[RELz] Open Cities Classic, Thread #6

Post » Tue Dec 01, 2009 11:40 am

Thanks the the update, Arthmoor :tops:

Quick BAIN questions. Should I have animated windows lighting systems overwriting OCC or under?


There shouldn't be any crossover between AWLS and OC. If there is, then something isn't right.

I shall see if I can support this mod when I upgrade my computer. At the moment Oblivion lags enough as it is. :shrug:


And it won't lag any more than it does now once OC is installed. The mod doesn't devour frame rates, regardless of what you may have heard elsewhere. Plenty of people have attested to this.
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celebrity
 
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Post » Tue Dec 01, 2009 1:12 pm

There shouldn't be any crossover between AWLS and OC. If there is, then something isn't right.



And it won't lag any more than it does now once OC is installed. The mod doesn't devour frame rates, regardless of what you may have heard elsewhere. Plenty of people have attested to this.

What about Better Open Cities?
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Laura Cartwright
 
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Post » Tue Dec 01, 2009 3:55 am

BC/OBC is an entirely different story. BC/OBC adds a significantly large number of new objects, buildings, and NPCs to every city they affect. So yes, those will have a negative impact on FPS.
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Alexandra Louise Taylor
 
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Post » Tue Dec 01, 2009 2:01 am

BC/OBC is an entirely different story. BC/OBC adds a significantly large number of new objects, buildings, and NPCs to every city they affect. So yes, those will have a negative impact on FPS.

Well, I have Better Cities installed now. Does OBC add new objects, buildings, and npcs that aren't in BC, or is that already added in Better Cities? Is OBC just BC opened up?
Edit: maybe I should just check the mod description....
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Wayland Neace
 
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Post » Tue Dec 01, 2009 5:23 pm

I just wanted to say that if you can find a way to add Morrowind-type walls around the cities, you will be my hero.

I can't believe nobody's had a decent whack at that before. Morrowind is probably the most immersive game I've ever played, and something like this should have been done long ago. Props to you for coming up with the idea, and thanks for doing all the work you've put into the mod so far.

EDIT: Maybe you can help me with something. I've installed the files through BAIN, and the Outer Districts are working properly, but Bruma's not, ie I can't just walk through the gate, I have to activate the gate and go through the standard load screen. I'm limited to fast travel between the IC and Bruma, but I can travel to each city if you need me to. Thanks in advance.
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Suzy Santana
 
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Post » Tue Dec 01, 2009 6:16 pm

I just completed the Defense of Bruma quest, and upon returning to Bruma after closing the gate, the normal gates leading to the closed cities were at both Bruma entrances. They were only half-visible, and disabling both of them appears to have fixed the problem entirely, but it may be something to look into. Sorry if this has been mentioned before, or fixed in the most recent version; I'm using 3.31, and couldn't find it mentioned in the readme.
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Tania Bunic
 
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Post » Tue Dec 01, 2009 2:34 pm

EDIT: Maybe you can help me with something. I've installed the files through BAIN, and the Outer Districts are working properly, but Bruma's not, ie I can't just walk through the gate, I have to activate the gate and go through the standard load screen. I'm limited to fast travel between the IC and Bruma, but I can travel to each city if you need me to. Thanks in advance.


I have the same problem with Bruma the gates for open cities are there plus the normal load ones plus once in bruma you cant leave because the gates just load you back into the city if you get what i mean! Other cities seem to work fine though using the full merge with blood mud and LR.
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Scott Clemmons
 
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Post » Tue Dec 01, 2009 7:50 am

Actually, I figured out that I hadn't installed all of the files properly. I think I was missing an esp. Problem solved, and once again thanks for the great mod!
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James Shaw
 
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Post » Tue Dec 01, 2009 7:58 am

Well I also checked my files everything seemed ok but I installed the files again and moved my load order about because of another problem which ended being sutch and everything seems fine must of installed wrong :embarrass:
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April D. F
 
