[Relz]Bananasplit's Better Cities - Thread 30

Post » Tue Nov 10, 2009 4:49 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1016066

"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://tesall.ru/files/oblivion/betcities/.

_______________________________________________________
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 City Defences ESPs - separate ESPs for each city, or a single Full ESP for all of them. And then again with 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: Install this mod before Better Cities and also load it before Better Cities. Better Cities contains meshes enhanced for the cities and that you will need to have everything working correctly. This is why you must overwrite the meshes from UOP with those of BBC.

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

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=3849: NO with Cheydinhal only (source TUPPSY & wmj)
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://www.tesnexus.com/downloads/file.php?id=4954: OK (Fix by StarLion) http://rapidshare.com/files/77526935/IWR-Windows.esp.html.
http://tesnexus.com/downloads/file.php?id=11027: OK (fix by Trader01) http://www.tesnexus.com/downloads/file.php?id=14490.
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=4513 http://www.tesnexus.com/downloads/file.php?id=17454: OK (Patch by Roxas116)
http://www.tesnexus.com/downloads/file.php?id=18203 OK (http://www.tesnexus.com/downloads/file.php?id=19263)

Patches & Fixes included in the Extras
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=3172: OK (Fix by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=11778 OK (fix by Vorians)
http://www.tesnexus.com/downloads/file.php?id=14939 OK (patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=13692: OK (fix by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=19228 OK (patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=10223 OK since version 2.4
http://www.tesnexus.com/downloads/file.php?id=9450: OK (source Vorians and Blupie fixes)
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 (Fix by Ismelda)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=581: OK (fix by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=11598: OK (Patch by BluePie)
http://www.tesnexus.com/downloads/file.php?id=7663: OK (fix 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 (Patch by Vorians - get all Vorians http://www.tesnexus.com/downloads/file.php?id=13834).
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.

_______________________________________________________
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
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. As Better Cities are not a quest mod, you will loose nothing.
_______________________________________________________
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 5 has an interior included in Anvil.
Doors 1, 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=7925 and http://www.tesnexus.com/downloads/file.php?id=8699

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

Door 4 is reserved for http://www.tesnexus.com/downloads/file.php?id=14601
Door 1 is reserved for http://www.tesnexus.com/downloads/file.php?id=8520
Doors 3, 5, 6, 11 & 12 have an interior included in Skingrad.
Door 2 is free.

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

No Free Doors.


_______________________________________________________
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
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Tue Nov 10, 2009 7:09 am

Some might have noticed my absence this week. I had the week off work and no internet at home (there should be another one of those reality crime programs like "Cops" called "When Good Internet Upgrades Go Bad! ADSL2+, the Connection Cutter") so haven't been able to keep track of things here. Today the connection is finally working (it cuts out every 10-30 minutes for about a minute, then works again) after two weeks with zero connection at all.

So, here I am attempting to catch up, and covering a few things posted in the previous thread which haven't been answered by Ismelda.

Don't know if this has been corrected or even mentioned, but it seems that even if they have the correct dialogue, none of the BC added residents of the Waterfront had the "curfew" AI Package that the vanilla ones have when the City watch comes looking for the Grey Fox. I think the curfew is part of the Misdirection Thieves Guild quest,


Thanks I think I forgot to add that package to the new Waterfront NPCs. I made sure to add it to all NPCs inside the City walls! (I hope)

This is my personal patch and you may try it if you wish, but I will not be maintaining this release. If a new version of Better Cities is released and you find a bug in the Marketplace, you should uninstall this patch and verify that the bug happens with Better Cities. link

Edit:
I modified one of the Oblivion dungeon stairs to make a new big steps mesh for the city. It uses 3 pieces now instead of 8. You can use it if you wish


We'll take a look.

Haven't had any problems which I'm not certain are coming from elsewhere/my own idiocy ("missing" textures), except having to lockpick my way out of the Black Tavern's (Anvil Harbor) rented room in the morning, and being surprised by a standing corpse who goes by the name, Leper, in the Bruma slum (Quite the artist, for a dead guy).... Hardly problems, really.... Apologies if these have been mentioned elsewhere. I've only read this thread.

