[Relz]Bananasplit's Better Cities - Thread 30

Post » Wed Nov 11, 2009 3:35 am

Re the torch sound. I just noticed a big fps drop at around 6.30pm in the market district. All other times its fine. Its bad near the torch sounds. Maybe something to do with the sound and many npcs. As 6-6.30 is quite busy in the market. At noon with lots of npcs the fps is fine.

Re talos gate. I was refering to placing guards outside the IC. At the gates.

Re Arcane Uni. I guess i always pictured the uni to be bigger. With more buildings and levels etc. Not volunteering to b the one to do it though :)


6-7pm is I think the time when the shopkeepers start shutting shop and wandering off for supper, which would mean an increase in NPCs following AI Packages in the District. If the torches also light at this same time, then they would contribute to a lowering of FPS too.

For the AU, we are unfortunately terribly limited when it comes to IC buildings and how they can be used. We get towers, wallside buildings, and the multiple pieces of the buildings in the four blocks in the middle of each District. Then there is one unique building for the Prison District (on the right against the wall when you enter the District), and I think that's it. There are no footbridges (though of course with some assistance from Qazaaq BC now does have IC bridges). All these vanilla meshes tend to be a little heavy on FPS (and as you said, FPS suffers a little in this District) so adding more buildings to this District may not be very favourable. Still, can't rule this out entirely.
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biiibi
 
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Post » Wed Nov 11, 2009 2:31 am

After the latest update the Waterfront is killing to my video card. After stepping through the Tunnel the VRAM usage is about 1GB. Turning off Distant Lands and reducing as much as possible from the Video Menu without restarting the game has little effect.
I made a patch disabling hundreds of rocks, trees, barrels and crates - no effect.
Disabling BC all together had an effect - VRAM usage went from 1000 MB to 700 MB and it was no longer a slide show resulting in a slow death for my video card.

So I thought deleting all the Waterfront content from BC would certainly solve the problem, but no, VRAM usage only went down by a measly 50 MB and it was still a slide show.
I deleted all the named Waterfront Worldspace cells as well as FloatingBarge and TunnelEntrance (names from memory), as well as all the NPCs, Creatures, their AI packages and Dialogues and all the Waterfront interior cells. I then deleted the Distant LOD and generated new ones.

So what am I missing here?
What the hell is *still* eating up so much VRAM? :confused:
It's not fair... :cold:
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cassy
 
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Post » Tue Nov 10, 2009 8:51 pm

Well the only difference for the Waterfront between this release and the previous release is the addition of the AI packages to every single NPC telling them to go home during the curfew and martial law. No other changes at all. So if it was better in the previous release, it's these new AI packages.
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carla
 
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Post » Wed Nov 11, 2009 4:47 am

Well the only difference for the Waterfront between this release and the previous release is the addition of the AI packages to every single NPC telling them to go home during the curfew and martial law. No other changes at all. So if it was better in the previous release, it's these new AI packages.


But AI Packages don't use VRAM, they use CPU power. And besides I've deleted all the NPCs and their AI packages.
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Valerie Marie
 
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Post » Wed Nov 11, 2009 2:55 am

But AI Packages don't use VRAM, they use CPU power. And besides I've deleted all the NPCs and their AI packages.


Correct, but since it's the only change we made, I wanted you to know that this is the only change we made :)
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Richard Thompson
 
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Post » Tue Nov 10, 2009 4:48 pm

I have given this file my endorsemant.

Nice to see you guys still work on this project. :D

But I might have some problem in chorrol:

http://imajr.com/ScreenShot75-1532002
http://imajr.com/ScreenShot76-1532003

You can see my mod order here:

Oblivion.esm
Better Cities Resources.esm
Better Cities .esp
Blood&Mud.esp
Templar Class.esp
Tiefling Races.esp
Better Cities Full - B&M Edition.esp
Better Imperial City.esp
Better Cities - Full City Defences.esp
===================================================
As you can see, I disable nearly all mods to ensure where the problem came from.

Templar Classes is a new class mod I made for personal use. And Ismelda already dealed with my Tiefling Races.esp to make sure it compatible with BBC (only changes in IC Market District).

And this is what I saw when open BBC full B&M.esp by CS:

http://imajr.com/e69caae591bde5908d--1-1532007

And it also make Verona House Bloodlines(Version 12) really incompatible with BBC no matter with a patch or not.(VHB add a house with small garden at the same place and will be sinked into ground with BBC Chorrol open up.)

