[Relz]Bananasplit's Better Cities - Thread 30

Post » Tue Nov 10, 2009 6:26 am

I think the drop to 10 FPS in Bruma seems way too much though, and cannot remember to have such experience there myself (with a 3ghs dual-core and a 4870) - but then I have sacrificed QTP3? alltogether, as I consider RAEVWD much more important than QTP3 for my game experience, and both seems to make my PC struggle.


@TheNiceOne: I'm curious, outside in the Wilderness, what happens to be your average in fps? I'm guessing that having a quad-core 2.83ghz is similar to having your system in dual-core since Oblivion doesn't seem to take advantage of quad-cores very well at all.
When I enter Bruma, my game comes to a stuttering mess... I'm not sure why. I was able to run Blood and Mud in Bravil without problems, which is possibly one of the most stressful mods on fps. As you say, TheNiceOne, it seems too drastic, especially if you have a similar system and are able to run it comfortably. It isn't just fps for me in Bruma, though. When I enter and try to move around, it stutters so badly that I can't move until I look at the ground.

Looks like there's something my system doesn't like in this one.

@display name is already in use,
Redirecting the patch to use the full esp, thanks for that info! I was hoping that would be possible. I came very close to trying it myself but didn't want to explode my game if it wasn't safe.
User avatar
Max Van Morrison
 
Posts: 3503
Joined: Sat Jul 07, 2007 4:48 pm

Post » Tue Nov 10, 2009 7:20 pm

Why are you asking us? If it's a fix for another mod, ask that mod's author :)


I asked here because as I understand, Better Citties is compatible with IC Expanded, so I suppose BC expects IC Expanded to work in a certain way... so I was wondering if changing some AI packages , in spite of being a small change, could have any impact on the compatibility . Besides, it seems IC expanded author havent been answering questions on nexus for some time now

But no problem, I guess I will find out playing anyway : )

Thanks!
User avatar
Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Tue Nov 10, 2009 10:29 am

Minor update to IC Market FPS Patch2 to use the wall height change instead of the door. I sorted the masters so it wont be orange in Wrye Bash anymore.
Added Waterfront FPS Patch2 which removes 23 light sources, and moves the lights in the tunnel to every 4th beam instead of 3rd beam.


Why an FPS Patch for the *tunnel*? It's the Waterfront itself that eats uop VRAM. At least in my game it is by far the worst place and I have to turn off Distant LOD just to avoid the game freezing as the VRAM usage exceeds 1 GB.
Is it the ships or the clutter that uses so much VRAM?
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Tue Nov 10, 2009 6:24 am

As I understand it, the tunnel has a lot of lights in it. So the fps patch removes some to help with that.

Ships AND clutter both use up a lot of VRAM. The more of each, the more you eat. Ships also eat FPS because they're just so darn big and made of many MANY polygons.
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Tue Nov 10, 2009 8:39 am

@TheNiceOne: I'm curious, outside in the Wilderness, what happens to be your average in fps? I'm guessing that having a quad-core 2.83ghz is similar to having your system in dual-core since Oblivion doesn't seem to take advantage of quad-cores very well at all.
When I enter Bruma, my game comes to a stuttering mess... I'm not sure why. I was able to run Blood and Mud in Bravil without problems, which is possibly one of the most stressful mods on fps. As you say, TheNiceOne, it seems too drastic, especially if you have a similar system and are able to run it comfortably. It isn't just fps for me in Bruma, though. When I enter and try to move around, it stutters so badly that I can't move until I look at the ground.

Looks like there's something my system doesn't like in this one.

@display name is already in use,
Redirecting the patch to use the full esp, thanks for that info! I was hoping that would be possible. I came very close to trying it myself but didn't want to explode my game if it wasn't safe.


BC Bravil: B&M should have the highest FPS impact compared to all other parts of Better Cities. So if you can explore Bravil with a comfortable FPS, I would suggest that BC is probably not the reason for this FPS drain in Bruma - at least not directly.

I asked here because as I understand, Better Citties is compatible with IC Expanded, so I suppose BC expects IC Expanded to work in a certain way... so I was wondering if changing some AI packages , in spite of being a small change, could have any impact on the compatibility . Besides, it seems IC expanded author havent been answering questions on nexus for some time now

But no problem, I guess I will find out playing anyway : )

Thanks!


