[RELz] Open Cities Classic, Thread #7

Post » Wed Mar 30, 2011 1:44 pm

Considering my own stability problems I had awhile back were memory related, I'm willing to bet that with your mod load, you're having the same problem. Crashing on interior/exterior transition is a sign of some kind of problem, and after I got the LAA patch working and configured OSR to take proper advantage of it, my problems went away entirely. Other than the randomness of Kvatch area crashes, my game hasn't had a lick of trouble in at least a couple of months now.

While true that getting close enough to the city to make it load into high priority starts tracking more NPCs, it isn't that much of a difference. The game is already keeping track of all of those NPCs anyway since very few if any city dwellers are marked as "no low level processing". OCC does not add any extra NPCs, so you're already tracking them all anyway at some level, all the time. There's also not that many actors that hang around outside the cities anyway, so it's largely a moot point.

There aren't that many scripts on city NPCs either, and the scripting engine is one of the few extremely efficient chunks of code. You'd need thousands upon thousands of them to burden the system at all, or perhaps one with a really terrible set of commands, but it takes a really messed up script to get there. None of which exists on vanilla scripts.

If you're not running OCC, then no, the RAEVWD module is not redundant.
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Wed Mar 30, 2011 10:47 am

Greetings Arthmoor!

I just got what could be the best news I've gotten in while, at least as far as my Oblivion game playing is concerned!

In another thread, it was suggested the the issue with doors appearing when they should not might be due to something that can only be corrected by exiting the game completely, and then reloading the save. For example, the city wall doors in Open Cities would often be "doubled" for me... one set being the ones that are supposed to be there, and another being the old loading doors that should not be there.

Is there something to this? Could it be that the solution is just exiting completely and reloading? Man, if that's true, I'll really be like :woot: :goodjob: :celebrate: :celebration:

veg
User avatar
Jesus Sanchez
 
Posts: 3455
Joined: Sun Oct 21, 2007 11:15 am

Post » Wed Mar 30, 2011 12:38 am

Generally, yes. Exiting to desktop and reloading, even if you saved right in front of the broken doors, will fix it.

It happens because of how OC overrides the original doors. Since they're persistent refs, they don't get properly reset if you reload from in-game or from the main menu. One of many annoying bugs in the game. I've tried all kinds of ways to get around this but nothing ever works and the original doors almost always end up right back where I don't want them after reloads. It does make dying a bit more of a hassle, but hey. Don't die :P
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Wed Mar 30, 2011 9:51 am

Generally, yes. Exiting to desktop and reloading, even if you saved right in front of the broken doors, will fix it.

It happens because of how OC overrides the original doors. Since they're persistent refs, they don't get properly reset if you reload from in-game or from the main menu. One of many annoying bugs in the game. I've tried all kinds of ways to get around this but nothing ever works and the original doors almost always end up right back where I don't want them after reloads. It does make dying a bit more of a hassle, but hey. Don't die :P

:woot: :goodjob: :celebrate: :celebration:

Seriously though, this is great news for me! You probably won't remember this, but a while back I referenced your efforts to help me somewhere around a year ago. This was it! Oh man, this is great news! Time to re-think my build... Ha ha!
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Wed Mar 30, 2011 6:40 am

Open Cities Classic v3.5

* Anvil: The Bay Expansion material has been reverted out of the ESP for Anvil.
* All: Package separation into "classic" and "reborn" distributions. Resources not needed for Classic have been removed from this package.
* All: Dropped edits to the city house quests in order to avoid blotting out changes other mods need to make. All house map markers will be added by a script when necessary.
* All: Added flags flying over each city's castle from Firespark's flag resource.
* Misc: The readme section dealing with mod detection has been split into a new file to keep this document less cluttered.
* Chorrol: The stone wall outside Reynald Jermaine's house was missing two pieces.
* Bravil: The bridge to the castle was missing a post at the end.
* Anvil: No AI door had been provided for the Anvil Castle.
* Master File: Updated the automatic door closing script to properly close the city gates if they manage to get left open.
* Master File: City gate scripts will call pcb when activated to simulate what the game normally does when entering a new worldspace.
* All: Updates to various things to re-sync with the latest UOP updates.
* Bravil: The statue of Zenithar on the south end of the city is now correctly a statue of Mara.
* Bravil: Corrected some broken path grid links.
* Anvil: Newheim The Portly's house had its door markers embedded in the doors, making it impossible to enter.
* Anvil: Newheim's bush outside the back door was clipping the house.
* Anvil: Newheim's front door was crooked and has been adjusted. (This change will not take effect if you have previously visited OC Anvil)
* All: Regrettably, had to change owner configurations on the dummy cells for the cell ownership detection method used in conditional AI packs and quest targeting.
* All: All plugins have now been made 100% range safe. Gecko merging should be error-free.

