and expand it more? That would be great since this is nice addition to Better cities mod! :wink_smile:
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Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Wed Mar 30, 2011 4:21 am

Found an issue in the omod script for the new All Natural patch:

;All Natual        If DataFileExists "All Natural.esp"            CopyPlugin "30 All Natural\\Better Cities - All Natural.esp" %nam51Mod%            If Equal %iPre0% 1                LoadAfter %nam51Mod% %Pre0Mod%                LoadAfter %nam51Mod% %Pre0aMod%                LoadAfter %nam51Mod% %icd0Mod%            Else                LoadAfter %nam51Mod% %Pre1Mod%            EndIf        EndIf


The patch also requires the meshes from the 30 All Natural directory be installed, but the install script doesn't actually reference or install them.


An additional note about this...I installed the meshes in question manually. While there is a noticeable difference, i.e. you can see through the windows at night, the windows in the back of the Bruma cathedral (near the door) still seem bright. Does Better Cities assign a light source or glow map of some sort to these windows? At night they're still very bright although you can now see through them. During the day they're so bright you can't see through them like the other windows in the cathedral. The appearance is much brighter than the other windows in the cathedral touched by All Natural, so it doesn't look exactly right.
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Add Meeh
 
Posts: 3326
Joined: Sat Jan 06, 2007 8:09 am

Post » Wed Mar 30, 2011 2:48 pm

PS: Ismelda/Vorians: I made this request in the previous thread - Could all the player-ownable houses (Anvil harbor, Anvil ship, Bravil shack, Bravil beggar's hovel outside city - or is that from UL Bravil barrows? etc.) added by BC be tagged such so that mods Like TNO's Useful Houses can recognize them and give the appropriate benefits for homes? I understand that it is a checkmark in the CS settings, maybe?

PPS: There is one Argonian merchant in Anvil that sells you a ship, but I couldn't find it in the Anvil Harbor - anyone have a clue where I can find the ship I paid good money for?


I never saw your previous request, and I've never heard of Useful Houses before. You'd need to state what this checkmark in the CS is which Useful Houses requires before such a request could be considered.

The ship is right outside the building in which you bought it.


Many thanks for the update and all of the hard work you do to provide this fabulous mod - just could not play without it.

Is the Vaults Of Cyrodiil incorporated into BBC?

The readme indicates that there are resources which need to be downloaded, while the Wizard says "Replacement plugin. As there are no resource files for this mod you don't need to download the original mod except to view the readme."



No, Vaults of Cyrodiil is not incorporated into BC, if it was, we wouldn't still provide a replacer ESP for the mod. If a replacer ESP is for a mod which has no resources, then you do not need to download any resources for that replacer ESP.

Is compatible version of Modems city life not included in your package anymore? I lost mine in mod reinstallation process and thought to find it in new version of Better cities but didn't find it here. :confused:
Glad that you included the compatible version of ICEXpand, the last version from TES Nexus had the fatal problems with AI so some modifying of plugin was needed. Are these mistakes corrected in your compatible version?
By any chance, are you going to include ICEXpand and expand it more? That would be great since this is nice addition to Better cities mod! :wink_smile:


Correct, the moDem's City Life replacer which is no longer in the BC archive is no longer included in our package. It is not needed as the console command handles the conflict already.
Someone would need to state what these ICExpand fatal problems are before I can confirm whether they have been corrected, as I don't know what they might be. I did edit a couple of packages which related to two NPCs trying to Find each other, which I believe were not correctly written in the original mod, but whether these are the problems you refer to or not, I wouldn't know.
I doubt that we'll expand ICExpand, it's too big and needs too much work, I'd never have time to do what little I still do to the rest of BC if I started adding to ICExpand.

An additional note about this...I installed the meshes in question manually. While there is a noticeable difference, i.e. you can see through the windows at night, the windows in the back of the Bruma cathedral (near the door) still seem bright. Does Better Cities assign a light source or glow map of some sort to these windows? At night they're still very bright although you can now see through them. During the day they're so bright you can't see through them like the other windows in the cathedral. The appearance is much brighter than the other windows in the cathedral touched by All Natural, so it doesn't look exactly right.


The All Natural-compatible meshes were edited and provided by Brumbek, you'd need to ask him whether there is any kind of brightness added to the meshes, as I don't know how to add or remove brightness to/from a mesh - I believe they are no different from the vanilla meshes except for the darker texturing (plus whatever had to be done to make them work with All Natural). All I can say is that they looked fine to me when I tried them in-game.
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Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Tue Mar 29, 2011 11:19 pm

Version 4.9.1 seems to have fixed the fast travel CTD. Good stuff.
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Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Wed Mar 30, 2011 1:07 am

OK, I'm going to try this again now...

