[RELz] Open Cities Classic, Thread #7

Post » Wed Mar 30, 2011 12:36 pm

Alright, good. I'm only using Unique Districts. Definitely going to give this a download.
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Zualett
 
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Post » Wed Mar 30, 2011 1:59 pm

This is the first time I actually come to use OC. I've travelled from IC to Bruma (the only two cities I've been to so far) to find that OC does not quite work for me. From what I see, Bruma has a duplicate set of gates, the outside doors (probably belonging to OC) are opening OK, but immediately behind them is another set operating like a Vanilla one (through a loading screen).

I gather I've probably messed up installing OC, but everything seems to be according to readme.


Nevermind that. Clean-reinstalling fixed that.
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MR.BIGG
 
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Post » Wed Mar 30, 2011 2:26 am

Actually you'll find that simply dropping to desktop and reloading the game was probably enough to fix it. The gate thing is unfortunately a known engine bug with the way things get reinitialized if you reload without exiting first.
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Chad Holloway
 
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Post » Wed Mar 30, 2011 12:51 pm

Been a while since I looked upon this page. Anyway, do you have plan to put back the guards that patrol the city walls? I kind of missed this feature. I know you have other project to revamp the cities layout, but I might as well try to find out about the OC Classic.
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noa zarfati
 
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Post » Wed Mar 30, 2011 5:09 am

No, no plans to put those back. The concept is great, and visually it works well, but when actual combat ensues, those wall guards are useless. So there's not a lot of point in having their AI eating up CPU cycles. MMM City Defenders should work just fine with OC Classic as long as you load that BEFORE the Open Cities files. They'll patrol the walls and have path grids to stick to.
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Steven Nicholson
 
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Post » Wed Mar 30, 2011 2:12 pm

Patch added for the Outer Districts and Frostcrag Spire. Available on Nexus. Surprised nobody mentioned it, other than Dwip, but there you go. I guess Frostcrag isn't terribly popular :)

The original Frostcrag Spire DLC? How was that incompatible?
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Ludivine Poussineau
 
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Post » Tue Mar 29, 2011 11:55 pm

No, no plans to put those back. The concept is great, and visually it works well, but when actual combat ensues, those wall guards are useless. So there's not a lot of point in having their AI eating up CPU cycles. MMM City Defenders should work just fine with OC Classic as long as you load that BEFORE the Open Cities files. They'll patrol the walls and have path grids to stick to.

I didn't know that. Did the guards become useless due to walls that block their "sight", or due to their range (being too far) from the "enemy"?

I guess I'll try MMM City Defenders, if the guards actually do their job, that is.
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Elina
 
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Post » Wed Mar 30, 2011 1:51 pm

I think the main problem was the height. Without subspaces to keep them from jumping, they'd just fall off, get damaged, and often simply die. The ones who did survive the fall usually died shortly after in battle.

With the subspaces, they patrol properly, don't fall off while walking, but also don't end up able to join the fight. So they just end up chewing up resources.

The ones from MMM won't behave any differently unless the guards have got some really good combat style settings (something I know far too little about).
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Paula Rose
 
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Post » Wed Mar 30, 2011 3:55 pm

Okay, here's something for Open Cities:

This has happened before, in other load orders, and in fact isn't that uncommon.

The old city seems to "fall down upon", at least in some extent, the open city. The result being ghost doors and a inability to leave the city (keeps teleporting you back inside). Now it has been sometimes resolved in the past simply by going back to an earlier save, but when I'm away from a city for any extended period, it becomes more than a simple annoyance, as I often have no idea on how far back I should go to fix the problem. Then the only surefire way to fix it would be to go back to a save that you knew for sure that the "ghost city" wasn't there. Which could have been hours of gameplay ago...

Screenie of a ghost door: http://img697.imageshack.us/i/screenshot15n.png/

Like I said, this has always happened to me, regardless of setup. Any ideas?
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Kit Marsden
 
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Post » Wed Mar 30, 2011 7:39 am

That looks like the usual issue with the doors when you reload a game without first exiting to desktop. It's because of an engine bug that causes disabled persistent references to undisable themselves when you reload. Probably part of what the game doesn't clean up properly.
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Natalie J Webster
 
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Post » Wed Mar 30, 2011 3:38 pm

That looks like the usual issue with the doors when you reload a game without first exiting to desktop. It's because of an engine bug that causes disabled persistent references to undisable themselves when you reload. Probably part of what the game doesn't clean up properly.


