[RELZ / WIP] Imperial City Redux

Post » Thu Sep 02, 2010 12:53 am

Okay - some more screenshots to hopefully help out.

I uninstalled everything I could think of that would interfere with the IC region - got rid of Better Cities' Imperial City, as well as UL Imperial Isle. Rebuilt my bash patch, reran TES4LOD to regenerate DistantLOD.


It seems there as still several issues to be ironed out. Happy Beta!


http://www5.picturepush.com/photo/a/3780278/img/Oblivion/Oblivion-2010-07-11-01-14-11-90.jpg


http://www1.picturepush.com/photo/a/3780279/img/Oblivion/Oblivion-2010-07-11-09-51-37-86.jpg


http://www3.picturepush.com/photo/a/3780281/img/Oblivion/Oblivion-2010-07-11-09-57-40-84.jpg


http://www4.picturepush.com/photo/a/3780282/img/Oblivion/Oblivion-2010-07-11-10-00-17-80.jpg


http://www5.picturepush.com/photo/a/3780283/img/Oblivion/Oblivion-2010-07-11-10-01-16-40.jpg


http://www1.picturepush.com/photo/a/3780284/img/Oblivion/Oblivion-2010-07-11-10-04-32-68.jpg


http://www3.picturepush.com/photo/a/3780286/img/Oblivion/Oblivion-2010-07-11-10-05-13-59.jpg



Best of luck! Keep up the good work.



(still hoping a non-floating AU will be an option in the future....(grin) )
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BRIANNA
 
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Post » Thu Sep 02, 2010 12:24 am

If the AU rock isn't visible when distant, then it doesn't have a _far.nif mesh yet. As soon as it gets one of those, the rock will appear VWD.

It's possible that the doors might be vanilla ones which IC Redux moves or replaces, and your gamesave hasn't yet caught up with the edits. If this is the case, then leaving the IC, creating a new save in a clean slot, quitting to desktop, then reloading that new save will resolve. If they're not vanilla, then it's because UCM keeps putting too many doors in his pockets, and the odd one has dropped out here and there while he was moving over the city reshaping it.
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Matt Terry
 
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Post » Wed Sep 01, 2010 10:59 pm

(I think the floating island itself is hiding for fear of its life right now.)

Floating Island not appearing: I have it checked to be VWD, and it does have a _far.nif. Either I forgot to pack the far nif into the BSA or I don't know yet why it isn't there. Also, when you leave the city, are all the other far nifs working? For the walls, and towers, and things?

The missing meshes on top of the Palace arches are flags. Now, why they aren't appearing either, I'll have to check.

Collision-less doors: Crap, I'll fix 'em.

Door at the Western Gate that's floating: Crap, I'll fix it.

Flying Doors in the Palace: Display Name is right, the walls have been moved back a bit, and the doors in your game should update to move it to where its new location is.
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Sophie Miller
 
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Post » Wed Sep 01, 2010 1:50 pm

One quest line, the one the recruits start you on, is to join the Imperial Legion Reserves. I understand there are other mods that let you join the Legion proper, so I made this faction separate from that, which also serves as a handy reason for why your player character isn't forcibly deployed to some other province like the bulk of the Legionnaires. Other than that I'm going to expand on and investigate the skooma/moonsugar trade going through the capitol, have the player defend themselves or someone else in front of a judge a couple of times, and stop an insanely jealous Jeeves from offing the family he works for. And those are just the quests I'm hinting to you about. My quests are designed to allow for multiple conclusions most of the time. A combat method, dialogue-based story method, or a sneaky/subterfuge method. That won't be present in every quest, some will only have one or two solutions, but I'm going to endeavor to make multiple solutions available in as many cases as possible.


Dude, if your quests are good and numerous I'll happily uncheck everything I have that modifies the Imperial Isle (substantially, that is. Get a patch for Integration!) I'm pleased as hell you mentioned multiple options; most people don't go this far in making in-depth story lines. Don't skimp on political intrigue!

What's going on with the original districts? Are you changing them at all?