What I will be doing is going through the cities in the Tamriel worldspace and removing all the high-res buildings the mod adds to the worldspace in order to preserve framerates and vRAM around the cities. Since I'm not going to make the city buildings VWD or use OBC anyway, I see no problem in customizing my FPS patches to do this.

(Minor note, I did try this once, but it didn't work for reasons of a recent bug report I found in the CSE thread. Now that I know it wasn't me, I'm ready to try again.)

I'm also going to go through the waterfront and customize the FPS patch there by NOT removing the elven ship, but possibly a few buildings and definitely several NPCs to avoid getting into AI overload territory.

Once done, I'll check up on my vRAM usage outside the cities and go from there.
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Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Wed Mar 30, 2011 5:05 am

Did something change between BC and Let the People Drink 2.5 ?
If I load it before (like it should) => CTD during savegame load
If I load it after => Everything is a mess in the arboretum (as expected)

Posting question here cause LTPD hasn't change for a while, and I remember using with it BC in my "previous attempt to play Oblivion without being distracted by a new released game"

Thank you for your time
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JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Wed Mar 30, 2011 4:29 am

Did something change between BC and Let the People Drink 2.5 ?
If I load it before (like it should) => CTD during savegame load
If I load it after => Everything is a mess in the arboretum (as expected)

Posting question here cause LTPD hasn't change for a while, and I remember using with it BC in my "previous attempt to play Oblivion without being distracted by a new released game"

Thank you for your time


You need to clean this mod with TES4Edit in order to use it with BBC, it is filled to exploding point with deleted refs.
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Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Wed Mar 30, 2011 12:50 am

On Nexus someone said the identical to master records were there for compatibility reasons.
I'm not expert in cleaning (think I only did it once) but is it the same thing as the deleted refs you're talking about ?

[edit]
Obiously this guy was wrong.
Following your advice fixed the CTD
Thank you Thomas
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NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm

Post » Wed Mar 30, 2011 4:04 am

Version 4.9.1 seems to have fixed the fast travel CTD. Good stuff.


Lucky coincidence :)

You need to clean this mod with TES4Edit in order to use it with BBC, it is filled to exploding point with deleted refs.


Thanks for that, I didn't know about it. We'd been told that if you first install LtPD, make a save in-game, then install BC they'd work together fine, but cleaning the LtPD ESP sounds tidier.
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krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Tue Mar 29, 2011 11:03 pm

I never saw your previous request, and I've never heard of Useful Houses before. You'd need to state what this checkmark in the CS is which Useful Houses requires before such a request could be considered.
Useful Houses is a quite specialized mod for relatively hardcoe roleplayers, where you get disadvantages to repair and alchemy when not being in a house you own, and bonuses when you are (and something inbetween when you're in a house owned by a friendly faction).

The check I use, is:
	if player.IsInMyOwnedCell		if player.GetParentCellOwner == playerRef || player.GetParentCellOwner == playerRef.GetBaseObject			; In an owned house			...		else			; In a house owned by friendly faction			...		endif


So for mod-aded houses to work out of the box with Useful Houes, you would need to make the player the cell owner.


...but Useful Houses also comes with a separate ini file where one can specify either a cell prefix, or a modname+formId of cells - and it treats all matching cells as owned by the player. So providing this info for BC houses is a good alternative.
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Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Wed Mar 30, 2011 12:23 pm

On Nexus someone said the identical to master records were there for compatibility reasons.
I'm not expert in cleaning (think I only did it once) but is it the same thing as the deleted refs you're talking about ?


There is (almost) never any reason to keep Identical To Master records in a plugin. 999 times out of 1000, they are completely and totally worthless and will actually cause more compatibility problems then they will fixes. There are, however, occasional periods when ITM records are needed, but the only time I've seen this necessary is for dialogue modifications.

Deleted references, on the other hand, are always bad. There is no excuse for them to exist, no matter what people may say.
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Liii BLATES
 
Posts: 3423
Joined: Tue Aug 22, 2006 10:41 am

Post » Wed Mar 30, 2011 12:15 pm

Did something change between BC and Let the People Drink 2.5 ?
If I load it before (like it should) => CTD during savegame load
If I load it after => Everything is a mess in the arboretum (as expected)

Posting question here cause LTPD hasn't change for a while, and I remember using with it BC in my "previous attempt to play Oblivion without being distracted by a new released game"

Thank you for your time

You need to clean this mod with TES4Edit in order to use it with BBC, it is filled to exploding point with deleted refs.

