[RELz] Open Cities Classic, Thread #6

Post » Tue Dec 01, 2009 8:40 am

Open Cities Classic v3.3.3

* All: Removed persistence flags from any objects which did not need it, which will help slightly with save game sizes, especially when using Leyawiin Reborn.
* Bravil B&M: The door to Aina's hut had a bad target and could not be properly used.
* Chorrol: All of the new wall guards and associated AI and guard tower edits are being removed due to a change in plans for future releases.

That last bit in Chorrol should be taken as a hint. After much thought, I have decided that I will fork the project into two separate entities at this time.

The first fork will be more or less what you see here and will be called "Open Cities Classic" from this point forward. It will maintain vanilla layouts, and yes, for those who have poked and prodded, I will likely also remove the bay expansion from this as well (though retain landscape changes for compatibility purposes). No changes to the city walls will be made, and chances are once I've organized a bit more I won't be doing anything more than bugfixes.

The second fork will be going down a road I thought of the other night and mentioned in passing on TESA. Redesigned city layouts with the castles as the central structure instead of the current alignment things have now. Fortunately, Texian and Godgugh did the difficult work on the first one in the bunch. Leyawiin Reborn. I already have plans for Anvil to follow the concept art Bethesda provided on the collector's edition DVD. It will probably assimilate the bay expansion content along with it since I still have permission for that. The rest of the cities will be more or less freeformed into something that works best. This will of course include all the changes to city walls, and any appropriate wall guards, which will more likely end up as rooftop defenders on the castles.

Yes, I can hear the screams now about patches. It's already a mess now. I know. However, I will not be exceeding the existing borders of the cities. Merely rearranging things within the existing walls, up to the point at which any replacement walls would give me extra space. I might take a small extra slice of space here and there, but nothing like that will be done without at least looking into compatibility with nearby mods. Patches will almost certainly need changing along the way, which will mean keeping separate versions of each patch. So at some point a separate entry on each download site will get opened to house the new project.

Which brings us to the poll question change. Blood & Mud. I want to know if people are playing it for one, and if so, if you're bothering with the OC file. It causes complications with the merge process. So I'd really rather not have to keep maintaining it if nobody uses the thing anyway. So speak up. If it's not being used, I'll end up dropping it. Mainly because I myself stopped using the mod ages ago.

The IC Outer Districts, New Sheoth, and Bartholm will be included with both packages for simplicity's sake. Which also means the resource ESM file won't be changing at all. Something needs to stay consistent here :)

Also, at this time, there are still no plans in the works to open the rest of the IC. That may come, but it won't be for a very long while yet. There are still complications left with some of the models not fitting together right.
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Mizz.Jayy
 
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Post » Tue Dec 01, 2009 7:58 am

Hey Arthmoor, I don't play mud and blood, but the forums want me to answer the second question anyway.

Good luck with the project. I look forward to seeing how it turns out :)
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N Only WhiTe girl
 
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Post » Tue Dec 01, 2009 6:48 pm

Ugh. I didn't think the two questions would be mated like that. I guess I can attach a 3rd option right quick....
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Emma Louise Adams
 
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Post » Tue Dec 01, 2009 5:46 pm

The new Open Cities sounds incredible. I am glad you didn't abandon the idea of cities with shorter walls :) I don't play with B&M either, but if I did I would probably use the open version. Bravil is one city that really benefits from being open, in my opinion.
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MARLON JOHNSON
 
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Post » Tue Dec 01, 2009 6:25 am

Heh, nope, didn't abandon the idea. I've just been mulling over how to go about acting on it, and this seems the best way to do it.

I feel I should mention though that when this ball gets rolling in earnest, I won't be offering mixed module packages with the Reborn collection. They will become entirely separate and if people want to merge normal cities in, that will need to be done manually. I will have one merged set for Classic, and one for Reborn. It would be entirely too much trouble to try and do blending. So that means that Leyawiin Reborn will be shifting out of the current package once this has gone far enough.
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Manuela Ribeiro Pereira
 
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Post » Tue Dec 01, 2009 11:18 am

Well, that sounds like a good plan. Diversity and choices are always nice. I admire your commitment to this, maintaining two branches of Open Cities, with all the patches that are going to be needed is going to be a time consuming task, but I suppose you know this better than anyone.

Thank you for your continuing efforts to mprove the Oblivion experience.
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Samantha hulme
 
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Post » Tue Dec 01, 2009 5:20 pm

Arthmoor,

I'm glad you decided to split the mod in this way. However, this does mean that I'm out of luck regarding my old standing request for wall guards for the vanilla city layouts with standard walls are out of luck, correct?
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Marie
 
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Post » Tue Dec 01, 2009 5:44 pm

Yes, unfortunately that will be the case. I've left the path grids up on the walls though so you could still use something like MMM city defenses or any other standalone city defenses module that places guards on the Tamriel side.

The new layouts will have them where appropriate.
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Rebekah Rebekah Nicole
 
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Post » Tue Dec 01, 2009 2:02 pm

Heh, nope, didn't abandon the idea. I've just been mulling over how to go about acting on it, and this seems the best way to do it.

I feel I should mention though that when this ball gets rolling in earnest, I won't be offering mixed module packages with the Reborn collection. They will become entirely separate and if people want to merge normal cities in, that will need to be done manually. I will have one merged set for Classic, and one for Reborn. It would be entirely too much trouble to try and do blending. So that means that Leyawiin Reborn will be shifting out of the current package once this has gone far enough.