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Post » Tue Dec 01, 2009 4:32 pm

I'll rephrase my question, because it didn't make any sense before. Is there any difference in FPS between BS and OBS? I already have BS installed, so will it make a difference if I switch to OBS?
(That's better)
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Arrogant SId
 
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Post » Tue Dec 01, 2009 10:06 am

That would be BC/OBC, and I can't be 100% sure but I don't think there's a major difference in performance switching from BC to OBC as far as cities are concerned.
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Stat Wrecker
 
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Post » Tue Dec 01, 2009 6:53 am

That would be BC/OBC, and I can't be 100% sure but I don't think there's a major difference in performance switching from BC to OBC as far as cities are concerned.


Actually there is a major difference (at least in Bravil) in performance between BC and OBC, which is why I stopped working on and ceased offering support for OBC, but still work on and continue to support BC.
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Kerri Lee
 
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Post » Tue Dec 01, 2009 4:47 pm

When you measured that in Bravil, was that with or without the B&M additions? I'm sure you can see where I'm going with this since B&M adds a lot of extra stuff to the city too. :)
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Amy Smith
 
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Post » Tue Dec 01, 2009 8:02 am

When you measured that in Bravil, was that with or without the B&M additions? I'm sure you can see where I'm going with this since B&M adds a lot of extra stuff to the city too. :)


I'm talking BC with B&M compared to OBC with B&M. Even without B&M, OBC Bravil crashed out on me in-game with my standard graphics settings. Other cities have lower FPS in OBC than in BC, but still at a level my PC can handle.
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Noely Ulloa
 
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Post » Tue Dec 01, 2009 7:13 am

Thanks for Open Cities. Am now running Open Cities + AWLS + RAEVWD. What a combo!

Not quite adequate http://i827.photobucket.com/albums/zz198/gothemasticator/Oblivion2009-11-1020-02-26-26.jpg http://i827.photobucket.com/albums/zz198/gothemasticator/Oblivion2009-11-1107-00-20-05.jpg.

I took a nice movie gliding into the city over Anvil Bay with the lighthouse burning, but, at close to 300MB, I don't think I'll share. In your mind I think you can see how much I am enjoying these mods.

gothemasticator
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Lady Shocka
 
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Post » Tue Dec 01, 2009 3:52 pm

Hi,

In the latest release of http://www.gamesas.com/bgsforums/index.php?showtopic=1053973, I have added a house tax feature. I didn't have Open Cities in mind during development of this, so I'm not sure about the compatibility. But I want to ensure the compatibility and therefore have a couple of questions about OC:

1. Do the city cells still have names starting with the city's name?

2. Are any of the doors to the player houses replaced? If so, can anyone give me the new form ID's of the replaced doors.

Thanks. :)
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Destinyscharm
 
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Post » Tue Dec 01, 2009 10:32 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1039825 doesn't work with Open Cities and themythofstrider says he hasn't the skills necessary for making a patch. I wonder if that's something you might be willing to look into? Seems like a very interesting mod.
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QuinDINGDONGcey
 
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Post » Tue Dec 01, 2009 9:28 am

In the latest release of http://www.gamesas.com/bgsforums/index.php?showtopic=1053973, I have added a house tax feature. I didn't have Open Cities in mind during development of this, so I'm not sure about the compatibility. But I want to ensure the compatibility and therefore have a couple of questions about OC:

1. Do the city cells still have names starting with the city's name?

2. Are any of the doors to the player houses replaced? If so, can anyone give me the new form ID's of the replaced doors.


Yes, all of the wilderness cells in each city were renamed starting with the city names. Not having done that would have broken even some vanilla quests.

I'll dig up a list of formIDs for the doors, because obviously every player house has a new one in the open worldspaces.

http://www.gamesas.com/bgsforums/index.php?showtopic=1039825 doesn't work with Open Cities and themythofstrider says he hasn't the skills necessary for making a patch. I wonder if that's something you might be willing to look into? Seems like a very interesting mod.