Hope this will help you guys to solve it. :D
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phil walsh
 
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Post » Wed Nov 11, 2009 1:02 am

Oh well, I found that installing a customized (still using Qarl in interiors and Ruins and Koldorn for Caves and Sewers) Bomret's Normal Maps helped. Trimmed off a neat 300 MB.

BTW, there is a little landscape conflict between Better Cities Full.esp and Mart's Monster Mod - Dungeons of MMM.esp in -45, -11.
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Eddie Howe
 
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Post » Tue Nov 10, 2009 7:49 pm

I have given this file my endorsemant.

Nice to see you guys still work on this project. :D

But I might have some problem in chorrol:

http://imajr.com/ScreenShot75-1532002
http://imajr.com/ScreenShot76-1532003

You can see my mod order here:

Oblivion.esm
Better Cities Resources.esm
Better Cities .esp
Blood&Mud.esp
Templar Class.esp
Tiefling Races.esp
Better Cities Full - B&M Edition.esp
Better Imperial City.esp
Better Cities - Full City Defences.esp
===================================================
As you can see, I disable nearly all mods to ensure where the problem came from.

Templar Classes is a new class mod I made for personal use. And Ismelda already dealed with my Tiefling Races.esp to make sure it compatible with BBC (only changes in IC Market District).

And this is what I saw when open BBC full B&M.esp by CS:

http://imajr.com/e69caae591bde5908d--1-1532007

And it also make Verona House Bloodlines(Version 12) really incompatible with BBC no matter with a patch or not.(VHB add a house with small garden at the same place and will be sinked into ground with BBC Chorrol open up.)

Hope this will help you guys to solve it. :D


Please don't post the same issue on Nexus and here, it causes confusion for us :) Pick either here OR Nexus, not both! I've answered you on Nexus.

BTW, there is a little landscape conflict between Better Cities Full.esp and Mart's Monster Mod - Dungeons of MMM.esp in -45, -11.


I don't recognise that MMM ESP, has there been another release?
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Thema
 
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Post » Wed Nov 11, 2009 3:42 am

I don't recognise that MMM ESP, has there been another release?


Frankly I'm not really sure if I'm really up to date on MMM, but it's an optional file and the description says:
"A collection of bats from Mr. Siika with additional areas showcasing Martigen's Monsters. 5 lvl to explore
Version: 3.7b1".
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Lauren Dale
 
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Post » Tue Nov 10, 2009 4:57 pm

Frankly I'm not really sure if I'm really up to date on MMM, but it's an optional file and the description says:
"A collection of bats from Mr. Siika with additional areas showcasing Martigen's Monsters. 5 lvl to explore
Version: 3.7b1".


Anvil Castle area, cell -45, -11. I have no clue why we edit this land record, I'll see if we can remove it for our next release.

EDIT

Cell removed. This conflict will no longer exist after our next release.
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Sunnii Bebiieh
 
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Post » Wed Nov 11, 2009 6:46 am

Excellent mod, couldnt play oblivion without it. 20/10.

I do have some improvment suggustions.

- the torch flame sound that is applied to all the street lights in the Imperial city. Its a bit to much IMHO. At night time i felt like i was walking around in a raging inferno.

- Would be nice to have some imperial guards at the entrance to the city at the Talos Plaza Gate. I think 000 adds a single legion guard to the gate but two guards in Imperial City Uniform
would look great at the enterance.


Good news!!! The torch flames don't emit any sound at all (at least I can't hear them and the NPCs are talking quite loudly so volume is at a reasonable level), so the raging inferno you are hearing must be from some sound enhancement mod you use, I suppose, not BC.

We have decided not to place guards outside the IC City gates, at least for the time being. If OOO already places a Legion Guard there, that'll do for now.
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Irmacuba
 
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Post » Tue Nov 10, 2009 8:44 pm

Good news!!! The torch flames don't emit any sound at all (at least I can't hear them and the NPCs are talking quite loudly so volume is at a reasonable level), so the raging inferno you are hearing must be from some sound enhancement mod you use, I suppose, not BC.

We have decided not to place guards outside the IC City gates, at least for the time being. If OOO already places a Legion Guard there, that'll do for now.


Thanks for the replies and support.