OK guys, at long last, and Jesus nearly 7 months later, version 3.5 is up. Please, for the love of God, read the upgrade instructions in the readme. Don't just blindly swap files because you'll probably not be happy about it.

That last bit there about the dummy cell ownership stuff is also pretty important and affects any patches which take advantage of that feature. I've opened a new Nexus page containing all of the patches I've been able to update and confirmed will work with OCC and OCR. That page is here: http://www.tesnexus.com/downloads/file.php?id=32925

The others on the OCC Nexus page still ONLY work with Classic (yes, this means Reborn is about to pop soon). However as they are updated they too will be moving, except for the Chorrol Hinterland patch since that's very specifically for Classic Chorrol.

Also be aware this update DOES NOT contain Leyawiin Reborn. That has already been transferred to the upcoming Open Cities Reborn package which I am still having some last minute issues with. If you're wanting that, then I suggest you wait.

I don't know if I'll even be able to update that coffee shop patch as the original mod seems to have gone missing and I don't have a local copy anymore. If I can't find a copy that can be legally/ethically obtained, that patch will get dropped.

Do be aware that Open Cities Classic is only going to receive bug fixes from this point forward. All new work will be happening on the Reborn branch.
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Wed Mar 30, 2011 12:58 am

UGH. Anyone who downloaded 3.5 before this post, grab it again. I pulled a stupid and forgot to include the flag meshes and textures.
User avatar
Lexy Corpsey
 
Posts: 3448
Joined: Tue Jun 27, 2006 12:39 am

Post » Wed Mar 30, 2011 11:00 am

So if, for example, i have a mod that uses the old OC Chorrol as a master. Would the game notice if i just swap the old OC with the new one, or do i have to select the new esp as the new master?
User avatar
Adam
 
Posts: 3446
Joined: Sat Jun 02, 2007 2:56 pm

Post » Wed Mar 30, 2011 1:19 pm

Not sure what you mean by the "old" OC Chorrol. If the master you've got isn't the same name, you'll need to change that. The only real problem with doing things that way is that your mod won't be usable on a game where someone is using the merged ESP.
User avatar
keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Wed Mar 30, 2011 9:29 am

I realize very few if any modders could help themselves with that because the problem is only mine and unique, so i appreciate your help.

By "old" OC Chorrol i mean the older version of OC (3.1, i think), not the Classic one. I tried a few things, like just swapping the files (3.1 with 3.5) and setting the new OC C as master (with Tes4Gecko) and running it in CS. In both cases, i got all the things that i moved in my mod doubled (for example, a house would be in the original and the moved position, and a bunch of errors and land bugs. I realize people won't be able to use the merged version, but that's ok. So, any idea what to do?
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Wed Mar 30, 2011 9:24 am

Quick question Arth,

I'm using the OC Classic + Bravil B&M + LR merged plugin and for some reason I'm getting a couple problems with the Bravil gate. In my new game I have both a gate I can walk straight through (you can't open it, but it has no collision and I can just walk through it) and a gate that I can activate that teleports me to a closed version of Bravil B&M. Could you take a look at my load order real quick and let me know what I'm screwing up (I should know, but I've forgotten a lot more about Oblivion modding then I thought ;) ) .