And, fair point with the fantasy stuff, although I'd argue Cyrodiil is the least fantastic province in Tamriel thanks to Oblivion's ah, "gentle" retconning of its climate and rain forest geography. Again, I'm mostly worried about the stability of mods (such as Midas) over what would be considered "proper."
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LuCY sCoTT
 
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Post » Wed Sep 01, 2010 3:13 pm

Oh bollards. I'm going to have to patch UVII now. I want this too much to not do it. :)

And also, just let me pass on my astonished congratulations regarding how far you've already come. This is a truly impressive and extraordinary project that has the potential to increase my already huge appreciation for my favourite game :)

One of these days I may even get round to starting a character that lasts more than ten minutes...

Keep up the good work. :foodndrink:
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Emily Jeffs
 
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Post » Wed Sep 01, 2010 8:20 pm

Oh bollards. I'm going to have to patch UVII now. I want this too much to not do it. :)

And also, just let me pass on my astonished congratulations regarding how far you've already come. This is a truly impressive and extraordinary project that has the potential to increase my already huge appreciation for my favourite game :)

One of these days I may even get round to starting a character that lasts more than ten minutes...

Keep up the good work. :foodndrink:


You actually get to play for 10 whole minutes!?
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Josee Leach
 
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Post » Wed Sep 01, 2010 2:05 pm

You actually get to play for 10 whole minutes!?


Hehe, it can take that long to figure out the circumstances of whatever the latest script bug is ;) Most of the 10 mins is spent staring at console debug :P
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Maria Garcia
 
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Post » Wed Sep 01, 2010 11:03 pm

http://i947.photobucket.com/albums/ad312/nixaguy/missingmesh.jpg
I also found the same thing in the forum district(This one was on top of the under spires entrance).

EDIT: I found http://i947.photobucket.com/albums/ad312/nixaguy/missingmesh-1.jpg, on top of the one in the forum district, in the very center of the district itself

hmm, on second thought, I think the missing mesh retexture was added by a different mod, although I'm not sure what, my bad.
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butterfly
 
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Post » Wed Sep 01, 2010 3:26 pm

How does this work with Kragneir's Death Quest?
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Juliet
 
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Post » Wed Sep 01, 2010 5:49 pm

Kinetix: I've never even seen that mod before (admittedly, don't keep up much) . How much does it modify the IC?

Missing Meshes: From what I've been able to gather, people who used Oblivion Mod Manager have no missing meshes, for some reason. I've checked the BSA I sent out with this and those flag-rapscallions were most definitely in there. Why simply placing the BSA into the Data folder isn't working is beyond me. (And yes, the Pelinal Statue, Akatosh Arms streets, etc. were all in there as well)

Hex_off: Thank you! If there's anything I can do to help, I'll be glad to.

About Vanilla Districts: Well, I didn't touch them much partly because I preferred to spend more energy on my districts, but also because I thought it would make some patches much easier. If the Better Cities team wants to work with me on a patch, I'd be delighted!
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lucile davignon
 
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Post » Wed Sep 01, 2010 3:05 pm

It's possible that the doors might be vanilla ones which IC Redux moves or replaces, and your gamesave hasn't yet caught up with the edits. If this is the case, then leaving the IC, creating a new save in a clean slot, quitting to desktop, then reloading that new save will resolve. If they're not vanilla, then it's because UCM keeps putting too many doors in his pockets, and the odd one has dropped out here and there while he was moving over the city reshaping it.


Yes, but if those are vanilla load doors, then all the clean saving in the world won't update them. They're stuck there. From what I'm reading, it doesn't sound like they are, since UCM said he didn't edit much in the original districts.
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Lucky Boy
 
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Post » Wed Sep 01, 2010 5:09 pm

To the extent of my knowledge, Kragneir doesn't change/add any locations, just adds new quests to the Imperial City and the other cities. I was wondering if your mod might interfere with the pathfinding of some quests or placement of certain NPCs.

This is the Relz thread for Kragneir's Death Quest, you may want to read it: http://www.gamesas.com/index.php?/topic/1098340-relz-kragenirs-death-quest-v20/
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Niisha
 
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Post » Thu Sep 02, 2010 1:33 am

Yes, but if those are vanilla load doors, then all the clean saving in the world won't update them. They're stuck there. From what I'm reading, it doesn't sound like they are, since UCM said he didn't edit much in the original districts.


True, I was foolishly presuming that the doors would have been replaced and disabled (which some gamesaves are slow to catch up with). I didn't take into account that fact that most modders aren't aware you need to do this when moving vanilla persistent objects!
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Darrell Fawcett
 
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Post » Wed Sep 01, 2010 4:52 pm

True, I was foolishly presuming that the doors would have been replaced and disabled (which some gamesaves are slow to catch up with). I didn't take into account that fact that most modders aren't aware you need to do this when moving vanilla persistent objects!