Cheers,
Scott


We will investigate the tavern door. Was the standing corpse standing with his arms stuck out straight at his sides? If so this is a game engine bug, occasionally happens. Will poke him to see what happens.

With my new release of Map Marker Overhaul, I have added a new, anchor icon to be used instead of the generic city icon for dock/harbour map markers. As a first test/showcase, I changed the icons of Waterfront, Anvil Docks (added by UOP), Bravil Docks and the two Leyawinn Harbours (all added by BC). I do it by dynamically changing the map marker type during savegame load, but I think it is a better solution to change the map marker type in the esp.

I plan to release the needed resoureces as a modder's resource (3 icon files x 5 different icon designs) to be included by any modder. So if you think this is a decent idea, you can include the icon resources in BC and change the map marker types in the esp. Of course, the harbour icon type is just an example, so if there are any other map marker types/icons you would like to have in BC I can add those too. My only requirement is that any new marker types/icons are added with my control, in order to ensure that there will be no conflicts between mods using those.


Sounds interesting, we will consider this. Did you create a vanilla-style harbour icon? Your screenshots only show the harbour icon styled for the Elven map icons (I think that's what they are).
EDIT Just downloaded your mod and after a quick look in the archive, looks like "yes" will be your response about including a vanilla version of the harbour icon.

This may have been mentioned elsewhere, but it looks like IC Waterfront is missing these textures:
textures\architecture\imperialcity\TunnelSignRedLightsBordello01.dds
textures\architecture\imperialcity\ictunnelwallnotecleanerwanted01.dds


The first one isn't used in Better Cities (at least it shouldn't be) and thus is not in any of our BSAs. Where have you seen a sign trying to use that texture?
The second one can be found in "Better Cities - Textures EV.bsa" so you haven't installed the entirety of Better Cities. Re-read the installation instructions and ensure you're not missing any other BSA files.

hmm, getting floating lamp lights in Anvil with 4.3.5, not something I experienced with earlier BC versions. For example, there's one outside the Anvil inn that appears at dusk. No lamp pole, just a floating flame.

I've heard people having this issue before - what usually causes this?


Usually? Other mods. Can you provide a screenshot please.

Thanks for reminding me. There is a floating/missing light in marketplace too:

0002E7B should be moved back to X:28770.568359, Y:70601.984375 (it is currently at the position of 0002E7C).


And I patched some very small holes:
0001C2C6 .. Z:3550.716797
060D03AC .. X:33003.445312 .. Y:70407.992188
060D03AD .. X:33062.648437 .. Y:70517.117188
060D0003 .. X:32972.000000 .. Y:69832.796875 .. rotation-Z: 303.1000


Will investigate.
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Tue Nov 10, 2009 1:16 am

Sounds interesting, we will consider this. Did you create a vanilla-style harbour icon? Your screenshots only show the harbour icon styled for the Elven map icons (I think that's what they are).
EDIT Just downloaded your mod and after a quick look in the archive, looks like "yes" will be your response about including a vanilla version of the harbour icon.

"yes" :D

btw, I just used the formId of the version I happened to have installed due to time limitations, and that may be a couple of sub-versions old, but I was under the impression that formIds stopped changing after 4.3.0 or so, right?
User avatar
Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Tue Nov 10, 2009 1:41 pm

"yes" :D

btw, I just used the formId of the version I happened to have installed due to time limitations, and that may be a couple of sub-versions old, but I was under the impression that formIds stopped changing after 4.3.0 or so, right?

Indeed the point is not to change the base of the formID on every release but to have a reliable set that wont conflict with each others among the files we have to merge. The FormID as they are should here to stay like that for a very long time (normally). 4.3.0 was the first (and hopefully the last) complete renumbering.
User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Tue Nov 10, 2009 12:41 pm

It was mentioned in the last thread that Blood&Mud causes problems when exit oblivion. This is true for my game too. Will this be fixed in future releases?
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Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Tue Nov 10, 2009 8:09 am

Usually? Other mods. Can you provide a screenshot please.