Spoiler
Active Mods
? 00 Oblivion.esm

? 01 Jog_X_Mod.esm

? 02 All Natural Base.esm [Version 0.9.9.5]

? 03 Francesco's Leveled Creatures-Items Mod.esm

? 04 Francesco's Optional New Items Add-On.esm

? 05 Cobl Main.esm [Version 1.72]

? 06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]

? 07 Mart's Monster Mod.esm [Version 3.7b3p3]

? 08 FCOM_Convergence.esm [Version 0.9.9MB3]

? 09 Armamentarium.esm [Version 1.35]

? 0A Artifacts.esm [Version 1.1]

? 0B Kvatch Rebuilt.esm

? 0C Open Cities Resources.esm [Version 3.3.2]

? 0D bookplacing.esm [Version 1]

? 0E Progress.esm [Version 2.2]

? 0F HorseCombatMaster.esm

? 10 Unofficial Oblivion Patch.esp [Version 3.2.8]

? 11 DLCShiveringIsles.esp

? 12 Unofficial Shivering Isles Patch.esp [Version 1.4.0]

? 13 Francesco's Optional Chance of Stronger Bosses.esp

? 14 Francesco's Optional Chance of Stronger Enemies.esp

? ++ Francesco's Dark Seducer Weapons Patch.esp

? ++ FCOM_Francescos.esp [Version 0.9.9]

? ++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]

? 15 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]

? 16 All Natural - Real Lights.esp [Version 0.9.9.5]

? 17 All Natural.esp [Version 0.9.9.5]

? 18 All Natural - SI.esp [Version 0.9.9.5]

? ++ phinix-waterfix.esp

? 19 Better Bell Sounds.esp

? ++ ln.esp

? 1A Storms & Sound.esp

? 1B Rainbows.esp

? 1C WindowLightingSystem.esp

? 1D Books of Console v1.esp

? 1E DLTIC-1-6.esp [Version 1.6]

? 1F ChaseCameraMod.esp

? 20 Rational Names, 2.esp [Version 2-04]

? 21 ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp

? ++ CM_Better Wine_SI.esp

? 22 Display Stats.esp [Version 1.2]

? 23 ImprovedSigns.esp

? 24 TryBeforeYouBuy.esp

? 25 Enhanced Economy.esp [Version 4.2.1]

? 26 C&C - The Blackwood Company.esp

? 27 Map Marker Overhaul.esp [Version 3.4]

? 28 Map Marker Overhaul - SI additions.esp [Version 3.0.2]

? 29 sr_super_hotkeys.esp

? 2A DLCHorseArmor.esp

? 2B DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]

? ++ Mart's Monster Mod - DLCHorseArmor+Slofs .esp [Version 0.91]

? 2C DLCOrrery.esp

? 2D DLCOrrery - Unofficial Patch.esp [Version 1.0.3]

? 2E DLCVileLair.esp

? 2F DLCVileLair - Unofficial Patch.esp [Version 1.0.5]

? 30 DLCMehrunesRazor.esp

? 31 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]

? 32 DLCSpellTomes.esp

? ++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]

? ++ MaleBodyReplacerV4.esp

? 33 Adonnays Classical Weaponry.esp

? 34 Adonnays Elven Weaponry.esp

? ++ FineWeapons.esp

? 35 Noble Plate Armory.esp

? 36 PTArtifacts.esp

? ++ RustyItems.esp

? 37 Underworld Armor.esp

? 38 Thieves Arsenal.esp

? 39 DLCThievesDen.esp

? 3A DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]

? 3B DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]

? 3C Cobl Glue.esp [Version 1.72]

? 3D Cobl Si.esp [Version 1.63]

? 3E Bob's Armory Oblivion.esp

? 3F FCOM_BobsArmory.esp [Version 0.9.9]

? 40 Loth's Blunt Weapons for Npcs.esp

? ++ FCOM_LothsBluntWeapons.esp [Version 0.9.9]

? 41 Oblivion WarCry EV.esp

? 42 FCOM_WarCry.esp [Version 0.9.9MB3]

? 43 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]

? ++ OOO-DLT_Remover.esp [Version 1.33]

? 44 OMOBS Optional Combat Settings.esp [Version 1.0]

? ++ ArmamentariumLLVendors.esp [Version 1.35]

? 45 ArmamentariumArtifacts.esp [Version 1.35]

? 46 OOO 1.32-Cobl.esp [Version 1.72]

? ++ FCOM_Cobl.esp [Version 0.9.9]