So we need to make new characters to play this?
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Dawn Porter
 
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Post » Wed Sep 01, 2010 9:19 am

So we need to make new characters to play this?


Don't forget this mod is still WIP, so you cannot expect perfection this early. Presently, if you want the doors to be correctly positioned, yes you'd need to start a new character. But it's only a few doors, so it's not really necessary.
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Ian White
 
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Post » Wed Sep 01, 2010 12:48 pm

(Notes well taken)

All right, I'll be fixing the doors in just a minute, as well as a couple of other bugs people have told me about. Again, feel free to add me on IM, PM me, or just reply if you see something floating, find something in the most definitely wrong place, or the earth itself rises up and swallows you whole.

I'll upload the cleaner version 0.62/gamma/3-5z/epsilon soon.
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Brad Johnson
 
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Post » Wed Sep 01, 2010 12:14 pm

Just posting to say a cleaned version is now posted with the doors and all the other little things pointed out to me have been fixed.

Meshes not showing up still eludes me, unfortunately. I found out recently that people who have used the Oblivion Mod Manager have no trouble with any of the meshes. Why installing it oneself is an issue, I have no idea. Any help would be greatly appreciated.
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Sebrina Johnstone
 
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Post » Wed Sep 01, 2010 5:28 pm

This is really quite the interesting mod. Can't wait to try it out some day...good luck and Elvis Speed!
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Cedric Pearson
 
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Post » Wed Sep 01, 2010 1:27 pm

I have to hand it to you, UCM, this mod looks stunning. Looks like you're doing for the Imperial City what Blood and Mud did for Bravil... where Blood and Mud made it look disgusting as TESIV told us it was, you're making the IC look, well, imperial.
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Samantha Mitchell
 
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Post » Wed Sep 01, 2010 10:02 am

Are you going to add a poorer section of the IC?
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Sierra Ritsuka
 
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Post » Thu Sep 02, 2010 1:28 am

^ Read better... maybe?

Unless you wanted a place poorer then Akatosh's Arm.
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Sarah MacLeod
 
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Post » Wed Sep 01, 2010 7:39 pm

Hello guys.
This is the only IC replacer mod wich captured my attention.... It looks awesome.

Now I was wondering if there will be major incompatibilities with quest mods (I know it has been said before, I'll make a summary):

  • Market District: Thievery in the Imperial City adds two new shops; Thieves Arsenal adds a "manhole"(sorry for my English); and ZA_Bankmod adds the Bank in the district (Confirmed compatible)

  • Palace District: The Sentient Weapon adds three graves (I don't think they're a problem)

  • Arcane University: Midas Magic adds two doors; Mannimarco Resurrection adds a door in the AU and different Battlemages that go in and out the AU; Origin of The Mages Guild(I don't personally use it) Changes interiors and adds some doors.

  • Waterfront: Integration Adds a shack


I don't know about other districts and Integration adds an NPC wich doesn't display with this mod.
If this modd doesn't alter the existing districts, but only adds things (Like new districts and "second floors") there would be no problem, but on the Nexus I read some posts about Midas Magic, though.

Wich of the mods stated here are proved compatible?
And what can be done for comptibility?

Hope this summary will be useful


EDIT: I forgot how to make a list :lol: correction applied
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.X chantelle .x Smith
 
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Post » Wed Sep 01, 2010 10:48 am

[*]Market District: Kragenir's Death Quest adds a new shop

I don't think so. :huh:
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Ray
 
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Post » Thu Sep 02, 2010 1:29 am

I don't think so. :huh:


So the quest of the missing man is not from Kragenir's... I'll correct that, maybe it is from integration or some other mod. I'll check all of the quests I have.

It's from Thievery in the Imperial City, sorry for the mistake
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TRIsha FEnnesse
 
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Post » Wed Sep 01, 2010 3:16 pm

there are two that come to mind about "the missing man." there's the intro to Windfall, where a Jude Thadius approaches you about his missing father

and there's also the mage-wannabe who disappears as part of a quest associated with Thievery in the IC - i think this is the one that adds the new shop.
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Harinder Ghag
 
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