[RELz] Open Cities Classic, Thread #7

Post » Wed Mar 30, 2011 8:43 am

Version v3.5.2

* Resources: The Anvil style light posts were missing a BSX flag to enable collision.
* Bruma: Finally got the temporary encampments for Allies for Bruma to toggle on properly.
* Bravil: The ESP for the Blood & Mud version of Bravil was accidentally left out of the package.

@andalaybay: Grab 3.5.2. The map markers will restore automatically once you've got it. Then you'll also have the other fixes as well :)
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Chica Cheve
 
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Post » Wed Mar 30, 2011 11:20 am

Grrr... I grabbed 3.5.1. and installed it already. Ok, I'll grab 3.5.2 now and reinstall - hey, by the time I'm done, I'll be an expert!! ;) I had actually installed this incorrectly the first time. I don't use BAIN, I use OBMM, so I skipped down to the manual install part of the readme. You omitted the part about installing the road record in that section. Rather than repeating everything, you may just want to tell manual installers to read the BAIN section anyway or something, especially in the section about optional files. On second read, I discovered that the BAIN section was a lot clearer even though I don't use BAIN - it was easier to follow than the section for first time users (which I am!). Anyway just a suggestion.

Looks good so far! Haven't gotten out of Imp. City yet... I was always afraid to install this before because I was worried about the performance, but it's running great.

Could I get a clarification about RAEVWD: I installed everything, but I think I read somewhere that I don't need RAEVWD - Cities if I'm running OCC. Is that correct? It doesn't hurt though right? I ask because the RAEVWD readme says "This ESP is 100% module compatible with Open Cities (Classic or Reborn), and with Open Better Cities.", so to me that sounds like I do want to be running the cities module. The same comment is made for the Imperial City ESP as well.

Thanks again.
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louise tagg
 
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Post » Wed Mar 30, 2011 4:08 am

If you're running all of the cities then the RAEVWD module is wasting space. You may as well deactivate it since OCC is obviously placing the buildings for RAEVWD to use.

I apparently do need to update that readme though since the 100% only applies to OCC, OCR uses a different set of internal markers to toggle things and RAEVWD isn't aware of them, and OBC isn't going to be compatible at all because of it.
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Rachel Cafferty
 
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Post » Wed Mar 30, 2011 5:23 am

Ok, thanks Arthmoor.

Just entered Chorrol - very cool. One complaint though: the guards didn't open the gates for me :) That was the only good thing about this one game I played: when you approached the city gates, the guards would turn the wheels to open the grate. They did a very good job of that actually - too bad the rest of the game svcked!

I can just imagine complaining to the guards in Oblivion about not opening the gates: "I'm a guard, not a doorman..."

Just in case it doesn't come across properly, I am just pulling your leg...
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Lou
 
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Post » Wed Mar 30, 2011 8:17 am

Possible bug: The door to the Castle Chorrol Arch Tower doesn't seem to be replaced properly. This the external door to the separate tower to the left (north?) of Castle Chorrol. Here's a http://www.filefront.com/17146524/CastleChorrolDoorGlitch.jpg. I'm not sure if this is a bug or a problem with my game. I had some trouble getting into the city after fast travelling to the stables. When I opened the gates, there were another set of gates inside. I think I read about this and tried exiting to the main menu to clear it. I think I had to exit the game completely to clear it up, but now I'm not sure of the sequence of events. Anyway I thought I'd send this along for you to check out.
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Charleigh Anderson
 
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Post » Wed Mar 30, 2011 2:25 pm

Could you put that on imageshack or something instead? I assume by "arch tower" you mean the one physically attached to the castle? You are correct that you need to exit all the way to the desktop to clear the double-doors issue.

And shame on those lazy guards! Must be a union job *ducks*
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Vicky Keeler
 
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Post » Wed Mar 30, 2011 12:19 am

Could you put that on imageshack or something instead? I assume by "arch tower" you mean the one physically attached to the castle? You are correct that you need to exit all the way to the desktop to clear the double-doors issue.