? 47 FCOM_Convergence.esp [Version 0.9.9Mb3]

? 48 FCOM_RealSwords.esp [Version 0.9.9]

? 49 FCOM_DurabilityAndDamage.esp [Version 0.9.9]

? ++ FCOM_SpawnRatesReduced.esp [Version 0.9.9Mb3]

? ++ FCOM_SaferRoads.esp [Version 0.9.9]

? ++ FCOM_LessRats.esp [Version 0.9.9]

? ++ FCOM_NoAdventurersInGates.esp [Version 0.9.9]

? ++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]

? ++ FCOM_BobsGuardUnity.esp [Version 0.9.9]

? ++ FCOM_HungersUnitySI.esp [Version 0.9.9]

? ++ FCOM_ArcheryArmamentarium.esp [Version 2]

? ++ FCOM_ArcheryRealSwords.esp [Version 2]

? ++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]

? ++ ArmamentariumLL4OOO.esp [Version 2.01]

? ++ ArmamentariumLLMagicOOO.esp [Version 1.35]

? 4A SSEE-OOO.esp

? 4B SigilStoneSelector-SSEE-OOO.esp

? 4C C&C - The Blackwood Company - OOO.esp

? 4D Ivellon.esp [Version 1.8]

? 4E OCC-Ivellon-Patch.esp [Version 2.0]

? 4F allinonebasemant_COBLnoCM.esp

? 50 Artifacts.esp [Version 1.1]

? ++ Artifacts - ArmaCompleteAddon.esp [Version 1.0]

? 51 Better Dark Brotherhood Sanctuary.esp

? 52 Gift of Kynareth.esp

? 53 Kragenir's Death Quest.esp

? 54 Kvatch Rebuilt.esp

? 55 OCC-KR-Patch.esp

? 56 Kvatch Rebuilt - Leveled Guards - FCOM.esp

? 57 Kvatch Rebuilt Weather Patch.esp

? 58 Malevolent.esp

? 59 OCC-Malevolent-Patch.esp [Version 2.0.3]

? 5A MountainTower.esp [Version 6.0]

? 5B The Ayleid Steps.esp [Version 3.3.2]

? 5C thievery.esp

? 5D thievery - EE patch.esp [Version 4.2]

? 5E VHBloodlines 1.2.esp [Version 1.4]

? 5F OCC-Verona-Patch.esp [Version 1.1]

? 60 Cyrodiil Travel Services.esp [Version 2.0.1]

? 61 za_bankmod.esp

? 62 DLCBattlehornCastle.esp

? 63 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]

? 64 DLCFrostcrag.esp

? 65 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]

? 66 Knights.esp

? 67 Knights - Unofficial Patch.esp [Version 1.0.9]

? 68 SM Plugin Refurbish(Merged).esp [Version 1.30]

? 69 OCC-KOTN-Patch.esp [Version 2.1]

? 6A AFK_Weye.esp [Version 2.0.COBL]

? 6B Mighty Umbra.esp

? 6C Ungarion1TheWelkyndSword.esp [Version 1.4]

? 6D Blood&Mud.esp

? 6E Blood&Mud - EE patch.esp [Version 4.2]

? 6F The Lost Spires.esp

? ++ FCOM_MightyUmbra.esp [Version 0.9.9]

? 70 FCOM_Blood&Mud.esp [Version 0.9.9]

? ++ FCOM_Knights.esp [Version 0.9.9Mb3]

? ++ FCOM_WelkyndSwordBlood&Mud.esp [Version 0.9.9]

? 71 ElsweyrAnequina.esp

? ++ ElsweyrAnequina - Races HGEC-Robert.esp

? 72 Reaper's Esmeralda's Desert Manor.esp

? 73 road+bridges.esp [Version 4.5.5]

? 74 Feldscar.esp [Version 1.0.4]

? 75 Vergayun.esp [Version 1.0.4]

? 76 Faregyl.esp [Version 1.0.10]

? 77 Faregyl+Anequina Patch.esp

? 78 xulStendarrValley.esp [Version 1.2.2]

? 79 xulTheHeath.esp

? 7A XulEntiusGorge.esp

? 7B xulColovianHighlands_EV.esp [Version 1.2.1]