This reminds me of a glitch I encountered while playing the Playable Goblin mod, where the Goblin's frame was attached to my Xivilai character.
http://img200.imageshack.us/i/screenshot7an.png/
Exiting to desktop fixed it.

But, sigh, I guess I'll have to go back a couple of saves.

Do you think just console removing the doors would be fine enough though? I do tend to get lag, and I think the problem is linked to the two CTD that I have gotten since coming to Chorrel. I hadn't had another CTD since I found the constant crash when exiting the Cheydinhal Newlands Lodge.
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krystal sowten
 
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Post » Wed Mar 30, 2011 8:05 am

You shouldn't have to go back any saves. Every encounter I've seen or heard of for this, exiting to desktop and then reloading works. If that's not fixing things, you may have another mod in conflict with OC that's messing with the doors.
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Kate Schofield
 
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Post » Wed Mar 30, 2011 11:34 am

i noticed that this mod doesn't let me open every door in cheydinhal. It changes all the "doors name" into wooden door and if i try to open one, nothing happen (including the door to the dark brotherhood sanctuary that was the door i needed to open). I used BOSS to sort my load order then i think it is correct. However i checked that this was loaded after every mod that change the DB quests as its told int the readme.
I post my load order to be sure anyway

Oblivion.esmCobl Main.esmOscuro's_Oblivion_Overhaul.esmKvatch Rebuilt.esmOpen Cities Resources.esmHorseCombatMaster.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espNatural_Weather_with_darker_Nights_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espNatural_Water_by_Max_Tael.espDMACArmor.espCobl Glue.espCobl Si.espCobl Tweaks.espOscuro's_Oblivion_Overhaul.espOOO-Map_Markers_Stock.espOOO-BirthSigns.espOOO-Combat_Skills_Perks_Marksmanship.espOOO-DaedraLord_Quests.espOOO-Deadly_Combat.espOOO-DLT_Immersion.espOOO-Magic_Effects+Enchantments.espOOO-Magic_Effects+Spells.espOOO-Magic_Game_Settings.espOOO-Potions.espOOO-Container_Trap_Instant_Effects.espBrotherhoodRenewed.espKvatch Rebuilt.espOCC-KR-Patch.espKvatch Rebuilt - OOO Compatibility.espServant of the Dawn.espOpen Cities Outer Districts.espOpen Cities Full.espOCC-COBL-Wells.espOCC-OOO-Patch.espNatural_Vegetation_by_Max_Tael.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espSalmo the Baker, Cobl.espShadow Ranger.espAlternative Start by Robert Evrae.espSupremeMagicka.espSM_ShiveringIsles.espSM_OOO.espSM_COBL.espSM_EnchantStaff.espSM_UnlockSpells.espSM_NoSpellLights.espSM_Scrolls.espSM_SigilStone.espMidasSpells.espOC+Midas Magic Patch.espDeadly Reflex 5 - Timed Block with no damage or durability changes.espDeadlyReflex 5 - Combat Moves.espSM_DeadlyReflex.esp_Ren_BeautyPack_full.espOOO-Magic_Script_Effect_Fix.espCobl Silent Equip Misc.espTraduzione Italiana.esp

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carly mcdonough
 
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Post » Wed Mar 30, 2011 11:00 am

i noticed that this mod doesn't let me open every door in cheydinhal. It changes all the "doors name" into wooden door and if i try to open one, nothing happen (including the door to the dark brotherhood sanctuary that was the door i needed to open). I used BOSS to sort my load order then i think it is correct. However i checked that this was loaded after every mod that change the DB quests as its told int the readme.
I post my load order to be sure anyway


What does this do?
Traduzione Italiana.esp

Were you actually IN Cheydinhal when you installed Open Cities? It sounds like you're still in the old city worldspace, while all the doors are now in the Tamriel worldspace. Head to the city gates, if they don't "open" and instead produce the standard loading screen, then you were still in the city worldspace, but should now have arrived back outside. From here, the city should be open, and the doors should all work.
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Irmacuba
 
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Post » Wed Mar 30, 2011 4:14 pm

What does this do?
Traduzione Italiana.esp


This is the Italian Translation

Were you actually IN Cheydinhal when you installed Open Cities? It sounds like you're still in the old city worldspace, while all the doors are now in the Tamriel worldspace. Head to the city gates, if they don't "open" and instead produce the standard loading screen, then you were still in the city worldspace, but should now have arrived back outside. From here, the city should be open, and the doors should all work.