Here's some screenshots, with the flames identified by the latest version of FormIDFinder:

http://members.iinet.net.au/~m.holmes/Oblivion/ScreenShot87.jpg
http://members.iinet.net.au/~m.holmes/Oblivion/ScreenShot88.jpg
http://members.iinet.net.au/~m.holmes/Oblivion/ScreenShot89.jpg

I didn't think I had anything else that modifies Anvil. But anyway don't waste any time investigating on my behalf, just let me know if it's something obvious. I can load my order up in Tes4Edit and have a poke around if it's not. Anyway here's my modlist, I don't use anything uncommon. If it matters, I clean saved BC when going from 4.3.2 to 4.3.5.

Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.5]02  Francesco's Leveled Creatures-Items Mod.esm03  Francesco's Optional New Items Add-On.esm04  Cobl Main.esm  [Version 1.71]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b1]07  CyrodiilUpgradeResourcePack.esm08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9a7]0A  Kvatch Rebuilt.esm0B  Better Cities Resources.esm0C  HorseCombatMaster.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp0D  Unofficial Oblivion Patch.esp  [Version 3.2.0]0E  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0F  Oblivion Citadel Door Fix.esp10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  Better Cities .esp13  Oblivion.esp14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Quests-SI only.esp18  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  All Natural.esp  [Version 0.9.5]++  All Natural - EW + NW + AWS.esp  [Version 0.9.5]++  phinix-waterfix.esp++  Symphony of Violence.esp1B  AmbientTownSounds.esp1C  Atmospheric Oblivion.esp1D  PCSoundMazzy.esp  [Version 2.6]1E  Cities Alive At Night.esp1F  WindowLightingSystem.esp20  Ayleid Loot EXtension.esp**  Book Jackets Oblivion.esp21  7lbsBedrolls-OBSE.esp22  BookTrackerOBSE.esp23  VanityCameraSmoother.esp++  Item interchange - Extraction.esp  [Version 0.76]24  P1DseeYouSleep.esp25  Living Economy - SI.esp26  Living Economy - Items.esp27  Cutthroat Merchants.esp28  sr_super_hotkeys.esp29  DLCHorseArmor.esp2A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2B  DLCOrrery.esp2C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]2D  DLCVileLair.esp2E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]2F  P1DseeYouSleep - DLCVileLair.esp30  DLCMehrunesRazor.esp31  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]32  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp++  MaleBodyReplacerV4.esp33  PersuasionOverhaul.esp  [Version 1.4]**  mz_Shields_SI.esp34  DLCThievesDen.esp35  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]36  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]37  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]38  ExnemRuneskulls.esp++  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]39  Cobl Glue.esp  [Version 1.69]3A  Cobl Si.esp  [Version 1.63]3B  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]3C  Bob's Armory Oblivion.esp3D  FCOM_BobsArmory.esp  [Version 0.9.9]3E  Oblivion WarCry EV.esp3F  FCOM_WarCry.esp  [Version 0.9.9]40  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]41  OOO-Water_Weeds.esp  [Version 1.33]42  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]43  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]44  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b1]45  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b2]++  TamrielTravellerAdvscript.esp  [Version 1.39c]46  TamrielTravellers4OOO.esp  [Version 1.39c]47  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]48  Mart's Monster Mod - Shivering Isles.esp++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.69]++  EVE_StockEquipmentReplacer4FCOM.esp49  eyja.esp4A  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp4B  Kvatch Rebuilt - Leveled Guards - FCOM.esp4C  OldCrowInn.esp  [Version 