Is this http://tinypic.com/r/2dk0p6q/3? Yes, that's the tower I mean. One of the doors was actually labelled as I quoted "Castle Chorrol Arch Tower". The other door was just labelled "door". The proper castle door had the red tresspass icon, the other one didn't. Ok, I'll be sure to save before entering cities, just in case...

And shame on those lazy guards! Must be a union job *ducks*


lol
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Claudz
 
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Post » Wed Mar 30, 2011 12:55 am

Yep, that works. I'll fix that when I get the chance. Not even sure how or when that could have happened.
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SWagg KId
 
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Post » Wed Mar 30, 2011 9:25 am

Great - thanks. Back to playing now :) Just rode my horse through Chorrol - very cool. Also very handy for a lazy person such as myself (I didn't have to ride ALL the way around!) ;)
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Cash n Class
 
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Post » Wed Mar 30, 2011 10:43 am

Open Cities Classic v3.5.3

* Chorrol: A door on the tower next to the castle that shouldn't be there has been removed.
* Anvil: The two courtyard pieces at the south gate went missing. Again. This has happened before for unknown reasons and is being fixed. Again.
* Skingrad: All of the stubbornly annoying generated grass has been expunged from the castle area.
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Stephanie Valentine
 
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Post » Wed Mar 30, 2011 2:44 pm

Hello. A quick question. I'm in the process of updating my Diverse Guards mod to support Open Cities Reborn and Open Cities Classic. While delving around in OCC Leyawiin to see what I need to do to support that I noticed that two guard NPC reference objects had not been moved from the Leyawiin worldspace to the Tamriel wordspace - specifically references 0x000C9ECE and 0x000C9ECF. Is this intentional?
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Ashley Clifft
 
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Post » Wed Mar 30, 2011 6:20 am

No, that wasn't intentional. They should have been moved to the Tamriel side. Even with the UOPS fix to their AI packs they'd still be missing from the area because their distance checks would all fail.
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Syaza Ramali
 
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Post » Wed Mar 30, 2011 12:07 pm

Open Cities Classic v3.5.4

* Leyawiin: The two patrol guards on the west side of the city had never been transplanted to the Tamriel worldspace.
* Anvil: Landscape was poking through at the castle hall door. Some missing clutter has been copied over from the closed worldspace as well.
* Anvil: A landscape texture seam was fixed at the west end of the docks.
* Anvil: Some old path nodes at the south gate were removed that were causing NPCs to path through the rocks between the castle and the harbor.
* All: Syncronized quest patches from the latest UOP Supplemental.
* Anvil: One of the collision corrected meshes for the Anvil castle was still missing.
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Anna Watts
 
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Post » Wed Mar 30, 2011 12:16 am

Small bug report if you haven't read it on Nexus =)

In open Bartholm during "A Bartholm Ghost Story" quest, npc Eranyon moves to Arcane University, this is incompatible with the Outer Districts mod.

After buying a house in Anvil quest marker directs to the AI door. Also there is a lonely guard in the closed version of the city. (I use OOO and compatibility patch if it matters)

In "Kvatch Rebuilt - OC Patch" quest npcs in Skingrad castle are still placed in its closed version.

Also could you please make compatability patch for MTCGlarthirsHouse mod? http://www.tesnexus.com/downloads/file.php?id=30147
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Jason Rice
 
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Post » Wed Mar 30, 2011 2:03 pm

The Bartholm issue will be fixed on the next OCC update.

Putting the quest marker on Benirus Manor would require editing the quest, and the compatibility issues involved in doing that outweigh the slight inconvenience of the pointer being wrong. I should think Benirus Manor is a large enough location that you shouldn't need to follow the arrow to get there anyway.

I've just updated the KR patch. I forgot about the guy who meets you in the courtyard when the patch got updated for OCR support.

MTCGlarthirsHouse doesn't warrant a patch for something that specific. Just use the console to unlock the door if you don't have Glarthir's key. The mod itself could be tweaked slightly to avoid any need for a patch at all.
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Dominic Vaughan
 
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Post » Wed Mar 30, 2011 5:00 am

Thanks for the update!