Mods we list as compatible are often listed based on info supplied by others. So if someone says "BC is compatible with X" we'll list X as compatible until someone else comes along and says "no it isn't! It conflicts by...." Also, even where we know a mod is compatible, we cannot account for future releases of those mods. If we checked and confirmed version 1.0 of a mod is compatible, and the mod then gets released as v1.5 or v2 etc. this newer version may not be compatible. We cannot recheck these things for each release of other mods (especially if we're not aware they've been updated).
Now for the mod in question, the latest version should be fully compatible. What you quoted from the mod author looks to refer to editing an AI Package. Editing as described wouldn't have any impact on Better Cities, so you can go ahead and try it :)

Why an FPS Patch for the *tunnel*? It's the Waterfront itself that eats uop VRAM. At least in my game it is by far the worst place and I have to turn off Distant LOD just to avoid the game freezing as the VRAM usage exceeds 1 GB.
Is it the ships or the clutter that uses so much VRAM?


FPS is hit quite heavily in the Tunnel itself (especially along the UnderMarket side-tunnel). This FPS patch will be greatly appreciated by some.
User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Tue Nov 10, 2009 10:30 am

Could you send us the fixed cogrigging01.nif because I have no clue where to put that NiStencilProperty block and what to put in the block.


Here's the http://www.mediafire.com/?sharekey=5ce8d9a40acd6ec86b21be4093fab7ac95650fae2ce7eee65621d66e282a0ee8.
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Tue Nov 10, 2009 1:29 pm

Some minor thing:

This light in Bruma does not light anything.

http://img5.imagebanana.com/view/5l209jl1/RealLight.jpg
User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

Post » Tue Nov 10, 2009 10:49 am

Some minor thing:

This light in Bruma does not light anything.

http://img5.imagebanana.com/view/5l209jl1/RealLight.jpg

We do not alter the lights in Bruma. So one of your mod is disabling this light from vanilla.

Here's the http://www.mediafire.com/?sharekey=5ce8d9a40acd6ec86b21be4093fab7ac95650fae2ce7eee65621d66e282a0ee8.

Thanks.
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Tue Nov 10, 2009 8:39 pm

you should make this mod compatible with Et in Arkay Ego. it will be nice.
User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Tue Nov 10, 2009 7:41 pm

We do not alter the lights in Bruma. So one of your mod is disabling this light from vanilla.


Sorry to ask again. This light source is introduced by better cities. it is not there in vanilla. And i don't have any mods except better cities (of course newest version).
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Tue Nov 10, 2009 9:31 am

FPS is hit quite heavily in the Tunnel itself (especially along the UnderMarket side-tunnel). This FPS patch will be greatly appreciated by some.


Weird....for me the tunnels are silky smooth and the Waterfront with all settings maxed is a slidehow of wading in syrup.
But I'm still using an older version (4.1.3).
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Tue Nov 10, 2009 4:39 pm

Some minor thing:

This light in Bruma does not light anything.

http://img5.imagebanana.com/view/5l209jl1/RealLight.jpg


The issue being reported here is that the fire doesn't emit any light, yes? Please can you provide a better screenshot with some light so we can see what you're looking at :D

you should make this mod compatible with Et in Arkay Ego. it will be nice.


How is it not compatible? And rather than tell us what we should do, please request compatibility. The last person who came here and told us to make our mod compatible with another mod received some sharp words from me and an instruction for him to go tell the other mod's author to make his mod compatible with ours instead. We don't like being told what to do, but are happy to consider requests.

Weird....for me the tunnels are silky smooth and the Waterfront with all settings maxed is a slidehow of wading in syrup.
But I'm still using an older version (4.1.3).


For me the tunnel has perfectly reasonable FPS, but it is much lower than a vanilla interior cell, so it definitely does drop considerably.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Tue Nov 10, 2009 9:17 am

The issue being reported here is that the fire doesn't emit any light, yes? Please can you provide a better screenshot with some light so we can see what you're looking at :D


:D Of course

http://img5.imagebanana.com/view/1re24v3s/Oblivion2009082817465686.jpg

thank you for looking at it
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Tue Nov 10, 2009 2:02 pm

:D Of course

http://img5.imagebanana.com/view/1re24v3s/Oblivion2009082817465686.jpg

thank you for looking at it

Ok I was right, but you were too :)

I fixed this missing light bulb so this brazier will emit light on next update.
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Tue Nov 10, 2009 3:46 pm

Thank you!

Of course I have to tell you that your work is absolutely amazing. I remember the first release from bananasplit in the german forum and I have to
say you made it even better. Great Work!
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Tue Nov 10, 2009 7:41 am

Mods we list as compatible are often listed based on info supplied by others. So if someone says "BC is compatible with X" we'll list X as compatible until someone else comes along and says "no it isn't! It conflicts by...." Also, even where we know a mod is compatible, we cannot account for future releases of those mods. If we checked and confirmed version 1.0 of a mod is compatible, and the mod then gets released as v1.5 or v2 etc. this newer version may not be compatible. We cannot recheck these things for each release of other mods (especially if we're not aware they've been updated).
Now for the mod in question, the latest version should be fully compatible. What you quoted from the mod author looks to refer to editing an AI Package. Editing as described wouldn't have any impact on Better Cities, so you can go ahead and try it :)


Many thanks! And thanks (all authors) again for this amazing mod... latelly I just stroll around towns to see the changes : )
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Tue Nov 10, 2009 8:04 am

Just wanted to bring to your attention that there MIGHT be an issue with Better Cities - Old Crow Inn.esp

Now my knowledge of Tes4Edit and plugins in general is basic, so I might be completely wrong with this.