I have to admit that this post confused me a little bit. So for both Classic and New there will be a single 'merged' file, and each city will also be offered as an individual mod? And the merged version would include the vanilla Leyawiin layout, not LR? Sorry if I am being a little thick here.
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Agnieszka Bak
 
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Post » Tue Dec 01, 2009 4:12 pm

After the next update, it will be as such:

Classic will have all of the vanilla layouts, no special changes etc. Each city will have an individual ESP, and there will be an ESP with all cities merged in.

Reborn will be nothing but redesigned layouts. It will contain each one as an individual city, plus one merged ESP with all the cities in it.

I am letting the poll run for awhile longer to see if keeping the Blood & Mud version of Bravil around is worth the effort. So far it doesn't seem that way.

And for simplicity's sake in distribution, both mod packages will come with New Sheoth, the Outer Districts, and Open Bartholm. None of these will be getting revamped since they already fit themselves nicely.
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Gemma Archer
 
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Post » Tue Dec 01, 2009 9:04 am

Will there still be the classic version with Blood and Mud compatibility?

I personally like B&M - even just for the far far more realistically behaved NPCs. They are about the only NPCs I've seen that actually behave as though they walked right out of myth and fantasy, yet complex and duplicitous. They are what make me feel that Bravil is a cursed town.
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Bird
 
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Post » Tue Dec 01, 2009 7:14 pm

That decision will be made for both packages. B&M adds a level of complexity to the merge process that I'd really like to be rid of. Bugs in Gecko that I've reported but apparently aren't going to be fixed, which means manually fixing the errors the bugs cause. Pain in the ass if only a few people use the thing.
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BethanyRhain
 
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Post » Tue Dec 01, 2009 2:54 pm

truthfully it sounds like you already got your mind made up.
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Charity Hughes
 
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Post » Tue Dec 01, 2009 6:00 am

truthfully it sounds like you already got your mind made up.

Well, there's nothing bad about that. It's great, in fact, that Arthmoor gives the players an option to make him change is intention, even when it means MUCH more trouble revamping Open Cities.
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sarah simon-rogaume
 
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Post » Tue Dec 01, 2009 10:44 am

If I use Better Cities can I use this mod or the only possibility is to use Open Better Cities?
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Tha King o Geekz
 
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Post » Tue Dec 01, 2009 5:39 am

If I use Better Cities can I use this mod or the only possibility is to use Open Better Cities?


Open Cities, Better Cities and Open Better Cities are all modular - this means that each city is provided in a separate ESP, so you can mix and match any combination of the three mods. Just never use two versions of the same city (so for example, never use Open Cities Bruma with Better Cities Bruma).
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Albert Wesker
 
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Post » Tue Dec 01, 2009 9:01 am

This is what I wanted to know:

I can use Better Cities + Open Better Cities but not Better Cities with Open Cities (I guess)

Thanks for your answer!
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Latino HeaT
 
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Post » Tue Dec 01, 2009 2:02 pm

This is what I wanted to know:

I can use Better Cities + Open Better Cities but not Better Cities with Open Cities (I guess)

Thanks for your answer!


No, no, no.
All three mods can be used together.
You can use some of BC, some of OC and some of OBC.
You can use some of OBC and some of BC.
You can use some of OC and some of OBC.
You can use some of BC And some of OC.
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Samantha Wood
 
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Post » Tue Dec 01, 2009 5:36 am

What I mean it's that (at least I think so) I can't use BC + OC for the SAME Cities BUT I can use BC + OBC for the same city.

This is what I think because the OBC it's done for BC, isn't it? But OC it's only for Vanilla city.

P.S. Sorry for my english!
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Tamara Primo
 
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Post » Tue Dec 01, 2009 10:18 am

What I mean it's that (at least I think so) I can't use BC + OC for the SAME Cities BUT I can use BC + OBC for the same city.

This is what I think because the OBC it's done for BC, isn't it? But OC it's only for Vanilla city.

P.S. Sorry for my english!


NO! You can't use BC and OBC for the same city. You can use only one of OC, BC, or OBC for each city. However you can use different mods for different cities.

So, for example, you could use OC Anvil, BC Skingrad, and OBC Chorrol.
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Judy Lynch
 
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Post » Tue Dec 01, 2009 1:01 pm

Uh, no. You can't use duplicates from ANY of the mods for the SAME city, at all. Pick a Bruma from one, Anvil from another, etc, but you can't pick two Brumas or two Anvils, or you're going to run into a huge number of problems. Not the least of which is massive duplication and quite possibly a badly broken game.

This is why they're all modular - pick and choose, just don't duplicate.
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Sarah Edmunds
 
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Post » Tue Dec 01, 2009 6:58 am

Ok, it was hard, but now it's finally clear to me!

I think that the best mod is OBC but unfortunatly it's no more supported...I will go with BC: thanks!
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Amanda Furtado
 
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Post » Tue Dec 01, 2009 10:23 am

Just thought I'd chime in here (I haven't in a while) and show my appreciation. While my laptop (at uni) can't seem to handle OC, it is a permanent feature on my PC at home's Oblivion install. I just read of your latest plans and they're looking good. :thumbsup:
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rebecca moody
 
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Post » Tue Dec 01, 2009 4:31 pm

http://www.invision.tesalliance.org/forums/index.php?app=gallery&module=images§ion=viewimage&img=2769 - quite a big difference for very little effort in Bravil.
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Isabel Ruiz
 
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Post » Tue Dec 01, 2009 10:14 am

http://www.invision.tesalliance.org/forums/index.php?app=gallery&module=images§ion=viewimage&img=2769 - quite a big difference for very little effort in Bravil.

Woah, I can barely work out where it is...
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Andrea Pratt
 
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