[RELz] Open Cities Classic, Thread #6

Post » Tue Dec 01, 2009 9:04 pm

What happens to a save where you've removed Better Cities but haven't yet activated Open Cities?
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Queen of Spades
 
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Post » Tue Dec 01, 2009 10:20 am

What happens to a save where you've removed Better Cities but haven't yet activated Open Cities?
Everything seems fine, it loads normally.
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Lloyd Muldowney
 
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Post » Tue Dec 01, 2009 5:25 pm

Ok, and once you've done that and saved the game, what happens if you then activate OCC?
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Veronica Flores
 
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Post » Tue Dec 01, 2009 6:51 pm

Ok, and once you've done that and saved the game, what happens if you then activate OCC?
It works :)

I thought I had already done that... apparently not. Thanks for bearing with me.
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Nicole M
 
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Post » Tue Dec 01, 2009 4:13 pm

np, now I have a caution note to add to the readme about it. So it's all good.
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djimi
 
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Post » Tue Dec 01, 2009 7:25 pm

I've been trying to find a download for Leyawiin Reborn, but I can't find one anywhere. Could anyone give me a link?

EDIT: Nevermind, I got it. There are no gates on the cities though, for some reason.
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SEXY QUEEN
 
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Post » Tue Dec 01, 2009 1:21 pm

CaseBravil Blood & Mud layout

Giving this a try soon. I did notice that line 56 needs a space between "Case" and "Bravil". Hopefully that's all. :)
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Sian Ennis
 
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Post » Tue Dec 01, 2009 7:54 am

New Sheoth is all messed up D:
http://img687.imageshack.us/i/screenshot0rg.png/
http://img213.imageshack.us/i/screenshot1zr.png/
My loadorder is:
Oblivion.esmAWS-Core.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmMart's Monster Mod.esmMart's Monster Mod for OOO.esmTamrielTravellers.esmKvatch Rebuilt.esmOpen Cities Resources.esmCM Partners.esmHorseCombatMaster.esmUnnecessaryViolence.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espOblivion_SI Vwalk Full UOS.espAWS-ShiveringIsles.espNatural_Habitat_by_Max_Tael.espRAEVWD Cities.espRAEVWD New Sheoth.espRAEVWD Imperial City.espEnhanced Economy.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCOrrery Vwalk.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCMehrunesRazor Vwalk UOP.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espHGEC_special_armor_repl.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espDLCThievesDen Vwalk UOP.espCobl Glue.espCobl Tweaks.espOscuro's_Oblivion_Overhaul.espOOO-Container_Trap_Instant_Effects.espOscuro's_Oblivion_Overhaul Vwalk.espMart's Monster Mod for OOO.espMart's Monster Mod - Additional Enemy NPC Vars.espMart's Monster Mod - Diverse Creature Skins.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Safer Roads.espMart's Monster Mod - No Reavers.espMart's Monster Mod - No Giants.espMart's Monster Mod - No Slimes.espMart's Monster Mod - No Wyvern.espMart's Monster Mod - No Beholdens.espMart's Monster Mod - Spawn Rates - Reduced Reduced.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Foxes.espMart's Monster Mod - Extra Wounding.espTamrielTravellerAdvscript.espTamrielTravellers.espTamrielTravellers Vwalk.espTamrielTravellersFactionAll.espTamrielTravellersItemsnpc.espTamrielTravellersItemsCobl.espShiveringIsleTravellers.espShiveringIsleTravellers Vwalk.espShiveringIsleTravellersFriendlyFactions.espKragenir's Death Quest.espKDQ - Rural Line Additions.espKvatch Rebuilt.espOCC-KR-Patch.espKvatch Rebuilt - OOO Compatibility.espLetThePeopleDrink.espTombstone Epitaphs - The Unveiling.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espDLCFrostcrag Vwalk.espKnights.espKnights - Unofficial Patch.espKnights Vwalk UOP.espOCC-KOTN-Patch.espElsweyrAnequina.espElsweyrAnequina v2 Vwalk.espxuldarkforest.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espxulFallenleafEverglade.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulChorrolHinterland Vwalk.espxulBeachesOfCyrodiilLostCoast.espxulBravilBarrowfields.espxulBravilBarrowfields Vwalk.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV_withoutWheat.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulBrenaRiverRavine Vwalk.espxulImperialIsle.espxulImperialIsle Vwalk.espxulBlackwoodForest.espxulCheydinhalFalls.espxulAspenWood.espxulAspenWood Vwalk.espLycanthrope.espLycanthrope 2.espbartholm.espbartholm - EE patch.espOpen Cities New Sheoth.espOpen Cities Bartholm.espOpen Cities Anvil.espOpen Cities Bravil.espOpen Cities Bruma.espOpen Cities Cheydinhal.espOpen Cities Chorrol.espOpen Cities Leyawiin.espOpen Cities Skingrad.espOpen Cities Outer Districts.espOCC-ULCH-Patch.espOCC-COBL-Wells.espOCC-OOO-Patch.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCVileLair.espHarvest [Flora] - DLCFrostcrag.espP1DkeyChain.espsixy Dark Seducer & Golden Saint Armour.esppersonality_idles3b.espsixdarkness.espsixdarkness_Eng_only_last.espEnhanced Economy - House prices.espLeveledMagicka.espANB_Dynamic_Regen.espRshAlchemy.espRshAlchemyRecipes.espDeadlyReflex 5 - Combat Moves.espRetroHealth.espOOO-Level_Stock.espzzEDialog.espMart's Monster Mod - Resized Races.espCM Partners.espCM Partners NPC.espCM Partners Extra NPCs.espCobl Races.espCobl Races TNR.espbgMagicEV.espbgMagicItemSigil.espbgMagicEVAddEnVar.espbgMagicEVPaperChase.espCobl Races - Balanced.espUnnecessaryViolence.espOpen Cities Road Record.espCobl Silent Equip Misc.espOOO-Magic_Script_Effect_Fix.esp

