[Relz]Bananasplit's Better Cities - Thread 30

Post » Tue Nov 10, 2009 11:33 pm

If you use the resources patch you shouldn't have this issue. There is a bsa in just to fix this very issue.


Didnt noticed the file on Nexus >_< It fixed the collision 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.


No, Im using regular Bravil... tested again using Resources Update 4.3.5, just to be sure, and the problem persists. If I can help with any test, just let me know.
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IsAiah AkA figgy
 
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Post » Tue Nov 10, 2009 10:50 am

Hi Ismelda and display name...

I guess I haven't thanked you for this great mod lately, so thanks again :)

Then I have a small question: Could you provide me the formID of map markers for the two Leyawiin harbours and the Bravil dock from the Bravil B&M version and the Full B&M version esps? I need them to make Map Marker Overhaul display unique harbour icons for those versions of BC, but I don't have B&M installed, so I'm unable to open the esp files in the CS or TES4Edit to find out.
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Pants
 
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Post » Tue Nov 10, 2009 11:42 pm

Hi Ismelda and display name...

I guess I haven't thanked you for this great mod lately, so thanks again :)

Then I have a small question: Could you provide me the formID of map markers for the two Leyawiin harbours and the Bravil dock from the Bravil B&M version and the Full B&M version esps? I need them to make Map Marker Overhaul display unique harbour icons for those versions of BC, but I don't have B&M installed, so I'm unable to open the esp files in the CS or TES4Edit to find out.


The Leyawiin ones in B&M Full will be identical to the non B&M Full and the Leyawiin separate ESPs. Eastern one is ##061329. Southern one is ##060294
Bravil B&M separate ESP is ##02064C (and if this interests you, Blood & Mud's new castle's ID is ##02CAFB, and exists in a new worldspace in the B&M ESP)
Bravil B&M Full ESP is ##02064C (B&M castle obviously same as above since same ESP)

With exception of Bravil/Bravil B&M content (when comparing identical records in each) IDs will always match between separate and Full ESPs. We fixed it to ensure this always happens :)
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Siobhan Thompson
 
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Post » Tue Nov 10, 2009 1:47 pm

The Leyawiin ones in B&M Full will be identical to the non B&M Full and the Leyawiin separate ESPs. Eastern one is ##061329. Southern one is ##060294
Bravil B&M separate ESP is ##02064C (and if this interests you, Blood & Mud's new castle's ID is ##02CAFB, and exists in a new worldspace in the B&M ESP)
Bravil B&M Full ESP is ##02064C (B&M castle obviously same as above since same ESP)
Thanks, and yes, I plan to create a separate castle icon as well. Currently, castle map markers use city or fort icons, so I thought a separate castle icon would be nice.

With exception of Bravil/Bravil B&M content (when comparing identical records in each) IDs will always match between separate and Full ESPs. We fixed it to ensure this always happens :)
Good, it makes it simpler to keep MMO exchanging icons correctly for different BC versions. :)
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katsomaya Sanchez
 
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Post » Wed Nov 11, 2009 12:16 am

Some nonsense here. (because post at the bottom of the page are rarely read at all :) )
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Casey
 
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Post » Tue Nov 10, 2009 11:24 pm

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

We (you know who we is, don't you?) worked mainly on fixing the issues reported by the users in this release. We (him again) had lot of connection trouble so it was hard to keep in touch and be able to do actual work on the mod. Anyway this is what we did:

-Fixed the script which was not installing Slof's Oblivion Goth Shop.esp properly.
-Fixed the texture a texture name in the English Textures bsa.
-Fixed Leyawiin conflict with UL Blackwood Forest.
-Fixed the ratlines mesh to properly display textures on both side (with the use of the NiStencilProperty as mentioned by Mimada)
-Fixed the quest in the Old Crow Inn to allow the lock picking of the door used in Better Cities.
-Fixed the Rough Leather Boots to have the correct mesh when used by female character.
-Changed some stairs at the entrance of the IC Market (from Tamriel).
-Integrated of the FPS patch from -pk- to the IC Market and addition of his IC Tunnel patch.
-Gave some Leper in Bruma some health.
-Added a light bulb to the new brazier added by Better Cities in Bruma.
-Added of 2 new patches for UL Bravil Barrowfields to use with the Full version of Better Cities
-Added of Curfew AI Packages to the citizen of the Waterfront Districts.
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Sierra Ritsuka
 