no i wasn't. I started a new game. I went into the Imperial City, to the inn where i have to kill Rufio, i sleeped in a Bravil's inn. Then I fast travelled to cheydhinal to join the dark brotherhood. I think the fast travel caused that. Anyway i fixed it. I deactivated the mod, entered into the abandoned house, saved. then I've activated it again and left the house. Now all works.
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Katie Louise Ingram
 
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Post » Wed Mar 30, 2011 12:13 pm

Sounds like the map markers acted up. Those things are incredibly frustrating to get to behave. Most of the time they work and you never hear from them again. Good to know you were able to get it fixed.
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Rusty Billiot
 
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Post » Wed Mar 30, 2011 8:48 am

Just about to try switching from BC to OCC (yeah, I know there is OBC as well, but - at least for the time being; we'll see - I want to try the OCC experience).

Is there anything I should know - likely pitfalls, things that are easy to miss or forget, patches that mightn't be blindingly obvious (or in a blindingly obvious place, like on the OCC nexus page, f'rex), that kind of thing?

I don't mind reading text files and the like. Just thought I'd see if anyone had some good starting advice. I mean, it looks straightforward enough... but you never know. :)
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^~LIL B0NE5~^
 
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Post » Wed Mar 30, 2011 7:34 am


http://www.tesnexus.com/downloads/images/16360-1-1215564686.jpg
http://www.tesnexus.com/downloads/images/16360-2-1215564686.jpg Who put that clock tower there? :)
http://www.tesnexus.com/downloads/images/16360-1-1215564958.jpg
http://www.tesnexus.com/downloads/images/16360-3-1215564686.jpg
http://www.tesnexus.com/downloads/images/16360-4-1215564687.jpg
http://img178.imageshack.us/img178/6574/lrcastleareael2.jpg Hey, who said you could park that horse here!

I've just tried these links and they are all broken except this http://img178.imageshack.us/img178/6574/lrcastleareael2.jpg only show the pics link address. :huh:


Anyway thanks Arthmoor for an excellent work. I will definitive use the Open Cities Classics mod for my next game. :celebration:


EDIT - confused misspelling between similar mods
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JAY
 
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Post » Wed Mar 30, 2011 1:45 am

You shouldn't have to go back any saves. Every encounter I've seen or heard of for this, exiting to desktop and then reloading works. If that's not fixing things, you may have another mod in conflict with OC that's messing with the doors.

I'd always thought loading from the Main menu was enough to avoid these types of errors? Do you necessarily have to exit to desktop? If I have to load a game while I'm already playing, I always exit to the Main Menu first and never use quicksaves or autosaves, and I don't normally have many bugs/problems like that.

I've only seen that door bug once (a while back)- in Bruma in a very minimally modded game (and without OC). I had probably loaded from the in-game menu or something, but I can't remember now. That's why I'm obsessive about clean loading from the Main Menu now.
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Kira! :)))
 
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Post » Wed Mar 30, 2011 9:34 am

Nope. Loading from the main menu isn't enough to solve the problem. I realize it's an inconvenience but it's the only way to make it work. Exiting all the way to the desktop is the only way to be sure it reloads the door (and probably map marker) info back up the way it should be. This is where using something like FastExit2 comes in very handy.

Vorians and I have both tried various methods of dealing with this problem, none of which works 100%. Except for straight up deleting the doors, but that's asking for an awful lot of trouble.
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Rachel Eloise Getoutofmyface
 
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Post » Wed Mar 30, 2011 7:35 am

Arthmoor, you might find this interesting. I have for some time been experiencing http://www.gamesas.com/index.php?/topic/1097339-exterior-to-interior-travel-ctds/. I have so far visited the Imperial City, Bruma, Cheydinhal, Bravil, Leyawiin and Skingrad. I do not recall such CTDs in Bruma or Cheydinhal, but there was plenty of them in Bravil, Leyawiin and now Skingrad. As a side note, my modlist has changed a lot since I was to Bruma and Cheydinhal, true, but one thing is certain: there were never any CTDs in IC. Which made me thinking - the only real difference between these towns is the fact that IC is mostly not Open. So I tried disabling OCC while I'm in Skingrad (which was awfully unstable). And the CTDs almost completely disappeared! There are still some occasional crashes, but nowhere like it was with OCC on when a simple travel in and out a couple of houses inevitably crashed my game when I entered the third or the fourth house.