But anyway, OldCrowInn.esp appears to have a quest script that sets the lock difficult on the door to Corthio's Curiosities (in ICMarketPlace) to 99 (it's originally set to 100) so the player can pick it and enter. Here's the relevant quest result:
http://members.iinet.net.au/~m.holmes/Oblivion/OldCrow_1.gif

For whatever reason, that lock difficulty change did not seem to filter through for me, so the Better Cities version of the door remained at 100 difficulty (and there's no key to it). I'm not sure how these BC doors get mapped back to the original doors but could there be a problem here?

As I said, I'm far from an expert in this stuff, but thought I'd notify you guys of the possibility anyway.

*EDIT*: confirmation and more info from Arthmoor here: http://www.gamesas.com/bgsforums/index.php?showtopic=1034262&view=findpost&p=14983564
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Tue Nov 10, 2009 10:05 am

Just wanted to bring to your attention that there MIGHT be an issue with Better Cities - Old Crow Inn.esp

Now my knowledge of Tes4Edit and plugins in general is basic, so I might be completely wrong with this.

But anyway, OldCrowInn.esp appears to have a quest script that sets the lock difficult on the door to Corthio's Curiosities (in ICMarketPlace) to 99 (it's originally set to 100) so the player can pick it and enter. Here's the relevant quest result:
http://members.iinet.net.au/~m.holmes/Oblivion/OldCrow_1.gif

For whatever reason, that lock difficulty change did not seem to filter through for me, so the Better Cities version of the door remained at 100 difficulty (and there's no key to it). I'm not sure how these BC doors get mapped back to the original doors but could there be a problem here?

As I said, I'm far from an expert in this stuff, but thought I'd notify you guys of the possibility anyway.

*EDIT*: confirmation and more info from Arthmoor here: http://www.gamesas.com/bgsforums/index.php?showtopic=1034262&view=findpost&p=14983564


If the door is touched by a quest script, then it probably will have stopped working. Will investigate.

EDIT

Compatibility patch for UL Bravil Barrowfields latest version is now available on my UL Patches page (link in my sig)
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Tue Nov 10, 2009 3:19 pm

you should make this mod compatible with Et in Arkay Ego. it will be nice.

How is it not compatible? And rather than tell us what we should do, please request compatibility. The last person who came here and told us to make our mod compatible with another mod received some sharp words from me and an instruction for him to go tell the other mod's author to make his mod compatible with ours instead. We don't like being told what to do, but are happy to consider requests.


I looked into this anyway, the only conflict I can even find is in Cheydinhal, where a wall poster from Et In Arkay is floating in the middle of the footpath. Approach it, open the console, click on the poster, type "disable", press return, close console, go back to playing.
I've disabled all these posters myself, I don't like them.
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Tue Nov 10, 2009 5:01 pm

thanks mate :thumbsup: appreciate your efforts as always
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Tue Nov 10, 2009 4:44 pm

How is it not compatible? And rather than tell us what we should do, please request compatibility. The last person who came here and told us to make our mod compatible with another mod received some sharp words from me and an instruction for him to go tell the other mod's author to make his mod compatible with ours instead. We don't like being told what to do, but are happy to consider requests.

Good, sorry If I have bothered you with my request. I'm gonna ask to creator of Et in Arkay Ego to make a compatibility patch for it. Hope he will accept my request.
User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Tue Nov 10, 2009 7:42 am

Compatibility patch for UL Bravil Barrowfields latest version is now available on my UL Patches page (link in my sig)
excellent and thanks!
User avatar
Elle H
 
Posts: 3407
Joined: Sun Aug 06, 2006 3:15 am

Post » Tue Nov 10, 2009 8:08 am

Just wanted to bring to your attention that there MIGHT be an issue with Better Cities - Old Crow Inn.esp

Now my knowledge of Tes4Edit and plugins in general is basic, so I might be completely wrong with this.

But anyway, OldCrowInn.esp appears to have a quest script that sets the lock difficult on the door to Corthio's Curiosities (in ICMarketPlace) to 99 (it's originally set to 100) so the player can pick it and enter. Here's the relevant quest result:
http://members.iinet.net.au/~m.holmes/Oblivion/OldCrow_1.gif


Next release the patch for Old Crow Inn should make the lock pickable at the right moment. Note that those who have already reached the stage in the quest where the door lock gets adjusted won't benefit from this correction. Use the console instead :D

excellent and thanks!