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Post » Tue Nov 10, 2009 9:04 pm

Thanks for the update. :) I was beginning to wonder about the goth shop and UL issues.
Has the issue with people being killed on the upper levels of IC and falling through been fixed?
Thanks, again. B)
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JeSsy ArEllano
 
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Post » Tue Nov 10, 2009 6:50 pm

Thanks for the update. :) I was beginning to wonder about the goth shop and UL issues.
Has the issue with people being killed on the upper levels of IC and falling through been fixed?
Thanks, again. B)


Such an issue exists?
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Heather M
 
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Post » Tue Nov 10, 2009 9:55 am

Thanks for the update. :) I was beginning to wonder about the goth shop and UL issues.
Has the issue with people being killed on the upper levels of IC and falling through been fixed?
Thanks, again. B)

I, for one, never heard of that issue. It is most probably due to:
- bad meshes: meaning some meshes without collision are overwriting those in the bsa of Better Cities (I don't see how this would occurs though as we have them in special folders that no other mod should imitate).
-bad load order: this will change the pathgrid of the districts with upper level creating confusion in the NPCs playing up there and could make them fall to their death though I think we didn't let much place unsafe (where you could fall without first trying to jump). Of course NPC tend to go through items after some time and this could make them fall... Anyway, as we can almost guarantee our pathgrids, this issue is cause by a bad load order unless proven otherwise.
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Soph
 
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Post » Tue Nov 10, 2009 12:34 pm

I had posted this in an earlier thread. It was in the market district upper level. When a NPC/Guard is killed by sword or other weapon, when they fall over and die they would fall through the mesh to the ground below. I will update and check now. If said problem still exists, I will take a screenshot and post it , but I do believe my load order is correct.
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April D. F
 
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Post » Tue Nov 10, 2009 7:59 pm

BBC 4.3.6 takes precedence over all and it's still happening.

I recall this also happened a couple of other places but can't recall exactly where.

Anyway, Here's the screen and keep up the good work.

http://i861.photobucket.com/albums/ab180/metallicow/BBCICupperMeshproblem.jpg
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Nitol Ahmed
 
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Post » Tue Nov 10, 2009 5:06 pm

BBC 4.3.6 takes precedence over all and it's still happening.

I recall this also happened a couple of other places but can't recall exactly where.

Anyway, Here's the screen and keep up the good work.

http://i861.photobucket.com/albums/ab180/metallicow/BBCICupperMeshproblem.jpg


Well, I'm not going to be the one scrubbing the blood out of the brickwork, I can tell you!
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Dean Brown
 
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Post » Tue Nov 10, 2009 1:47 pm

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!


Hold on! You said something troublesome here.

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.


Never attempt to launch a save game without first quitting to desktop and relaunching the game. Failure to comply with this results in bugged gameplay - this is a problem with the game engine. So the problem can be avoided by not reloading a save having already been playing the game that session.
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Suzie Dalziel
 
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Post » Tue Nov 10, 2009 11:37 am

New version out today?! Nice... I literally JUST reinstalled BC last night, with Vibrant textures instead of QTP3:R, and it's actually playable with the FPS patches. I'm going to try with the new version and without FPS patches... see how that goes....

Thanks!
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le GraiN
 
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Post » Tue Nov 10, 2009 8:27 pm

BBC 4.3.6 takes precedence over all and it's still happening.

I recall this also happened a couple of other places but can't recall exactly where.

