[REL] Oblivion Adventurer's Guild - Better Cities 6+ Edition

Post » Thu Dec 03, 2015 5:24 pm

With the LegoManIam94's blessing, I am making made an ESP replacer for http://www.nexusmods.com/oblivion/mods/31096/?and Better Cities. I have been wanting to try this mod for a long time but have never been willing to give up Better Cities. With the release of BC 6, I decided to make a personal version but sought permission to release to the masses. I had only intended to do a version for the closed cities but after accidentally making one in the open version, I changed my mind. To be compatible, all 7 guilds (one for every city except IC) had to be moved.

STATUS

Closed Cities - 7/7 Complete (version 1.0)

Open Cities - 1/7 Complete (in future update)

Open Cities Reborn - 0/7 Complete (in future update)

BC - Lost Spire - OAG Patch (version 1.0)

My overarching goal was to make they fit in as seamlessly as possible with the rest of each city. Considering the limited space left by Better Cities (particularly in a couple cities), this was slightly tricky but I think I have pulled it off.

Version 1.0 has been released on the nexus at:

http://www.nexusmods.com/oblivion/mods/46572/?.

NOTE: This version only works for the closed cities version of Better Cities.

Martin

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[Bounty][Ben]
 
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Post » Thu Dec 03, 2015 12:15 pm

Awesome Pinkertonious! Keep up the good work! :)

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sas
 
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Post » Thu Dec 03, 2015 4:42 pm

werent you also supposed to release...

owcnd dungeon expansion (that has no meshes and textures and those are needed)

something's not right extended edition ?

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Kayla Bee
 
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Post » Thu Dec 03, 2015 8:07 am

Anithinks,

Thanks. I broke my Oblivion install this weekend but I got it working today so progress will march on forward.

Dedalus,

Turns out that OWCND Expanded Dungeons does require meshes and textures (that weren't included in the OWCND - Expanded Dungeons that was on the Nexus) and I'm trying to track down their sources.

http://www.gamesas.com/topic/1536512-wip-owc-nd-expanded-dungeons-the-play-nice-edition/


Oblivifall Something Definitely Is Not Right is on the Nexus already.

http://www.gamesas.com/topic/1536490-rel-oblivifall-something-is-definately-not-right/

?

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Terry
 
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Post » Thu Dec 03, 2015 2:13 am

Any progress? I am about to start a new playthrough and I have my modlist build up almost ready, and your patch is the key for OAG to make it now or be discarded to the sidelines once again..

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Amy Melissa
 
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Post » Thu Dec 03, 2015 10:31 am

I haven't had time to work on it yet due to my schedule. However, I can release the "closed cities" version. It just won't work with the open city variants just yet.

Martin

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Stacy Hope
 
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Post » Thu Dec 03, 2015 1:48 am

I play with the "closed cities" version, so that would work for me. What about the patch you were working to make The Ayleid Steps compatible with BCv6 and OAG? Back in October you announced it was 95% done, did you manage to finish it?

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Thomas LEON
 
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Post » Thu Dec 03, 2015 4:33 am

That wasn't Ayleid Steps, it was the Lost Spires. I'll include that too. I don't think there is a conflict with Aylied Steps.

Martin

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BlackaneseB
 
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Post » Thu Dec 03, 2015 5:37 am

I don't know why, but I keep mixing up The Ayleid Steps with the Lost Spires all the time. :confused:

Glad to hear the patch will be out soon. Time to install Adventurers Guild.

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Lyd
 
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Post » Thu Dec 03, 2015 3:56 am

Sorry for the delay. I went in to do a final check and ended up having to make some more adjustments ( I outright forgot to link the door in Skingrad). Main file will be up tomorrow. Hopefully the Lost Spires patch with it.

Martin

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Stephanie Valentine
 
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Post » Thu Dec 03, 2015 6:32 am

Released!

http://www.nexusmods.com/oblivion/mods/46572/?

Feedback welcomed.

Martin

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tannis
 
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Post » Thu Dec 03, 2015 9:17 am

Awesome. Thanks for doing this. :)

I just noticed now that you're also planning on making a OCR version. That sounds really good. I'll be keeping an eye out for that in the future.

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Travis
 
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