Help welcome...
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BlackaneseB
 
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Post » Tue Dec 01, 2009 9:18 pm

RAEVWD New Sheoth.esp

Drop that from your load order and rerun tes4lodgen.

You are also using every city, you may as well be using the merged plugin and save yourself a ton of slots.
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Miss Hayley
 
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Post » Tue Dec 01, 2009 1:25 pm

I have some issues with this mod. Sometimes, when I go to a city, and try to open the gate, inside the gate is another "gate" that leads to the normal worldspace. Except that now, no doors work...they're all :Reinforced door" and "wooden door".

Here's my load order

Oblivion.esm
Open Cities Resources.esm
Unofficial Oblivion Patch.esp
No psychic guards v1.2.esp
OOO-ThiefGuild_Difficult.esp
No psychic guards harder v1.2.esp
_Ren_BeautyPack_onlyhairs.esp
_Ren_BeautyPack_full.esp
DLCShiveringIsles.esp
Toggleable Quantity Prompt.esp
Faster Spells.esp
Natural_Vegetation_by_Max_Tael.esp
Natural_Water_by_Max_Tael.esp
Natural_Weather_by_Max_Tael.esp
Natural_Weather_HDR_by_Max_Tael.esp
Natural_Habitat_by_Max_Tael.esp
Ranokoas Organized Potions.esp
WindowLightingSystem.esp
OOO-Potions.esp
OOO-Dangerous_Traps.esp
OOO-Magic_Effects+Enchantments.esp
OOO-Armor_Perks_WearRate_Repair.esp
OOO-DLT_Immersion.esp
OOO-Combat_Skills_Perks_Marksmanship.esp
OOO-Deadly_Combat.esp
OOO-Magic_Game_Settings.esp
OOO-Magic_Effects+Spells.esp
OOO-BirthSigns.esp
Oscuro's_Oblivion_Overhaul.esp
Open Cities Road Record.esp
Open Cities New Sheoth.esp
Open Cities Outer Districts.esp
Open Cities Full.esp
Kobu's Skip Intro Mod.esp

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Charlie Sarson
 
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Post » Tue Dec 01, 2009 7:12 pm

The issue with doors generally only happens if you reload without first exiting the game. Yes, it's a bit of a pain, but OCC isn't really any more or less prone to this issue than anything else.

Unrelated to that issue:

Natural_Weather_by_Max_Tael.esp
Natural_Weather_HDR_by_Max_Tael.esp


You need to remove one or the other. Those both do the same exact thing except one is built for HDR lighting.