On Nexus someone said the identical to master records were there for compatibility reasons.
I'm not expert in cleaning (think I only did it once) but is it the same thing as the deleted refs you're talking about ?

[edit]
Obiously this guy was wrong.
Following your advice fixed the CTD
Thank you Thomas

There is (almost) never any reason to keep Identical To Master records in a plugin. 999 times out of 1000, they are completely and totally worthless and will actually cause more compatibility problems then they will fixes. There are, however, occasional periods when ITM records are needed, but the only time I've seen this necessary is for dialogue modifications.

Deleted references, on the other hand, are always bad. There is no excuse for them to exist, no matter what people may say.


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.

Useful Houses is a quite specialized mod for relatively hardcoe roleplayers, where you get disadvantages to repair and alchemy when not being in a house you own, and bonuses when you are (and something inbetween when you're in a house owned by a friendly faction).

The check I use, is:
	if player.IsInMyOwnedCell		if player.GetParentCellOwner == playerRef || player.GetParentCellOwner == playerRef.GetBaseObject			; In an owned house			...		else			; In a house owned by friendly faction			...		endif


So for mod-aded houses to work out of the box with Useful Houes, you would need to make the player the cell owner.


...but Useful Houses also comes with a separate ini file where one can specify either a cell prefix, or a modname+formId of cells - and it treats all matching cells as owned by the player. So providing this info for BC houses is a good alternative.


Thanks, well any interior owned by the player should already have the player set as owner in BC, but it sounds like all people need is to find the Form ID of these cells and add to the INI file anyway (along with the ESM name).

There you are anithinks, you can edit the INI!
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Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Wed Mar 30, 2011 8:35 am

wizard 4.9.2 has an extra single quote on line 444 that will cause an error. '
one single quote needs to be removed for the wizard to work correctly.

Corrected line:
If DataFileExists 'xulSkingradOutskirts.esp'
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Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Wed Mar 30, 2011 2:55 am

I have a missing meshe in http://img806.imageshack.us/img806/360/jeral.jpg (Bruma, exterior) with BC 4.9.2
Reverting to 4.9.0 fix problem

Clean save for upgrade was done in Hackdirt Inn
Object ID that miss meshe is 9e031513
Try to look for it in TESedit but got lost
Deleting the object didn't seem to affect the house (but I'm sure it's neither elegant nor recommanded to do it that way).

PS: I also have some http://img683.imageshack.us/img683/1845/screenshot185x.jpg in both BC4.9.0 & 4.9.2 going from Mage Guild to Jearl.
I remember reading a procedure for fixing oddities but I can't find it back
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Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Wed Mar 30, 2011 5:11 am

I have a missing meshe in http://img806.imageshack.us/img806/360/jeral.jpg (Bruma, exterior) with BC 4.9.2
Reverting to 4.9.0 fix problem


I've verified the same behavior with this mesh in 4.9.2.
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JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Wed Mar 30, 2011 12:14 am

Meshes/OE/Fun-Skelett.nif

:rofl: :rofl: :rofl: :rofl: :rofl: :rofl:

You just got that fed up, didn't you Vorians?
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Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Wed Mar 30, 2011 2:40 pm

I have a missing meshe in http://img806.imageshack.us/img806/360/jeral.jpg (Bruma, exterior) with BC 4.9.2
Reverting to 4.9.0 fix problem

Clean save for upgrade was done in Hackdirt Inn
Object ID that miss meshe is 9e031513
Try to look for it in TESedit but got lost
Deleting the object didn't seem to affect the house (but I'm sure it's neither elegant nor recommanded to do it that way).

PS: I also have some http://img683.imageshack.us/img683/1845/screenshot185x.jpg in both BC4.9.0 & 4.9.2 going from Mage Guild to Jearl.
I remember reading a procedure for fixing oddities but I can't find it back


First screenshot, Missing Mesh symbol: Someone missed a new mesh out of the resources update, it'll be added to the next one.
Second screenshot, well you're not using our FPS patch, so you must have a problem from another mod changing the base object for RFIronRailing01, a vanilla static, since there's no other reason I can think of why you can't see it. Presumably if you continue down that path and circle around the buildings until you're facing the rear of the chapel, you come to two more sets of floating containers? These are also on top of a placement of RFIronRailing01, so if a mod has messed with that vanilla base object, these will be floating for you too. If you can see those two railings however, then the only other explanation I can think of is that you have previously used the console to disable it, and forgot.

Meshes/OE/Fun-Skelett.nif

:rofl: :rofl: :rofl: :rofl: :rofl: :rofl:

You just got that fed up, didn't you Vorians?


:evil:
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XPidgex Jefferson
 
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