? 7C mythsandlegends.esp

? 7D xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]

? 7E KragenirsDeathQuest-LostCoast patch.esp

? 7F xulBravilBarrowfields.esp [Version 1.3.2]

? 80 xulLushWoodlands.esp [Version 1.3]

? 81 xulAncientYews.esp [Version 1.4.2]

? 82 xulAncientRedwoods.esp [Version 1.6]

? 83 xulCloudtopMountains.esp [Version 1.0.3]

? 84 KragenirsDeathQuest-CloudtopMountains patch.esp

? 85 xulArriusCreek.esp [Version 1.1.3]

? 86 xulPatch_AY_AC.esp [Version 1.1]

? 87 xulRollingHills_EV_withoutWheat.esp [Version 1.3.2]

? 88 KragenirsDeathQuest-RollingHills patch.esp

? 89 xulPantherRiver.esp

? 8A Blood&Mud-PantherRiver patch.esp

? 8B xulBrenaRiverRavine.esp [Version 1.0.2]

? 8C xulImperialIsle.esp [Version 1.6.5]

? 8D xulBlackwoodForest.esp [Version 1.0.4]

? 8E xulCheydinhalFalls.esp [Version 1.0.1]

? 8F Blood&Mud-CheydinhalFalls patch.esp

? 90 GiftOfKynareth-CheydinhalFalls patch.esp

? 91 KvatchRebuilt-CheydinhalFalls patch.esp

? 92 DungeonsOfIvellon-CheydinhalFalls patch.esp

? 93 xulSkingradOutskirts.esp

? 94 NRB4+UL-II Patch.esp [Version 5.0.1]

? 95 West Roads.esp

? 96 bartholm.esp

? 97 Open Cities Bartholm.esp [Version 1.0.3]

? 98 Open Cities Full + Bravil Blood & Mud + Leyawiin Reborn.esp [Version 3.3.3]

? 99 OCC-Lost Spires-Patch.esp [Version 2.0]

? ++ OCC-COBL-Wells.esp

? 9A OCC-OOO-Patch.esp [Version 2.3]

? 9B OCLR+ULBWForest Patch.esp [Version 1.0]

? 9C OC+Cheydinhal Falls Patch.esp [Version 1.0.1]

? 9D OC+ULSkingradOutskirts Patch.esp [Version 1.0]

? 9E BarrowFields-Blood&Mud-Patch.esp [Version 1.3]

? 9F Harvest [Flora].esp [Version 3.0.0]

? ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]

? ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]

? ++ Book Placement v2.esp [Version 2.0]

? A0 Cliff_BetterLetters.esp [Version 1.1]

? ++ Cobl Bookplacement.esp

? A1 EVE_ShiveringIslesEasterEggs.esp

? A2 Oblivifall - Ambiant Dungeon SFX.esp [Version 1.2]

? ++ sixy Dark Seducer & Golden Saint Armour.esp

? ++ Enhanced Vegetation [100%].esp

? A3 Storms & Sound - AFK_Weye.esp

? A4 Storms & Sound - Bank of Cyrodiil.esp

? A5 Storms & Sound - Bartholm.esp

? A6 Storms & Sound - Blood&Mud.esp

? A7 Storms & Sound - The Lost Spires.esp

? A8 Toggleable Quantity Prompt.esp [Version 3.1.1]

? A9 ATakesAll.esp

? AA za_less_NPC_conversations.esp

? AB Quest Award Leveling SI.esp

? AC Quest Award Leveller.esp

? ++ Quest Award Leveller - Battlehorn Castle.esp

? ++ Quest Award Leveller - Vile Lair.esp

? ++ Quest Award Leveller - Mehrunes Razor.esp

? ++ Quest Award Leveller - Knights of the Nine.esp

? AD StartChoices.esp

? AE MQSDone.esp

? AF RealisticForceMedium.esp

? B0 RealSleepExtended.esp [Version 2.4.2]

? B1 Gather Ye Rosebuds.esp

? B2 RefScope.esp [Version 2.0.2]