Open Cities Road Record.esp

It isn't necessary to install this since the Open Cities Full.esp file already holds that information and is currently listed next to last in your load order.

And someone will probably be along soon to tell you your OOO is outdated, but I'll leave that for them :)
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Hannah Whitlock
 
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Post » Tue Dec 01, 2009 3:10 pm

I have some issues with this mod. Sometimes, when I go to a city, and try to open the gate, inside the gate is another "gate" that leads to the normal worldspace. Except that now, no doors work...they're all :Reinforced door" and "wooden door".


Your OOO is outdated, you should get the latest version (it comes with an ESM).

And someone will probably be along soon to tell you your OOO is outdated, but I'll leave that for them :)


There you go, Arthmoor.
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Matt Fletcher
 
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Post » Tue Dec 01, 2009 7:35 pm

Once in awhile, you run across something interesting: http://www.tesnexus.com/downloads/file.php?id=29750

By itself, a nice little added bit of immersion. When combined with TIE, all the more interesting.

Also illustrates why stuff like the door script and each individual city gate is contained in the master instead of each city's files. Someone once asked me why I did this. Things like the above mod is why, because it allows for the door mechanics to be changed regardless of what combination of files are in play and doesn't require fancy load order juggling.
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Charlie Ramsden
 
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Post » Tue Dec 01, 2009 9:00 am

When combined with TIE, all the more interesting.
Intriguing... How so? I haven't tried TIE yet, so if you could elaborate, I'd be thankful. :)
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Darrell Fawcett
 
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Post » Tue Dec 01, 2009 6:17 pm

It provides even more use for the secret entrances into the cities.

Without those, that script mod would bar entry into the cities at night or when you've got a bounty.

If you're stealthy enough, use the secret entries, and sneak your way to wherever you're going. :)
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TASTY TRACY
 
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Post » Tue Dec 01, 2009 7:21 am

Wouldn't that scripted door cause all sort of bizarre behaviors with NPCs trying to enter or leaving the city at night? NPCs like travelers, guards, etc?
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Ronald
 
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Post » Tue Dec 01, 2009 11:06 am

Nope. The scripts are set up in such a way that NPCs won't have any real difficulty with it unless you happen to be standing too close. Looks like they didn't want you taking any free rides :)
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gemma
 
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Post » Tue Dec 01, 2009 10:45 pm

I understand, but some of the city gates in Open Cities are closed by default. That alone, I often witnessed NPCs trying to walk through the gate without "opening" the city gate. Perhaps, the default stance for all city gates should be changed to open?
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Laura Hicks
 
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Post » Tue Dec 01, 2009 10:33 am

Well all the ones that have gates should be closed by default. The fact that some sit open is because the script doesn't properly make them closed when they load into memory. I'm trying to work out a fix for that, but so far it's blocking NPCs from being able to work the gates, where they had no trouble before.

If you're talking about the door script mod, I haven't loaded it yet but its code indicates if you're 1200 units or closer ( 1/4 of a cell ) to the gate, it won't open even for the NPCs. You'd have to own property in that city and have no bounty before it would work right again. I suspect the 7 seconds delay when the gate DOES open would be just long enough for you to dash through from 1200 units out.
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michael flanigan
 
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Post » Tue Dec 01, 2009 5:43 pm

First I have to say that I am very impressed by this mod. Very impressive.

But I have a small issue. I use Blood&Mud Dirt Deluxe and the compatibility patch for open cities classic 3.3.3. The Blood&Mud Mod has been cleaned with TES4edit.
Now using Blood&Mud and Open cities classic together I get an CTD when exiting Oblivion. Without Open cities classic I get no CTD.

The second issue is that the Door to Bravil cannot be opened. I can walk through the door but the door cannot be activated.

Any ideas.

For testing I installed only this two mods so there should not be other incompatibilities.

Thanks.


EDIT\ Ok tried normal OCC without Blood&Mud and I realized that there should not be a door. So the only problem may be that the door is not deleted.

