Imperial City Pack #2

Post » Sun Feb 07, 2010 3:54 am

Hey, love the things you've done so far, but i'm experiencing fps drops in market and waterfront district, and i'm using open cities reborn outer districts, which is incompatible with this mod. So i uninstalled it, but after uninstalling it, the doors in at least the market have some strange things.

screenshots: http://img96.imageshack.us/i/screenshot1fmj.png/, http://img52.imageshack.us/i/screenshot2kj.png/, http://img200.imageshack.us/i/screenshot3ym.png/

it looks like when i deactivated redbag - imperial city pack.esp the doors that were placed by your mod have not been removed, and also the activators to the cell the door was leading to, are still attached to the doors added by imperial city pack. is there any way to remove this, or will my game always be like this?

EDIT: ok, the problem is in every district, and affects only the doors you have changed. i have also rebuilt my bashed patch, cause i thought maybe that part of your mod had been integrated into it, but it didn't work.
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rolanda h
 
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Post » Sun Feb 07, 2010 8:24 am

OC - Outer Districts are, at least currently, not really incompatible. You are just going to miss a few lightning improvements if you use both mods together.

I am familiar with the bug. My mod does move some of the vanilla doors, because i moved the vanilla buildings. Oblivion is not very good at updating the door's location. If you start a new game the doors will go to their proper places, but i assume few people will be happy with that, so i intend to make a script that will update new doors' location for the complete version.

But you said doors didn't go back after you deactivated my mod, which is strange. Are you talking here about the doors that were moved by my mod or/and the new doors that were placed by my mod? Moved doors (that, as you've said, failed to move with their buldings) should look normal again when you deactivate my mod, because the building will fall in their vanilla places. New doors should also disappear with deactivation, but if they didn't, then i recommend you load a savegame you've made before installing my mod.
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Marina Leigh
 
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Post » Sun Feb 07, 2010 5:34 am

well, OC - Outer Districts is incompatible in such a way that when i try to enter AU or Prison, i cant go through the gate, and i see the iron rings hanging at the city gates' doors, there is some kind of collision which just doesn't let me pass the gate...

i was talking about the doors you moved, the ones you added have disappeared. and the moved doors moved correctly while your mod was enabled, but just didn't move back.

if you look at my screenshots, you'll see that there are actually 2 door instances, of which only one with an activator, one slightly before and above/under the other. check this screenshot: http://img687.imageshack.us/f/screenshot3qo.png/. it is just that the distance between the ground and the moved doors hasn't changed back, making the doors float mostly in the building...

the buildings did go back to their vanilla places, the doors just didn't move back...

i hope you understand what i mean

oh, btw, i've been playing with your mod all the time, been playin for bout 30 hours, so no save without imperial city pack
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Harry Leon
 
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Post » Sun Feb 07, 2010 3:05 am

Hmm, that shouldn't happen either. I guess it really isn't compatible then.

The screenshot is the other problem, the door problem, right? I know it seems like two doors, but i still think it's only one, and that one misplaced. Most ordinary building in Oblivion have doors painted where the actual doors should be. They look just like actual doors, except they have no doorhandle, no collision (you can walk trought them) and no teleport capabilites - they just come with the model for an ordinary exterior building. Do you know the sign that appears when you point at the doors with your cursor, right when you are about to enter a room? "Wooden Doors to Fighting Chance (or something like that)", for example. Well, if those really are two actual doors, then such sign will appear when you point to both doors - the one below (which is, i think, the only real door) and the one above, because only with actual doors have such sign appear. If there is no teleport (if the doors are real, but they don't lead anywhere), then the only thing that will appear is a sign "Wooden Door" (example), but not "to Fighting Chance" (example). And again, if the doors are only a texture painted on a mesh for a building, then no such sign will appear.

Was i clear with that? Ask if you don't understand. ;)
Also, did you try loading an older save-game?
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Motionsharp
 
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Post » Sun Feb 07, 2010 12:35 am

ok, to make things clear, yes, there's only one door, the upper one, and one building-mesh-textury thing, like you explained. the problem is that the "real" door, didn't move down to it's original position, when i deactivated your mod. this screenshot makes it a little clearer: http://img299.imageshack.us/img299/3078/screenshot0w.png

don't have any old saves (i use streamline's streamsave function, it overwrites the oldest of 3 save files)...
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Calum Campbell
 
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Post » Sun Feb 07, 2010 5:51 am

Ugh, that is a biatch. I assume you started over, made a new character, and installed some new mods? Honestly, i never thought of that possibility as it's more of a wip/beta, so i just assumed every downloader would make a clean savegame and instantly checked out what he installed. But, in this rather unfortunate situation, i don't have a direct solution. I can only recommend you do a little magic with enabling/disabling and savegames. Disable my mod, make a new save-game, or vice-versa, make a new character with my mod diabled, save, load back to to the old char's save-game ... stress the doors a bit and see what works. I hope for you that something will work ... in worst case scenario, you'd have to wait for the next version or start with a new char.
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Ana
 
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Post » Sun Feb 07, 2010 1:43 am

Oh! Thank god you still working on that!
About the Arena houses:

Arena Champion apartement:
http://www.tesnexus.com/downloads/file.php?id=14485

And a couple`a warehouses:
http://www.tesnexus.com/downloads/file.php?id=25864
http://www.tesnexus.com/downloads/file.php?id=23283

Hope it`s a bit helpfull))
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Emmi Coolahan
 
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Post » Sat Feb 06, 2010 7:59 pm

yes, i just started with another char, just to see what the doors did, and they were all back in their vanilla places. so i'm now hoping that stressing the doors a little (or a lot :( ) will work. i'll report on any progress.
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Marion Geneste
 
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Post » Sun Feb 07, 2010 4:49 am

check this post on my problem: http://www.gamesas.com/index.php?/topic/1108827-doors-stuck-after-removing-imperial-city-pack/page__view__findpost__p__16245914
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Chris Guerin
 
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Post » Sun Feb 07, 2010 2:40 am

Today, i found out that i have been awarded with the Hall of Fame on PES. I always admired that cool banner on that site and dreamed that one day, i would be "a big modder" and got that sign next to my main mod an my comments. So a big thanks to admins on that site and especially the users. And since we are at praising me, this mod has been now downloaded for more than 10000 times, which is kind of a big number. So thanks again.

I'll be posting some new screenies soon, some of the vault, some of the bathing house, and i am looking forward to your feedback!

RedBag
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Lynne Hinton
 
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