I thought they were planning on moving the shop somewhere outside the city? If not I can look at what's needed for a patch. Cheydinhal is getting awfully crowded though :)
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Alba Casas
 
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Post » Tue Dec 01, 2009 5:54 am

I thought they were planning on moving the shop somewhere outside the city? If not I can look at what's needed for a patch. Cheydinhal is getting awfully crowded though :)


Sounds good. :) Might have misunderstood what themythofstrider meant btw. It might be in the works to move it rather. It's just me who is impatient I guess.

There's a good chance. There were plans to move the store outside the city. Unfortuantely I don't have the skill necessary to do such a thing so it's up to other authors to get it done.

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Erich Lendermon
 
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Post » Tue Dec 01, 2009 6:02 pm

I would really like to see the city walls removed. It would make everything more like a "village" and not feel like alot of castles right next to eachother.
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Kevin Jay
 
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Post » Tue Dec 01, 2009 5:50 am

I would really like to see the city walls removed. It would make everything more like a "village" and not feel like alot of castles right next to eachother.

Wouldn't that cause all sorts of potential problems with monster/enemy spawns just waltzing in?

Also, it makes great sense from a realism/common sense perspective for cities to defend themselves with walls, dontcha think?

gothemasticator
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Channing
 
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Post » Tue Dec 01, 2009 4:07 am

Yes, it makes sense for cities to defend themselves with walls, etc, but the ones in the cities in Oblivion are excessively high and would be far too expensive to maintain. Going without walls is probably too far in the other extreme, so the plans to remove them are on hold until such time as a resource of some sort can be found to provide shorter walls that work for cities. Like the ones in Morrowind - useful but not ridiculously tall.
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marina
 
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Post » Tue Dec 01, 2009 6:10 am

Wouldn't that cause all sorts of potential problems with monster/enemy spawns just waltzing in?

Also, it makes great sense from a realism/common sense perspective for cities to defend themselves with walls, dontcha think?

gothemasticator


Define "city"! There's only one "city" in the game (and it's rather small) - the rest are just large villages really (technically not even all that large for a village either). Towns and villages might/would lack full walls for defence. Each "city" has a castle, this is where you would expect the citizens to flee to if danger arrives in the streets. xaxxiron777 is responding to the poll question on this thread, in reference to some recent discussion regards the ridiculous height of the walls and how they aren't actually necessary from a technical stand-point once the "cities" are Open. The real reason the walls are so damn high is to prevent the player seeing much of anything beyond them - since in the vanilla game there isn't anything beyond them, what with being in a child worldspace.
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Trey Johnson
 
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Post » Tue Dec 01, 2009 1:30 pm

The real reason the walls are so damn high is to prevent the player seeing much of anything beyond them - since in the vanilla game there isn't anything beyond them, what with being in a child worldspace.


Exactly. But even with village sized cities most of them had some kind of walls surrounding them. Even if they were nothing more than wooden palisades. Resources exist for that already and would work great in Bruma, but would look silly just about everywhere else. Ideally walls fitting to each individual city would be nice. But that's asking far too much of people to provide.

Prime example of the low walls around the outer village - UL Chorrol Hinterland. Only for the larger city walls I'd want something more substantial than hundreds of those tiny little stone wall pieces.
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Thomas LEON
 
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Post » Tue Dec 01, 2009 2:42 am

Yes, it makes sense for cities to defend themselves with walls, etc, but the ones in the cities in Oblivion are excessively high and would be far too expensive to maintain. Going without walls is probably too far in the other extreme, so the plans to remove them are on hold until such time as a resource of some sort can be found to provide shorter walls that work for cities. Like the ones in Morrowind - useful but not ridiculously tall.

That's a good balance: having no walls would confuse the whole layout of the cities, but having smaller walls makes a lot of sense.
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