Edit2\ One texture block from the outer wall seems to be wrong -> http://www.imagebanana.com/view/hjd74ru/ScreenShot3.jpg

Is there a possibility for RAEVWD to make an Addon for Blood&Mud?
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Chloe Mayo
 
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Post » Tue Dec 01, 2009 12:29 pm

But I have a small issue. I use Blood&Mud Dirt Deluxe and the compatibility patch for open cities classic 3.3.3. The Blood&Mud Mod has been cleaned with TES4edit.
Now using Blood&Mud and Open cities classic together I get an CTD when exiting Oblivion. Without Open cities classic I get no CTD.


There's an old saying among veterans: If your game doesn't crash at exit, you don't have enough mods.

It's a common problem that has nothing to do with specific mods. It doesn't even always happen because one is full of deleted items. Not all of the causes are known. So the best solution is to use http://www.tesnexus.com/downloads/file.php?id=22410.

EDIT\ Ok tried normal OCC without Blood&Mud and I realized that there should not be a door. So the only problem may be that the door is not deleted.


This is an unfortunate side affect of the method used to remove the door. If you reload the game without completely exiting to desktop first, the engine has a nasty habit of restoring persistent objects which have been disabled and moved out of view. The use of Fast Exit 2 thus becomes even more important if you need to reload your game.

Edit2\ One texture block from the outer wall seems to be wrong -> http://www.imagebanana.com/view/hjd74ru/ScreenShot3.jpg


Blood & Mud does not supply a wall mesh for that particular wall. It doesn't really need to either since that wall doesn't exist as part of the vanilla layout. When OC Bravil fixed the errors in the layout, that wall had to be added to fill it in. I never even noticed the walls and stuff were supposed to be a different color until after I'd removed B&M from my own game due to crippling performance problems with it.

Is there a possibility for RAEVWD to make an Addon for Blood&Mud?


I have no real plans for that since retexturing the walls takes a significant amount of time.
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FITTAS
 
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Post » Tue Dec 01, 2009 9:25 pm

I was talking both actually. Anyway, do you (or anyone else) happen to have the overview (screenshots) of Leyawiin Reborn layout from the south? I plan to add Leyawiin Reborn miniature to http://www.tesnexus.com/downloads/file.php?id=27791 (which is IMO the most interesting map I've found so far as it encompassed many mods)
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Rex Help
 
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Post » Tue Dec 01, 2009 12:44 pm

I was talking both actually. Anyway, do you (or anyone else) happen to have the overview (screenshots) of Leyawiin Reborn layout from the south? I plan to add Leyawiin Reborn miniature to http://www.tesnexus.com/downloads/file.php?id=27791 (which is IMO the most interesting map I've found so far as it encompassed many mods)


No, I don't have one that covers the entire city from any angle. Closest I have is one with the west side overhead, and one with the east side. The center portion is missing.

That said, there are maps out there with OCLR on them which should provide enough detail to see what's needed.
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Claire Mclaughlin
 
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Post » Tue Dec 01, 2009 1:00 pm

What is the relation between Open Cities, Better Cities and Better Open Cities ATM? I gather that BOC is no longer developed. Is that correct? How outdated it is, then, compared to current OC and BC versions?

I'm desperately trying to decide which one of them to use. Should I sacrifice the openness or the betterness ;) so to say, or is BOC sufficiently up-to-date to have the best of the two worlds?
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Jack Walker
 
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Post » Tue Dec 01, 2009 7:06 am

What is the relation between Open Cities, Better Cities and Better Open Cities ATM? I gather that BOC is no longer developed. Is that correct? How outdated it is, then, compared to current OC and BC versions?

I'm desperately trying to decide which one of them to use. Should I sacrifice the openness or the betterness ;) so to say, or is BOC sufficiently up-to-date to have the best of the two worlds?


There is zero relation between Open Cities and either version of Better Cities - OC is worked on by Arthmoor, BC is worked on by Ismelda and myself, and OBC (not BOC, it's not a better version of OC, it's an open version of BC) used to be worked on by me. The Nexus Description page for OBC states how it compares to BC (something like final release of OBC equalling v3.0.0 of BC or thereabouts).

If you want the "openness", I'd suggest you use OC, since OBC impacts heavily on FPS (especially when used with other mods) while OC doesn't impact on FPS. If you want "betterness" then use BC.
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Britta Gronkowski
 
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