Anyway, Here's the screen and keep up the good work.

http://i861.photobucket.com/albums/ab180/metallicow/BBCICupperMeshproblem.jpg

So the dead bodies go through the meshes... That mean we need someone do improve the collision for us. I don't know when this will happen. Not any time soon I guess...

Until then we will need to add a warning post with: "It is strictly forbidden to kill people on the walkways!"
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Sara Lee
 
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Post » Wed Nov 11, 2009 1:16 am

So the dead bodies go through the meshes... That mean we need someone do improve the collision for us. I don't know when this will happen. Not any time soon I guess...

Until then we will need to add a warning post with: "It is strictly forbidden to kill people on the walkways!"


I'll start on the texture for that notice now.
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Brentleah Jeffs
 
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Post » Tue Nov 10, 2009 7:12 pm

I'll start on the texture for that notice now.

LOL :rofl: Actually you can canvas the pic too and put in a nice little frame.
I had to change the key fraps takes shots with to get it.
Well, I'm not going to be the one scrubbing the blood out of the brickwork, I can tell you!

:rofl: :rofl: :rofl:
It would make a nice screenie/pic/sign.
:rofl:
Anyway, good luck fixing.
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Ana
 
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Post » Tue Nov 10, 2009 8:34 pm

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!


I've looked into this, and have now given up trying to find the cause, as it isn't consistent. Loading the City Defences ESP before the Better Cities ESP seems to avoid the problem.
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мistrєss
 
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Post » Tue Nov 10, 2009 10:30 pm

Well, I'm not going to be the one scrubbing the blood out of the brickwork, I can tell you!

Heh.

I do recall I noticed a similar problem a while back. I think it was just before an earlier release, and I promptly forgot.

I will look again after I install the new one. But to the best of my recollection; It was on the upper level near the spiral staircase in the IC. I just downloaded the new "Potable Pastiche with New Potions" mod and dropped my potions to look at them in-game; they promptly fell through the path, one to the ground below, the rest disappeared completely (probably buried within the path of course.)

This is the kind of thing that is incredibly tedious to test though isn't it? Walking around looking at thing is fine, but dropping and kicking things around to see what falls where - what a chore!
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Nymph
 
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Post » Wed Nov 11, 2009 2:39 am

I'm missing some meshes (in Cheydinhal at least - haven't been anywhere else since updating). I use BAIN to install, and at the moment I have 3 packages installed:

Better_Cities_Resources_4-3-2
Resources_Update_from_4-3-2_to_4-3-6
Better_Cities_4-3-6a

BAIN reports no missing meshes, and I made a clean save before updating. Could there be meshes missing from the v6 update package that are needed for v6a?
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Haley Cooper
 
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Post » Wed Nov 11, 2009 2:12 am

Heh.

I do recall I noticed a similar problem a while back. I think it was just before an earlier release, and I promptly forgot.

I will look again after I install the new one. But to the best of my recollection; It was on the upper level near the spiral staircase in the IC. I just downloaded the new "Potable Pastiche with New Potions" mod and dropped my potions to look at them in-game; they promptly fell through the path, one to the ground below, the rest disappeared completely (probably buried within the path of course.)

This is the kind of thing that is incredibly tedious to test though isn't it? Walking around looking at thing is fine, but dropping and kicking things around to see what falls where - what a chore!


We could add some collision boxes underneath these walkways, but additional collision means additional FPS loss.

I'm missing some meshes (in Cheydinhal at least - haven't been anywhere else since updating). I use BAIN to install, and at the moment I have 3 packages installed:

Better_Cities_Resources_4-3-2
Resources_Update_from_4-3-2_to_4-3-6
Better_Cities_4-3-6a

BAIN reports no missing meshes, and I made a clean save before updating. Could there be meshes missing from the v6 update package that are needed for v6a?