About MTCGlarthirsHouse. What command should i use? This mod adds npc in Skingrad castle courtyard (orc gardener) and makes Glarthirs house buyable. When I bought it and entered in from the open Skingrad I encountered something wierd (invisible walls and big hole inside), seems it is accessible from the closed city only. There is nothing wrong with the key itself.
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Cedric Pearson
 
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Post » Tue Mar 29, 2011 11:42 pm

Open Cities Classic v3.5.5

* Collision optimization on all included meshes.
* Bartholm: Eranyon needed an AI pack update for when he waits at the Arcane University for the player if the Outer Districts module is in use.
* Bartholm: Filthy Felix needed an AI pack update for when he sells Hot Dog in Bravil.
* Skingrad: The castle wall piece with corrected collision had the wrong havok material setting.

@kenuat: All you need to do is click on the door with the console, then type "unlock" and it will unlock.
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Charlotte Buckley
 
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Post » Tue Mar 29, 2011 11:42 pm

Open Cities Classic v3.5.6

* Chorrol: Removed several more duplicate objects from various places.
* Outer Districts: Corrected minor path grid issues on the Arcane University overhead walls.
* Anvil: The _far.nif for the castle was corrected, thanks to Brumbek.
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Caroline flitcroft
 
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Post » Wed Mar 30, 2011 2:55 pm

Thanks for always improving this already great mod Arthmoor!
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saxon
 
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Post » Wed Mar 30, 2011 1:33 pm

Hi Arthmoor

Is the Road Record file needed? I know it's a stupid question, but I thought I remembered you saying a while back that sometimes it isn't needed depending on the mods someone is running.

Thanks
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Kelsey Anna Farley
 
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Post » Wed Mar 30, 2011 5:31 am

Hi Arthmoor

Is the Road Record file needed? I know it's a stupid question, but I thought I remembered you saying a while back that sometimes it isn't needed depending on the mods someone is running.

Thanks


The Road Record file is what edits the path-grids and allows the NPCs to walk in and out of the Open Cities with their normal schedules. It is rather important unless you'd like to see NPCs running into walls/other weird things.
If you use Wrye Bash, however, you can import the Road Record into your bashed patch and deactivate the .esp, which can free up an esp slot.
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Brιonα Renae
 
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Post » Wed Mar 30, 2011 9:02 am

A lack of a road record won't cause them to bump into walls and doors and such, that's what a missing or bad path grid will cause. The road record is more of a long distance thing, although it will be followed over short distances too if it's available in the area. Since it's a worldspace-wide record the one in OCC functions more or less the same way the one in the UOP does.
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benjamin corsini
 
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Post » Wed Mar 30, 2011 12:41 am

Open Cities Classic v3.5.7

* Chorrol: Removed some loose stones that may contribute to the missing landscape bug.
* Bravil, Bruma: Fixed corrupt alpha channels on the flag textures.

Please also note that this will be the last version made available that does not require OBSE. Future development will continue on a 4.0 update at a later date to integrate some changes made possible by OBSE that should streamline compatibility if nothing else.

Also see the poll on the OC Reborn topic page since that's applicable to OCC as well.
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Beat freak
 
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Post » Wed Mar 30, 2011 3:20 pm

Open Cities Classic v4.0

* All 7 of the standard cities have been merged into one file, including the default road record. The Outer Districts, New Sheoth, and Bartholm will remain separate.
* OBSE 0020 or greater is now required. If you do not want to use OBSE or cannot for some reason use it, do not attempt to upgrade to 4.0.
* The vanilla city gates should no longer present a problem when being replaced with the open versions.

Package structure and filenames have changed with this version. Be mindful of that for those who are upgrading.
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Soraya Davy
 
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Post » Wed Mar 30, 2011 12:54 pm

Thanks for continuously improving this great mod!

However I've got a question concerning the compatibility with Werewolf - Legends of the North v2 which I wanted to add to my load order.

Does anyone know it it's compatible with Open Cities?

http://www.tesnexus.com/downloads/file.php?id=24453


The description mentions a compatibility patch for Better Cities but not OC, any ideas whether both mods will work together or not?
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SUck MYdIck
 
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