I do not think this necessarily is an OCC bug. More likely my FCOM and otherwise mod-heavy Oblivion simply struggles to stay alive, and removing OCC has released some of the pressure.Which incidentally might hint to the real cause of my crashes - except that I know nothing of modding and the inner workings of Oblivion and cannot get this hint :) Perhaps you might look into this issue and suggest what it is in OCC that might strain my copy of Oblivion?
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latrina
 
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Post » Wed Mar 30, 2011 2:02 pm

Nope. Loading from the main menu isn't enough to solve the problem. I realize it's an inconvenience but it's the only way to make it work. Exiting all the way to the desktop is the only way to be sure it reloads the door (and probably map marker) info back up the way it should be. This is where using something like FastExit2 comes in very handy.

Vorians and I have both tried various methods of dealing with this problem, none of which works 100%. Except for straight up deleting the doors, but that's asking for an awful lot of trouble.

By the way, deleting the door won't help 100% because there are other issues besides them. For example, when using Leyawiin Reborn this "door" glitch makes the old city layout suddenly stick out from beneath the new one, too.
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Andrew Tarango
 
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Post » Wed Mar 30, 2011 5:29 am

Nope. Loading from the main menu isn't enough to solve the problem. I realize it's an inconvenience but it's the only way to make it work. Exiting all the way to the desktop is the only way to be sure it reloads the door (and probably map marker) info back up the way it should be. This is where using something like FastExit2 comes in very handy.

Vorians and I have both tried various methods of dealing with this problem, none of which works 100%. Except for straight up deleting the doors, but that's asking for an awful lot of trouble.

Darn you, Arthmoor! Now I'm going to be dropping down to desktop every time I reload! :swear:
I normally don't reload unless I die (which, with TIE installed, is a more likely occurence) so I guess it will be even more punishment for carelessness. Still, since I am already using Fast Exit 2, and have part of the loading sequence logo stuff disabled, it is not that big of a deal. :P

I don't think I've said the "L" word enough lately so here goes...
Leyawiin Reborn is my favorite city layout! I don't know if I've ever expressed that before, but I've been lurking on the Leyawiin Reborn stuff for quite some time. :D
Thanks to Texian and Godhugh for making it and to Arthmoor for cleaning it up for release!
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Sophie Miller
 
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Post » Wed Mar 30, 2011 12:09 am

I do not think this necessarily is an OCC bug. More likely my FCOM and otherwise mod-heavy Oblivion simply struggles to stay alive, and removing OCC has released some of the pressure.Which incidentally might hint to the real cause of my crashes - except that I know nothing of modding and the inner workings of Oblivion and cannot get this hint :) Perhaps you might look into this issue and suggest what it is in OCC that might strain my copy of Oblivion?


Very likely that you're simply pushing the PC too hard and anything you remove at this point will take just enough off of it to relieve the pressure. OC doesn't have any special significance, but it's a mod, so it takes up memory space even though it's performance impact is minimal.

If you're on a 64 bit OS, you should look into the Large Address Aware patch for oblivion.exe and then grab Oblivion Stutter Remover and get it setup with a heap size of 1024. Assuming of course your system has more than 4GB of Ram on it. Otherwise none of that is going to help.

I noticed in your load order that you're using RAEVWD with the cities module, you should deactivate that and rebuild your VWD since having that is completely redundant.
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Irmacuba
 
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Post » Wed Mar 30, 2011 7:56 am

Very likely that you're simply pushing the PC too hard and anything you remove at this point will take just enough off of it to relieve the pressure. OC doesn't have any special significance, but it's a mod, so it takes up memory space even though it's performance impact is minimal.

Are you sure it is memory-related? Could it be related to scripts instead? Doesn't OCC cause more scripts to run at the same time by making cities open? I get a notion that being within an open city make Oblivion track more AI packets than it would in a closed one (as actors outside the walls are no longer "outside" the city space). Am I right?

I noticed in your load order that you're using RAEVWD with the cities module, you should deactivate that and rebuild your VWD since having that is completely redundant.

But it isn't redundant with no OCC running, is it? BTW, nothing of the kind mentioned in RAEVWD readme :(
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rheanna bruining
 
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