? B3 Syc_AtHomeAlchemy_No_Bounty_v2.esp

? B4 RshAlchemy.esp

? B5 StealthOverhaul.esp

? B6 StealthOverhaul, Cobl.esp [Version 1.1]

? B7 sycHearNoEvil.esp [Version 1.0]

? B8 Enhanced Grabbing.esp [Version 0.5]

? B9 Deadly Reflex 5 - Timed Block with no damage or durability changes.esp

? BA DeadlyReflex 5 - Combat Moves.esp

? BB nGCD.esp

? ++ nGCD Birthsigns.esp

? BC nGCD Oghma Infinium.esp

? BD ProgressMBSP.esp [Version 2.0]

? BE ProgressSBSP.esp [Version 1.0]

? BF ProgressRBSP.esp [Version 1.0]

? C0 ProgressRacial.esp

? C1 ProgressArmorer.esp [Version 1.0]

? C2 Let There Be Darkness - Cyrodiil + SI.esp

? C3 Let There Be Darkness - Knights.esp

? C4 Let There Be Darkness - Mehrunes Razor.esp

? ++ ArgonianBeautification-RaceSettings.esp

? ++ EVE_KhajiitFix.esp

? C5 Moonshadow Elves - NoSc.esp

? C6 MSE Hairs And Eyes 03.esp

? C7 bgBalancingEVCore.esp [Version 10.52EV-D]

? C8 bgMagicEV.esp [Version 1.7EV]

? ++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]

? ++ bgMagicItemSigil.esp [Version 1.68EV]

? ++ bgMagicEVStartspells.esp [Version 1.68EV]

? C9 bgMagicBonus.esp [Version 1.7EV]

? ++ bgMagicEVAddEnVar.esp [Version 1.68EV]

? CA bgMagicEVPaperChase.esp [Version 1.68EV]

? CB SupremeMagicka.esp [Version 0.90]

? CC SM_ShiveringIsles.esp [Version 0.86]

? ++ SM_DLCSpellTome.esp [Version 0.80]

? ++ SM_OOO.esp [Version 0.89]

? ++ SM_MMM.esp [Version 0.89]

? ++ SM_COBL.esp [Version 0.86]

? ++ SM_SigilStone.esp [Version 0.83]

? ++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]

? ++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]

? CD bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]

? ++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]

? CE bgIntegrationEV.esp [Version 0.993]

? CF OC+Integration Patch.esp [Version 2.0]

? D0 NoMerchantBarterpvssyr.esp

? ++ [GFX]_Initial_Glow-all.esp

? ++ bgMagicShaderLifeDetect.esp [Version 1.68]

? ++ Visually Realistic Deadly Lava.esp

? D1 MiniMap.esp

? ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]

? D2 Cobl Silent Equip Misc.esp [Version 01]

User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Wed Mar 30, 2011 2:37 pm

I realize very few if any modders could help themselves with that because the problem is only mine and unique, so i appreciate your help.

By "old" OC Chorrol i mean the older version of OC (3.1, i think), not the Classic one. I tried a few things, like just swapping the files (3.1 with 3.5) and setting the new OC C as master (with Tes4Gecko) and running it in CS. In both cases, i got all the things that i moved in my mod doubled (for example, a house would be in the original and the moved position, and a bunch of errors and land bugs. I realize people won't be able to use the merged version, but that's ok. So, any idea what to do?


That sounds like you may have had a master dependency get broken along the way that left your edited versions behind with the wrong IDs, which the game is interpreting as new placements. Chorrol didn't need to have its formIDs reindexed in the 3.5 update so I doubt that was the problem. How much stuff is being doubled? Only your edits or the entire city?



Assuming it's a straight load order issue, one of the mods listed below is causing it. Likely suspect is 9E - that patch is unnecessary if using the open version of B&M. You may also need to be sure your Bravil Barrowfields is current as well.

If it's not, then my guess would be that you reloaded the game without clearing to the desktop first. It's a know issue. One I appear to have forgotten to document yet again. The way the doors are being handled the game improperly restores them to their original spots if you don't exit completely to desktop before a reload.