1.5]4D  GlenvarCastle.esp4E  LetThePeopleDrink.esp  [Version 2.5]4F  LostSwordOfTheAylied.esp50  LostSwordOfTheAylied - OBSE Add-On.esp51  The Ayleid Steps.esp  [Version 2.6]52  VHBloodlines 1.2.esp  [Version 1.4]53  Apachii_Goddess_Store.esp54  DLCBattlehornCastle.esp55  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]56  DLCFrostcrag.esp57  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]58  Knights.esp59  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp5A  The Lost Spires.esp5B  AFK_Weye.esp5C  Lost Paladins of the Divines.esp5D  Origin of the Mages Guild.esp  [Version 6.1]5E  HoarfrostCastle.esp++  FCOM_Knights.esp  [Version 0.9.9]5F  FCOM_OMG.esp  [Version 0.9.9]60  ElsweyrAnequina.esp61  xuldarkforest.esp  [Version 1.0.2]62  LostSpires-DarkForest patch.esp63  xulStendarrValley.esp  [Version 1.2]64  xulTheHeath.esp65  XulEntiusGorge.esp66  xulFallenleafEverglade.esp  [Version 1.3]67  LostSpires-Everglade patch.esp  [Version 1.2]68  Anequina-Fallenleaf-Patch.esp69  xulColovianHighlands_EV.esp6A  xulChorrolHinterland.esp  [Version 1.2.2]6B  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]6C  xulBravilBarrowfields.esp  [Version 1.3.1]6D  xulLushWoodlands.esp  [Version 1.3]6E  HoarfrostCastle-LushWoodlands patch.esp6F  xulAncientRedwoods.esp  [Version 1.6]70  xulCloudtopMountains.esp71  xulArriusCreek.esp  [Version 1.1.2]72  xulRollingHills_EV.esp  [Version 1.3.2]73  xulPantherRiver.esp74  xulRiverEthe.esp75  xulBrenaRiverRavine.esp  [Version 1.0.2]76  xulImperialIsle.esp  [Version 1.6.1]77  xulBlackwoodForest.esp78  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]79  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]7A  EVE_ShiveringIslesEasterEggs.esp7B  Toggleable Quantity Prompt.esp  [Version 3.1.1]7C  Quest Award Leveling SI.esp7D  Quest Award Leveller.esp  [Version 2.0.1]++  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]++  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]7E  Real Hunger, Cobl.esp  [Version 1.6.1]7F  RealSleepExtended.esp80  MidasSpells.esp81  Syc_AtHomeAlchemy_No_Bounty_v2.esp82  DirenniAlchemyApparatus.esp83  StealthOverhaul.esp84  Enhanced Grabbing.esp  [Version 0.4]85  Deadly Reflex 5 - Timed block and 150% damage.esp86  DeadlyReflex 5 - Combat Moves.esp87  Legendary Abilities-Shield MOJ.esp88  Grandmaster of Alchemy.esp89  actors_in_charge.esp8A  ActorsInMadness.esp8B  immersive_caves_manual.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.76]8C  bgBalancingEVCore.esp  [Version 10.5EV-D]8D  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]8E  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]8F  bgMagicEVPaperChase.esp  [Version 1.68EV]90  bgMagicAlchemy.esp  [Version 1.57]91  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]92  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]93  bgIntegrationEV.esp  [Version 0.956]++  bgIntegrationEV - Unique Clothes.esp  [Version 0.95]94  Better Cities Full.esp95  BCBravil-Barrowfields patch.esp96  BCChorrol-ChorrolHinterland fix.esp97  Better Cities - VHBloodlines.esp98  Tyler's Property Tax.esp99  alllll61-Saint Silver armor.esp9A  noLoadingAreaMsg.esp9B  AudaciousMagery.esp9C  Better Imperial City.esp9D  Better Cities - Old Crow Inn.esp9E  Better Cities - COBL.esp  [Version 0]9F  Better Cities Full FPS Patch.espA0  Better Imperial City FPS Patch.esp++  bgMagicShaderLifeDetect.esp  [Version 1.68]A1  bgMagicLightningbolt.espA2  Get Wet.esp++  Visually Realistic Lava.espA3  Viconia.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]A4  Bashed Patch, 0.espA5  FormID Finder4.espA6  Streamline 3.1.esp

User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Tue Nov 10, 2009 1:36 am

It was mentioned in the last thread that Blood&Mud causes problems when exit oblivion. This is true for my game too. Will this be fixed in future releases?


