Living Cities

Post » Wed Mar 30, 2011 12:38 pm

If its of interest to anyone, the updated version of http://www.tesnexus.com/downloads/file.php?id=36736 is now available, and a version for vanilla is on the way.
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Trevor Bostwick
 
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Post » Wed Mar 30, 2011 3:26 am

If its of interest to anyone, the updated version of http://www.tesnexus.com/downloads/file.php?id=36736 is now available, and a version for vanilla is on the way.

Thanks so much for doing this, and I look forward to trying out both versions once I have the time to do so.
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Genevieve
 
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Post » Wed Mar 30, 2011 1:45 am

Ok, the vanilla version is now available here. The new script doesn't seem to work all the time, possibly because of the way Oblivion uses spawn points, but it does seem to help, at least.
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Lil'.KiiDD
 
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Post » Wed Mar 30, 2011 2:54 am

Ok, the vanilla version is now available http://www.tesnexus.com/downloads/file.php?id=38363. The new script doesn't seem to work all the time, possibly because of the way Oblivion uses spawn points, but it does seem to help, at least.

Fixed your link. I'll let you know how it goes when I try it out later today.
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Izzy Coleman
 
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Post » Wed Mar 30, 2011 10:32 am

From what I've seen so far, it looks like a much better mod than the previous Crowded Cities, so thanks a million for updating it. I'm considering releasing a tweak in the scripting for both this and Crowded Roads Revisited which would make the additional NPCs non-interactive, meaning you wouldn't be able to initiate any kind of conversation with them. I thought a lot of people would think this would be better than hearing random rumors constantly since it makes it seem more like they do have things to say but they're just not interested in talking to you. I already have it working for both mods, I'm just wondering whether you would mind if I released it as a whole new mod for such a small tweak.
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Kat Ives
 
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Post » Wed Mar 30, 2011 3:18 am

Well, I can't speak for Crowded Roads Revisited as I haven't done any work on it, however, I can give you access to the page for Crowded Cities Improved so you can directly release it there. PM me if you're interested in that.
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Dean Ashcroft
 
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Post » Wed Mar 30, 2011 1:29 am

One of the commoners in the IC Market District keeps being killed by the guards. She was dead when I found her and was immediately attacked when I resurrected her via the console. Could that be related to your script changes?
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i grind hard
 
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Post » Wed Mar 30, 2011 12:25 am

It wouldn't be related to my script changes, however, I have had other reports of this happening (methinks it may be a problem also in the previous version). Anyway, I'm going through your version and making some additional changes to the NPC's (AI packages, mostly) so I'll see if I can find the problem NPC.
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Noely Ulloa
 
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Post » Wed Mar 30, 2011 3:46 am

Any progress on an update? Just fixing the issue with NPCs being killed would be more than satisfactory; right now it seems there are at least 2 instances of Crowded Cities Improved NPCs being killed in every city.
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Chris Johnston
 
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Post » Wed Mar 30, 2011 6:48 am

Sorry, things have been a bit busy recently. I will get around to it, but, well, it may take some time.
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Jason Rice
 
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Post » Wed Mar 30, 2011 1:12 pm

Actually, could you give me some information about the NPC's that are being killed so I could track them down a bit easier?
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Wayne Cole
 
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Post » Wed Mar 30, 2011 1:35 am

Actually, could you give me some information about the NPC's that are being killed so I could track them down a bit easier?

They typically wear lower class clothing, http://img.photobucket.com/albums/v510/mattkaine/Oblivion/Oblivion2011-05-2710-26-31-02.jpg, and http://img.photobucket.com/albums/v510/mattkaine/Oblivion/Oblivion2011-05-2710-26-55-80.jpg. Does that ID in the second picture help you at all? I'm not sure what other information I can really offer.
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Jordan Moreno
 
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Post » Wed Mar 30, 2011 8:58 am

Yes, that should do fine. Because of the way the NPC's are listed, I can track them down very easily if I know the type and race. btw, are there any other races than Altmer that are being killed?

The reason that they aren't fighting back is probably because they have and aggression of 0, though that does complicate the question of why they are being attacked in the first place. I will investigate.

EDIT; ok, turns out that the high elf commoners have an aggression of 50, thus causing these issues. There's a lot of strange things in this mod that the original author did.
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Tammie Flint
 
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Post » Wed Mar 30, 2011 1:57 pm

EDIT; ok, turns out that the high elf commoners have an aggression of 50, thus causing these issues. There's a lot of strange things in this mod that the original author did.

Ah, glad you found it. Maybe he just didn't like Altmer? :shrug:
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Micah Judaeah
 
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