? 99 OCC-Lost Spires-Patch.esp [Version 2.0]

? ++ OCC-COBL-Wells.esp

? 9A OCC-OOO-Patch.esp [Version 2.3]

? 9B OCLR+ULBWForest Patch.esp [Version 1.0]

? 9C OC+Cheydinhal Falls Patch.esp [Version 1.0.1]

? 9D OC+ULSkingradOutskirts Patch.esp [Version 1.0]

? 9E BarrowFields-Blood&Mud-Patch.esp [Version 1.3]

? 9F Harvest [Flora].esp [Version 3.0.0]

? ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]

? ++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]

? ++ Book Placement v2.esp [Version 2.0]

? A0 Cliff_BetterLetters.esp [Version 1.1]

? ++ Cobl Bookplacement.esp

? A1 EVE_ShiveringIslesEasterEggs.esp

? A2 Oblivifall - Ambiant Dungeon SFX.esp [Version 1.2]

? ++ sixy Dark Seducer & Golden Saint Armour.esp

? ++ Enhanced Vegetation [100%].esp

? A3 Storms & Sound - AFK_Weye.esp

? A4 Storms & Sound - Bank of Cyrodiil.esp

? A5 Storms & Sound - Bartholm.esp

? A6 Storms & Sound - Blood&Mud.esp

? A7 Storms & Sound - The Lost Spires.esp

? A8 Toggleable Quantity Prompt.esp [Version 3.1.1]

? A9 ATakesAll.esp

? AA za_less_NPC_conversations.esp

? AB Quest Award Leveling SI.esp

? AC Quest Award Leveller.esp

? ++ Quest Award Leveller - Battlehorn Castle.esp

? ++ Quest Award Leveller - Vile Lair.esp

? ++ Quest Award Leveller - Mehrunes Razor.esp

? ++ Quest Award Leveller - Knights of the Nine.esp

? AD StartChoices.esp

? AE MQSDone.esp

? AF RealisticForceMedium.esp

? B0 RealSleepExtended.esp [Version 2.4.2]

? B1 Gather Ye Rosebuds.esp

? B2 RefScope.esp [Version 2.0.2]

? B3 Syc_AtHomeAlchemy_No_Bounty_v2.esp

? B4 RshAlchemy.esp

? B5 StealthOverhaul.esp

? B6 StealthOverhaul, Cobl.esp [Version 1.1]

? B7 sycHearNoEvil.esp [Version 1.0]

? B8 Enhanced Grabbing.esp [Version 0.5]

? B9 Deadly Reflex 5 - Timed Block with no damage or durability changes.esp

? BA DeadlyReflex 5 - Combat Moves.esp

? BB nGCD.esp

? ++ nGCD Birthsigns.esp

? BC nGCD Oghma Infinium.esp

? BD ProgressMBSP.esp [Version 2.0]

? BE ProgressSBSP.esp [Version 1.0]

? BF ProgressRBSP.esp [Version 1.0]

? C0 ProgressRacial.esp

? C1 ProgressArmorer.esp [Version 1.0]

? C2 Let There Be Darkness - Cyrodiil + SI.esp

? C3 Let There Be Darkness - Knights.esp

? C4 Let There Be Darkness - Mehrunes Razor.esp

? ++ ArgonianBeautification-RaceSettings.esp

? ++ EVE_KhajiitFix.esp

? C5 Moonshadow Elves - NoSc.esp

? C6 MSE Hairs And Eyes 03.esp

? C7 bgBalancingEVCore.esp [Version 10.52EV-D]

? C8 bgMagicEV.esp [Version 1.7EV]

? ++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]

? ++ bgMagicItemSigil.esp [Version 1.68EV]

? ++ bgMagicEVStartspells.esp [Version 1.68EV]

? C9 bgMagicBonus.esp [Version 1.7EV]

? ++ bgMagicEVAddEnVar.esp [Version 1.68EV]

? CA bgMagicEVPaperChase.esp [Version 1.68EV]

? CB SupremeMagicka.esp [Version 0.90]

? CC SM_ShiveringIsles.esp [Version 0.86]

? ++ SM_DLCSpellTome.esp [Version 0.80]

? ++ SM_OOO.esp [Version 0.89]

? ++ SM_MMM.esp [Version 0.89]

? ++ SM_COBL.esp [Version 0.86]