No. Blood & Mud is Ryan's mod, not ours, and he ceased supporting the mod several months ago, so he won't be making any future releases. We don't even include B&M with BC, we just include a version of BC which works WITH B&M.

Here's some screenshots, with the flames identified by the latest version of FormIDFinder:

http://members.iinet.net.au/~m.holmes/Oblivion/ScreenShot87.jpg
http://members.iinet.net.au/~m.holmes/Oblivion/ScreenShot88.jpg
http://members.iinet.net.au/~m.holmes/Oblivion/ScreenShot89.jpg

I didn't think I had anything else that modifies Anvil. But anyway don't waste any time investigating on my behalf, just let me know if it's something obvious. I can load my order up in Tes4Edit and have a poke around if it's not. Anyway here's my modlist, I don't use anything uncommon. If it matters, I clean saved BC when going from 4.3.2 to 4.3.5.


Look for 000012BC in TES4Edit. One of your mods has moved/removed the lamp posts, and that's the ID of one of them.
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Emilie M
 
Posts: 3419
Joined: Fri Mar 16, 2007 9:08 am

Post » Tue Nov 10, 2009 2:58 am

"yes" :D


After a brief discussion, we have concluded that it would be better if Better Cities did not directly include these new map markers. As wonderful as it would be to do so, since the game requires that all map markers be in a single DDS file, this will force BC to override all map marker replacer mods by default. This is better left to mods whose sole purpose is to do just this, such as your mod. If it were possible to have just the harbour icon separate in its own DDS and to work in conjunction with the vanilla mapicon all DDS file, then we could use it, but otherwise I'm afraid not.

We are very happy that you have chosen to set your mod up to detect Better Cities and swap the icons out on our behalf, though!
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Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Tue Nov 10, 2009 1:50 pm

No. Blood & Mud is Ryan's mod, not ours, and he ceased supporting the mod several months ago, so he won't be making any future releases. We don't even include B&M with BC, we just include a version of BC which works WITH B&M.


Thanks. Yes that's clear but there is something wrong with BC at this point. Blood&Mud only crashes with BC. Blood&Mud alone does not crash.
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FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Tue Nov 10, 2009 10:40 am

Thanks. Yes that's clear but there is something wrong with BC at this point. Blood&Mud only crashes with BC. Blood&Mud alone does not crash.


No. There is nothing wrong with BC.
Open Blood & Mud in TES4Edit, clean it, undelete & disable its content, then try again in-game.
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Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Tue Nov 10, 2009 11:45 am

No. There is nothing wrong with BC.
Open Blood & Mud in TES4Edit, clean it, undelete & disable its content, then try again in-game.


Thank you very much. Now it works perfectly. Sorry for not knowing how to clean Blood&Mud now I will use TES4Edit more often.
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Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Tue Nov 10, 2009 10:21 am

Thanks. Yes that's clear but there is something wrong with BC at this point. Blood&Mud only crashes with BC. Blood&Mud alone does not crash.

Thank you very much. Now it works perfectly. Sorry for not knowing how to clean Blood&Mud now I will use TES4Edit more often.

This is due to the fact that Blood & Mud deleted things that BC Bravil B&M undeleted and re used. deleted + undeleted = Crash on exit.
The solution is as Vorians said to clean and undelete references in Blood and Mud.
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Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Tue Nov 10, 2009 7:59 am

The leper's arms were by his sides.... Only reason I recognized him as a corpse was the loot icon, and his complete stillness.... His face was lopsided too.... Don't know how you guys managed that one. I've warped some faces, but this dude had the quasi moto thing goin'.