After a little bit of searching in tes4edit I was able to pin down the "raging Inferno" sound problem. It was better cities related. Each street light has a flame hidden within it (its a seperate flame object) that is activated at night via a bbc script. The flame (bbcflame520large or similar) had a fire sound embedded in it. That was what I was hearing. I removed the fire sound from that flame and the problem was solved.

I not sure why my flame sound was so loud but yours was not. (i couldnt find any mod effecting the volume of that sound) It could be something to do with a setting on my sound card perhaps.

Re where better cities should go from here.
As per your request for feedback/Ideas. I was walking around the imperial city waterfront admiring all the new BBC homes and npcs. It occured to me that it would be great if the new BBC npc's had a story to tell.

Eg - The bar tender at the waterfront tavern, maybe he has a tale to tell about how the imperial government and their soliders are not welcome down at the waterfront and how the grey fox is the saviour to
the waterfront folk.
Or you could have a chat to one of the nefarious types hanging out in the tavern, they could tell you about how they arrived in the Imperial City from the poor Morrowind farm where they grew up, full of hopes for a better life, however the imperials would only offer dark elves that were not connected to house Hlaalu the most menial work, so he turned to a life of petty crime and gambling to make ends meet. Similar stories like that would greatly enhance the BBC experience IMHO.

This could be down via dialouge trees (no voice acting), Im sure there are plenty of writers who would love to help you out with dialouge. (or atleast its seems that every mod team always has more people wanting to be writers and quest designers than
actual coders/ scripters or world builders.)

Good luck and thanks for working so hard for so long on this project.
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Samantha Jane Adams
 
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Post » Wed Nov 11, 2009 6:04 am

Yeah those flame sounds are from the base object. It svcks that the sounds can't be toggled off on a reference. There's only a few spots that could use the sound cleanup and I wouldn't want to change all of them.
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Raymond J. Ramirez
 
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Post » Wed Nov 11, 2009 3:00 am

Thanks for the replies and support.

After a little bit of searching in tes4edit I was able to pin down the "raging Inferno" sound problem. It was better cities related. Each street light has a flame hidden within it (its a seperate flame object) that is activated at night via a bbc script. The flame (bbcflame520large or similar) had a fire sound embedded in it. That was what I was hearing. I removed the fire sound from that flame and the problem was solved.

I not sure why my flame sound was so loud but yours was not. (i couldnt find any mod effecting the volume of that sound) It could be something to do with a setting on my sound card perhaps.


In fact you've just proven that it wasn't (directly) Better Cities related :) The sound emission is as you say embedded in the flame, but the sound file played (whatever.wav) comes from the vanilla game's "Oblivion - Sounds.bsa". So we place the flame which emits the sound (which I cannot hear), but we don't control the flame volume. Thus the likely reason I cannot hear a raging inferno is because I still have the vanilla flame WAV playing, while you have a mod installed which provides a replacement WAV which is louder. Another possibility might be that I have a mod installed which replaces the WAV with one which is quieter, but I don't believe I have this. Does anyone else find loud flame noises when visiting the Market District at night (when using Better Cities, and please don't say "yes I do!!!" if you were holding a torch when you experienced this)?


Thanks for the Waterfront suggestions, I have copied those down in my small collection of suggestions people have so far made in response to my query about adding quests and dialogue to BC :)
I am presently slowly working out a short quest in Bravil. Since quest-creation is something I know very little about, I'm not entirely sure how to go about it, so I'm still at the stage of figuring out what happens rather than how to make it happen. Still, there's no hurry!
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RObert loVes MOmmy
 
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Post » Tue Nov 10, 2009 9:25 pm

Hello,

Found a small oddness on the upper level of Talos Plaza, near the library. Not sure if its BC related, but its really difficult to "identify" http://i279.photobucket.com/albums/kk145/koki373737/talosplaza.jpg. Unlike other doors, that you point anywhere and it recognizes, this one I had to keep moving the pointer around a lot and just in a small section it recognizes it as a door.
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Gavin boyce
 
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Post » Wed Nov 11, 2009 7:33 am

Hello,

Found a small oddness on the upper level of Talos Plaza, near the library. Not sure if its BC related, but its really difficult to "identify" http://i279.photobucket.com/albums/kk145/koki373737/talosplaza.jpg. Unlike other doors, that you point anywhere and it recognizes, this one I had to keep moving the pointer around a lot and just in a small section it recognizes it as a door.