And now the Barrowfields patches are reuploaded again! I forgot that this time I need to include two additional ESPs, which are now available in patch v2.8
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Tue Nov 10, 2009 11:16 am

Hello!

Stumbled on two issues that also might be related to BC. First one, not sure if it has been already reported, is a colision issue on Bravil Docks. If I walk through the steps right in front of me in this http://i279.photobucket.com/albums/kk145/koki373737/bravildocks.jpg, I fall through them.. Im using BC Full 4.3.5, UL Bravil Borrowifields 1.32 and BCBravil Borrowfields patch FULL 2.7. I guess thats the reason why several NPCs are taking a bath around there : )

The other issue is a bit more hairy. Its not game breaking but since its persistent, I think its ok to report. I noticed that after traveling to Bravil for the first time, I started to get a honk from weOCPs when quiting to main menu, Then I found out that if I save, go to the main menu, ignore the honk, and load the same game again, then on the next time I quit to main menu it CTDs for real, even with weOCPS. And then, with that savegame, the problem seems to persist, even if I quit the game completelly. Similar behavior if I remove weOCPs.. the first quit to main menu seems to work. But if I save, quit to main menu, load and save, then every quit to main menu from then on, with that savegame, starts to CTD.
After a bit of test, I tracked the problem to specific cells... so if I enter Bravil, no problem.. cell (16,-11), (15,-11), no problem (quiting to main menu working fine, no honks). But when I enter 15,-9, the problem starts. And after visiting that cell, if I, for example, fast travel from there to City Isle, save, quit the game completelly, run it again, load the savegame and quit to main menu, the issue repeats itself.. first time weOCPS honks, next time CTDs. Using Arthmoor?s guide on tracking glitched spaws, and after some tests, I found out that if I disable BC - Full City Defences the problem vanishes. Checking TES4EDIT, it seems BC-FCD doesnt touch this specific cell, so perhaps the issue is on a surrouding cell thats being loaded on memory. (if my tests make any sense at all, that is)

Sorry if the explanation is a bit confuse... if its a real issue, it seems to be very specific. I guess I wouldnt even bother to try to report if it wasnt a persistent issue. Thanks!
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Tue Nov 10, 2009 6:39 pm

Hello!

Stumbled on two issues that also might be related to BC. First one, not sure if it has been already reported, is a colision issue on Bravil Docks. If I walk through the steps right in front of me in this http://i279.photobucket.com/albums/kk145/koki373737/bravildocks.jpg, I fall through them.. Im using BC Full 4.3.5, UL Bravil Borrowifields 1.32 and BCBravil Borrowfields patch FULL 2.7. I guess thats the reason why several NPCs are taking a bath around there : )

If you use the resources patch you shouldn't have this issue. There is a bsa in just to fix this very issue.
The other issue is a bit more hairy. Its not game breaking but since its persistent, I think its ok to report. I noticed that after traveling to Bravil for the first time, I started to get a honk from weOCPs when quiting to main menu, Then I found out that if I save, go to the main menu, ignore the honk, and load the same game again, then on the next time I quit to main menu it CTDs for real, even with weOCPS. And then, with that savegame, the problem seems to persist, even if I quit the game completelly. Similar behavior if I remove weOCPs.. the first quit to main menu seems to work. But if I save, quit to main menu, load and save, then every quit to main menu from then on, with that savegame, starts to CTD.
After a bit of test, I tracked the problem to specific cells... so if I enter Bravil, no problem.. cell (16,-11), (15,-11), no problem (quiting to main menu working fine, no honks). But when I enter 15,-9, the problem starts. And after visiting that cell, if I, for example, fast travel from there to City Isle, save, quit the game completelly, run it again, load the savegame and quit to main menu, the issue repeats itself.. first time weOCPS honks, next time CTDs. Using Arthmoor?s guide on tracking glitched spaws, and after some tests, I found out that if I disable BC - Full City Defences the problem vanishes. Checking TES4EDIT, it seems BC-FCD doesnt touch this specific cell, so perhaps the issue is on a surrouding cell thats being loaded on memory. (if my tests make any sense at all, that is)

Sorry if the explanation is a bit confuse... if its a real issue, it seems to be very specific. I guess I wouldnt even bother to try to report if it wasnt a persistent issue. Thanks!

It doesn't look like you're using Blood & Mud so it is indeed some useful infos in there to try to track down this issue. I'm not sure we will be able to find it and fix it but it is a good start to look of it. Thanks.
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

PreviousNext

Return to IV - Oblivion