Textures "missing":
*The cleaning lady notice in the tunnel (same as PK)
*Cow's milk
*Every container jar in the bakeries except cinnamon, honey, butter, salt, sugar
*The hinge on ""(410e002f)........ Don't know what it's called but the texture is in place except for the hinge.... The wooden contraptions used to immobilize the arms and head. In the IC prison district.

I've reread the readme multiple times.... Dl'd/installed twice with two different methods (manual/omod).... Tried running vanilla and BC only.... Same thing, regardless.

I'll doubecheck again for what you told PK he was missing, but I'm fairly certain that it came out of the core enlish file.
** It's where it should be..... I'm gettin' purple/pink with that bsa installed.
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luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Tue Nov 10, 2009 2:35 pm

Look for 000012BC in TES4Edit. One of your mods has moved/removed the lamp posts, and that's the ID of one of them.


hi mate, thanks for your help thus far. Here's what I've found out about the invisible lamp posts:
Firstly, after loading my complete load order in Tes4Edit (including Bashed patch), it appears I have no other mods affecting these whatsoever. Only oblivion.esm and Better Cities Full.esp
Now I should point out that not all lamp posts are invisible. Tes4Edit suggests there are some differences between the records for lamp posts that are visible, and those that aren't visible

Here's two example records of visible lamp posts:
http://members.iinet.net.au/~m.holmes/Oblivion/Tes4Edit_streetlamp_vis.jpg http://members.iinet.net.au/~m.holmes/Oblivion/Tes4Edit_streetlamp_vis2.jpg

And here's two example records of invisible lamp posts:
http://members.iinet.net.au/~m.holmes/Oblivion/Tes4Edit_streetlamp_invis.jpg http://members.iinet.net.au/~m.holmes/Oblivion/Tes4Edit_streetlamp_invis2.jpg

As you can see, the visible are set to 'Initially Disabled' whereas the invisible ones are set to 'Turn Off Fire'.
Also, visible ones have Z values of -30000 and that XESP parent info, whereas the invisible ones have Z values like Oblivion.esm and no XESP info.

Any info greatly appreciated! This really isn't that important, I mean, some floating flames, big deal. But I just want to know why! :)
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adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Tue Nov 10, 2009 3:01 pm

Scott C. please list every file in your Data folder whose name begins "Better Cities"




hi mate, thanks for your help thus far. Here's what I've found out about the invisible lamp posts:
Firstly, after loading my complete load order in Tes4Edit (including Bashed patch), it appears I have no other mods affecting these whatsoever. Only oblivion.esm and Better Cities Full.esp
Now I should point out that not all lamp posts are invisible. Tes4Edit suggests there are some differences between the records for lamp posts that are visible, and those that aren't visible

Here's two example records of visible lamp posts:
http://members.iinet.net.au/~m.holmes/Oblivion/Tes4Edit_streetlamp_vis.jpg http://members.iinet.net.au/~m.holmes/Oblivion/Tes4Edit_streetlamp_vis2.jpg

And here's two example records of invisible lamp posts:
http://members.iinet.net.au/~m.holmes/Oblivion/Tes4Edit_streetlamp_invis.jpg http://members.iinet.net.au/~m.holmes/Oblivion/Tes4Edit_streetlamp_invis2.jpg

As you can see, the visible are set to 'Initially Disabled' whereas the invisible ones are set to 'Turn Off Fire'.
Also, visible ones have Z values of -30000 and that XESP parent info, whereas the invisible ones have Z values like Oblivion.esm and no XESP info.