There is nothing beyond that door yet. When we get an interior, the door will be made as easy to mouse-over as any other door, but for now it's just eye-candy. Presently the Imperial Library is the only usable door on the upper Talos Plaza.
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Taylrea Teodor
 
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Post » Tue Nov 10, 2009 5:19 pm

Hi

is it possible to make a compatibility patch for this mod?: http://www.tesnexus.com/downloads/file.php?id=19140

That would be great!
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Emily abigail Villarreal
 
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Post » Wed Nov 11, 2009 6:16 am

Hi

is it possible to make a compatibility patch for this mod?: http://www.tesnexus.com/downloads/file.php?id=19140

That would be great!


Maybe.
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Dalley hussain
 
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Post » Wed Nov 11, 2009 6:17 am

I've been having some problems of buildings' doors duplicating. Both work, but one is just floating in space, presumably in the location of the Vanilla building. This is on a new game, with a BOSS ordered list. I installed the Better Cities 4.3.6 omod, then the Better Cities Resources BSA 4.3.2, then the Better Cities Resources Update 4.3.6.

Is this a known thing, and what causes it?
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Judy Lynch
 
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Post » Tue Nov 10, 2009 6:58 pm

I've been having some problems of buildings' doors duplicating. Both work, but one is just floating in space, presumably in the location of the Vanilla building. This is on a new game, with a BOSS ordered list. I installed the Better Cities 4.3.6 omod, then the Better Cities Resources BSA 4.3.2, then the Better Cities Resources Update 4.3.6.

Is this a known thing, and what causes it?


Leave whichever city this is happening in, and go far away from it. Now wait three full days, save in a new save slot, quit to desktop, then reload the save. This ought to resolve duped doors.
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Red Sauce
 
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Post » Tue Nov 10, 2009 10:50 pm

Are you going to do a patch for FF_Real Thirst? I think BC/Let the People Drink/Real Thirst really blend well togheter, but at the moment there're some compatibily problems with the wells placement, like in IC Market Discrit or Anvil for istance. Anyway, as i said on tesnexus i'm really loving this mod and i can't wait for future updates to come! :D
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Jinx Sykes
 
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Post » Wed Nov 11, 2009 2:48 am

Are you going to do a patch for FF_Real Thirst? I think BC/Let the People Drink/Real Thirst really blend well togheter, but at the moment there're some compatibily problems with the wells placement, like in IC Market Discrit or Anvil for istance. Anyway, as i said on tesnexus i'm really loving this mod and i can't wait for future updates to come! :D


We weren't planning to. I've never heard of FF_Real Thirst. Eat/Drink/Sleep mods have no appeal to Ismelda and I so we don't know much about them and their conflicts. We are already compatible with Cobl's well-drinking features, try Cobl instead of FF_Real Thirst.
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Melissa De Thomasis
 
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Post » Wed Nov 11, 2009 12:04 am

Leave whichever city this is happening in, and go far away from it. Now wait three full days, save in a new save slot, quit to desktop, then reload the save. This ought to resolve duped doors.


I wouldn't expect that to be a problem since it's a new game, started after all of the mods were installed. I'll try it anyway.
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lauren cleaves
 
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Post » Wed Nov 11, 2009 8:55 am

We weren't planning to. I've never heard of FF_Real Thirst. Eat/Drink/Sleep mods have no appeal to Ismelda and I so we don't know much about them and their conflicts. We are already compatible with Cobl's well-drinking features, try Cobl instead of FF_Real Thirst.


I am using COBL, but to drink from those wells you need a Cobl aware hunger mod, and FF_Real Thirst is one of the. Btw is just a minor issue, and i wonder if it is safe to just disable those wells that conflicts with BC (which are just a few anyway).
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Daramis McGee
 
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Post » Wed Nov 11, 2009 5:53 am

I am using COBL, but to drink from those wells you need a Cobl aware hunger mod, and FF_Real Thirst is one of the. Btw is just a minor issue, and i wonder if it is safe to just disable those wells that conflicts with BC (which are just a few anyway).


Well we provide an ESP to make our wells work with Cobl for drinking with, so if you then ALSO need another mod to enable well-drinking in combination with Cobl, I suggest you look for one which doesn't add new wells :) Otherwise, just click-console-disable these conflicting wells as you suggest.
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Naomi Lastname
 
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