Reinstall the resources, you have downloaded all needed files for the latest version, and Cheydinhal hasn't been touched for ages. Either the resources didn't install fully, or you are missing meshes from another mod, not Better Cities.
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Dark Mogul
 
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Post » Tue Nov 10, 2009 10:43 pm

I just installed the mod and wrye bash tells me that the FPS patches are missing one or more masters even though i selected better cities full. Is this a mistake?
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Josephine Gowing
 
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Post » Wed Nov 11, 2009 2:07 am

@ RevanIRL: Yes. I'm sure Ismelda will fix it ASAP.

==================================

I have a question for users of Better Cities... I know, below is a wall of text, please bear with me :)

We add a lot of new NPCs to the cities (especially in Bravil), but almost none of them have anything to say. They exist purely to be looked at, they are occupants to the new buildings, but nothing more.
What could we do (assuming we do anything, I make no promises) to make it actually worthwhile going to visit these NPCs?

We could give them some meaningless dialogue, similar to rumours (e.g. "I haven't left Skingrad in over six months! The Legion isn't what it used to be, the roads just aren't safe anymore", "Did you know that scrib jelly works wonders when rubbed into aching joints? My grandad swears by it!", "How long do I have to wait for the Topal Trading Company to deliver my package? I ordered it weeks ago" etc.). Occasionally you might learn something vaguely interesting, such as where the TT Company's offices are, but ultimately it would just be pvssyr.
Some could offer meaningless quests (e.g. "Bring me 5 Ayleid coins", "Take these books to my brother in Chorrol", "Steal my neighbour's bottles of wine for me", "Kill the ruffian who lives in the gutters". "Hide this in the old storm drains before the guards come for me!" etc.) resulting in either no reward (just do it for the feel-good factor, perhaps) or some petty compensation like a few gold coins (nothing of value).

Some of you will already have come across a ~quest~ I added over a year ago relating to an abandoned building in Cheydinhal, a locked building in Skingrad, and something lurking beneath (with bypassing reference to a shop added in the Market District). This ~quest~ doesn't appear in the player's quest log, it's all picked up from notes, and there is no real purpose to it - it's just something to do! And then a few months ago I added a quest to the apothecary in Bravil (well, just outside Bravil) asking you to fetch some things for her (I think this uses the player quest log, I cannot recall now). Again there's no real purpose to it. But for players who want more from Oblivion than hack and slash, make loads of cash, own five hundred player houses, beat the baddy at the end, I hope such minor quests and tasks might appeal.

Assume there would not be any voice acting for the dialogue, it would be expected that people are using Elys' http://www.tesnexus.com/downloads/file.php?id=16622 mod to keep the text at a readable speed, rather than supplying loads of silent MP3 files.



So, what do you think? Complete or near-complete lack of response will be taken to mean it's not worth the effort of even considering this, so if the idea appeals to you, please speak up!

If you like the idea of meaningless dialogue but not quests, say so.
If you like the idea of quests but not the meaningless dialogue, say so.

If you like the idea but only if voiced, don't say so, this is not open to discussion for the time being.

If you have suggestions for some meaningless dialogue (similar to rumours, though we won't be flooding the Rumors list, we'd use new topic options), feel free to suggest them. If you also happen to have a specific Better Cities-created NPC in mind to speak it, then say so. We would not be interested in anything that blatantly contradicts the TES lore, but references to other popular mods might be okay (for example mentioning the Archaeology Guild from Lost Spires - there's already a notice in the Market District which mentions the Guild). Humourous comments would be acceptable, as long as not over the top, immature or insulting.


And again I point out that I make no promises that any of this will actually make it into the mod, but it's a possibility if it's popular.
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Stephy Beck
 
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Post » Tue Nov 10, 2009 9:16 pm

Thought as much as this was the first time i had this problem. Also i like the idea of what you wrote.
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LittleMiss
 
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Post » Tue Nov 10, 2009 6:05 pm

Thought as much as this was the first time i had this problem.

The version 4.3.6b fixes this issue now. Go download it.
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Danielle Brown
 
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