Any info greatly appreciated! This really isn't that important, I mean, some floating flames, big deal. But I just want to know why! :)


Can't help you then, sorry :(

The ones at z -30000 are the equivalent of deleted, since BC doesn't want them visible in-game.
The ones with the flame turned off are like this because BC wants them visible in-game, but doesn't want them to display their fake flame. A "real" flame is placed instead which is scripted to only appear at night (that's the flame your saw floating above the street). Something in your game has removed the lamp posts, but if they're not being directly touched by another ESP, I can only assume they are being indirectly referenced in a script. Are ANY Anvil lamp posts visible at all? Perhaps someone has simply swapped out the mesh itself? Check in Data\Meshes\architecture\anvil\ for a file named "anvilstreetlamp01.nif" and if one exists, temporarily rename it (add .bak on the end).
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Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Tue Nov 10, 2009 2:32 am

The ones at z -30000 are the equivalent of deleted, since BC doesn't want them visible in-game.
The ones with the flame turned off are like this because BC wants them visible in-game, but doesn't want them to display their fake flame. A "real" flame is placed instead which is scripted to only appear at night (that's the flame your saw floating above the street). Something in your game has removed the lamp posts, but if they're not being directly touched by another ESP, I can only assume they are being indirectly referenced in a script. Are ANY Anvil lamp posts visible at all? Perhaps someone has simply swapped out the mesh itself? Check in Data\Meshes\architecture\anvil\ for a file named "anvilstreetlamp01.nif" and if one exists, temporarily rename it (add .bak on the end).


I posted this exact same problem some time ago. It was surmised that a mod I'd loaded in the past but had since removed had somehow removed the lampposts, and the change had stuck in my savegame. It was suggested that starting a new game would bring them back, and indeed it did. Since I was thinking of starting a new game anyway, this was just one more reason so I did.
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Shaylee Shaw
 
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Joined: Wed Feb 21, 2007 8:55 pm

Post » Tue Nov 10, 2009 12:02 pm

ah, that means something is reinstating the ones BC moves 'below ground', as they're visible in game, but not showing the ones BC *wants* to show...other than the flame which comes on at dusk as scripted.In other words, yes, there are some anvilstreetlamp01.nif showing - ie. the ones I indicated were 'visible' above. That nif file is in the proper place in my Oblivion-Meshes BSA and there's no other files by that name in my Data folder. I tried putting a copy of the nfi into the Data folder as well but it made no difference - and i didn't expect it to given that a few of these meshes are appearing in game.

It does indeed look like some script is doing this because Tes4Edit doesn't find any changes.

I think I'll have to do the old incremental mod activation to figure it out. Anyway thanks for all your help mate!
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Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Tue Nov 10, 2009 3:24 am

A less extreme fix would be to load up the CS and replace the missing lamp posts. Load that ESP before Better Cities and you'll be fine.
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Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Tue Nov 10, 2009 11:31 am

Glad I looked at this thread, *goes to disabled MMM city defenses*

Nice work on the mod, my favorite city mod, worth the FPS hit. xD
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sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Tue Nov 10, 2009 12:58 pm

This may have been mentioned elsewhere, but it looks like IC Waterfront is missing these textures:
textures\architecture\imperialcity\TunnelSignRedLightsBordello01.dds
textures\architecture\imperialcity\ictunnelwallnotecleanerwanted01.dds

The first one isn't used in Better Cities (at least it shouldn't be) and thus is not in any of our BSAs. Where have you seen a sign trying to use that texture?
The second one can be found in "Better Cities - Textures EV.bsa" so you haven't installed the entirety of Better Cities. Re-read the installation instructions and ensure you're not missing any other BSA files.

I saw the missing note when I checked out the waterfront ingame, but I didn't notice the sign until I looked at it in the CS. Now that I've rechecked it, I see the sign is set to initially disabled and doesn't show up ingame. It appears the missing note is in Textures EV.bsa as ictunnelnotecleanerwanted01.dds instead of ictunnelwallnotecleanerwanted01.dds

Thanks for reminding me. There is a floating/missing light in marketplace too:

0002E7B should be moved back to X:28770.568359, Y:70601.984375 (it is currently at the position of 0002E7C).


And I patched some very small holes:
0001C2C6 .. Z:3550.716797
060D03AC .. X:33003.445312 .. Y:70407.992188
060D03AD .. X:33062.648437 .. Y:70517.117188
060D0003 .. X:32972.000000 .. Y:69832.796875 .. rotation-Z: 303.1000

Will investigate.

0001C2C6 is the main door to the exterior, so it may be better to lower the wall 060D064C one unit instead (to Z:4095). I didn't know if that would mess up the wall archers, so I opted for the door, but I'm not sure if city defenses actually use that wall. Now I realise the wall was added by better cities, so it is probably better to make that change.
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Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Tue Nov 10, 2009 9:19 am

Don't know if this has been corrected or even mentioned, but it seems that even if they have the correct dialogue, none of the BC added residents of the Waterfront had the "curfew" AI Package that the vanilla ones have when the City watch comes looking for the Grey Fox. I think the curfew is part of the Misdirection Thieves Guild quest,


Thanks I think I forgot to add that package to the new Waterfront NPCs. I made sure to add it to all NPCs inside the City walls! (I hope)


I just realised I was referring to the city-wide curfew during the end-game sequence, which differs from this Waterfront curfew! That explains why I didn't do this already. Still planning to resolve though :)

EDIT
Then again, maybe it IS the same AI package!

EDIT2
Nope, separate packages.
MQ16MartialLaw
TG05CurfewEditorLoc512

Working on it.
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Hannah Whitlock
 
Posts: 3485
Joined: Sat Oct 07, 2006 12:21 am

Post » Tue Nov 10, 2009 10:26 am

I was getting bad fps at the IC Market enterance and a few spots around town, but overall the fps fine throughout most of the city. The stuttering was annoying, but after seeing the marketplace in game I just had to have it. So I created my own fps patch to be used in addition to the disabled statues/barrels toggle and the current fps patch. I have gone through and removed & cleaned up as many objects as I could without making much of a noticeable visual difference. This raised my minimum fps by about 1.5 fps during the day and 3 fps at night.

This is my personal patch and you may try it if you wish, but I will not be maintaining this release. If a new version of Better Cities is released and you find a bug in the Marketplace, you should uninstall this patch and verify that the bug happens with Better Cities. http://www.tesnexus.com/downloads/file.php?id=26619

Edit:
I modified one of the Oblivion dungeon stairs to make a new big steps mesh for the city. It uses 3 pieces now instead of 8. You can use it if you wish :)

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.
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Amy Siebenhaar
 
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Post » Tue Nov 10, 2009 5:54 pm

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.

Doesn't that make the waterfront a bit too dark? I guess it is a trade anyway :) I know I doubled the flames because otherwise the light source is very dim being encased in the Lamp Post. I think a better trade off for FPS would be to just use the vanilla lights aka a light bubble with street light script about the current static lamp post and without any flame.
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Jacob Phillips
 
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Post » Tue Nov 10, 2009 8:18 am

Hello!

Amazing mod, have been playing it since last week and now I cant imagine Oblivion without it anymore. For a thief like my character, those narrow IC Market dark streets are the perfect environment : ) Can I use it together with Magic Guild Teleporters? I ask because I noticed some books floating over the teleporter on Bruma, and a tresure chest got tossed "into" the cabinet on the left. Btw BOSS puts Mage Guild Teleportes way before BC on my load list.

Thanks!
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Harry-James Payne
 
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Post » Tue Nov 10, 2009 4:29 pm

Doesn't that make the waterfront a bit too dark? I guess it is a trade anyway :) I know I doubled the flames because otherwise the light source is very dim being encased in the Lamp Post. I think a better trade off for FPS would be to just use the vanilla lights aka a light bubble with street light script about the current static lamp post and without any flame.

All of the posts in the waterfront already had their default flames turned off. The tunnel still looks good, it worked out to where there is still a light next to each shop. The main hall is a bit darker, but I like it. I didn't go in too much detail because it's a small place and there's really not much that can be done about it without more drastic measures. I have also been testing with streamline turned off, so in reality the interior shadows would be turned down which should boost fps in there.

Edit: Also I've re-uploaded it again. I didn't realise that you weren't allowed to use the version string in the esp.
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Ronald
 
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