? ++ SM_SigilStone.esp [Version 0.83]

? ++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]

? ++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]

? CD bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]

? ++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]

? CE bgIntegrationEV.esp [Version 0.993]

? CF OC+Integration Patch.esp [Version 2.0]

? D0 NoMerchantBarterpvssyr.esp

? ++ [GFX]_Initial_Glow-all.esp

? ++ bgMagicShaderLifeDetect.esp [Version 1.68]

? ++ Visually Realistic Deadly Lava.esp

? D1 MiniMap.esp

? ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]

? D2 Cobl Silent Equip Misc.esp [Version 01]

User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Wed Mar 30, 2011 1:42 am

Assuming it's a straight load order issue, one of the mods listed below is causing it. Likely suspect is 9E - that patch is unnecessary if using the open version of B&M. You may also need to be sure your Bravil Barrowfields is current as well.

If it's not, then my guess would be that you reloaded the game without clearing to the desktop first. It's a know issue. One I appear to have forgotten to document yet again. The way the doors are being handled the game improperly restores them to their original spots if you don't exit completely to desktop before a reload.


It was a brand new character so I'm guessing it's the first one. Didn't realize that patch was obsolete when using open B&M. I'll give that a shot and let you know, thanks!
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Wed Mar 30, 2011 5:33 am

Because I'm an idiot:

Open Cities Classic v3.5.1

* All: The method used to try and further suppress the old city map markers resulted in many more than expected on the map being removed.
* Anvil: The collision corrected mesh for the curved castle walls was not included.
User avatar
Mike Plumley
 
Posts: 3392
Joined: Wed Sep 05, 2007 10:45 pm

Post » Wed Mar 30, 2011 2:43 am

Hooray, a new release!

Does this version fix the KOTN + chargen crash bug? That'd be awesome.

And speaking of Open Cities, do you plan on releasing the finished portions of OCR for testing any time soon? As I recall, Bruma and another city (I don't recall which) are completed. Any news on that front?

EDIT: nvm, I found it.

EDIT 2: It's only a few hours old, and I was the 2nd unique downloader? Did I just find something I shouldn't have?
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Wed Mar 30, 2011 11:27 am

No. The KOTN crash bug is http://www.tesnexus.com/downloads/file.php?id=27710.

Not sure what you mean by finding something you shouldn't have.... OCR is up and ready. My pathetic upload speed can't keep up :P
User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Wed Mar 30, 2011 8:18 am

I am having a major conflict between OCC Anvil and Ruined Tails Tale v3. The tree stump, that I am supposed to find a dead drop, is inside the city walls. I used the ai door to get into the original Anvil and was then able to find the tree stump. However, there are supposed to be some attackers, and they don't show. The quest appears to be lost between the 2 Anvil versions.
I already have the RTT compatibility patch installed, but it doesn't seem to address this issue. This completely stops the RTT quest and I am unable to continue it. Is it possible to get this fixed?
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Wed Mar 30, 2011 11:29 am

Have you updated OCC to 3.5 and the RTT patch from the copy on the new http://www.tesnexus.com/downloads/file.php?id=32925 entry?
User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Wed Mar 30, 2011 2:16 pm

I have OCC 3.33, which was the latest until yesterday, so I doubt that is the problem. And, yes, I do have the compatibility patch for RTT V3 installed. Apparently, it doesn't fix this problem. I have no idea what it was supposed to have fixed, but it certainly wasn't this.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Wed Mar 30, 2011 1:31 am

It was supposed to fix this (and other stuff), but it's also important to know just when you got the RTT patch.
User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Tue Mar 29, 2011 11:47 pm

I installed the RTT patch the same time that I installed OCC, which was about a week ago. All the OCC patches that I have installed were installed at the same time as OCC. Also, I used BOSS to order my mods.
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Wed Mar 30, 2011 10:40 am

Ok, so then I'll have to see what the bug is, but do realize that once it's found, fixed, and a new patch uploaded that it *WILL NOT WORK* with anything other than OCC 3.5 or OCR.
User avatar
Chloe Lou
 
Posts: 3476
Joined: Sat Nov 04, 2006 2:08 am

Post » Wed Mar 30, 2011 10:43 am

I understand. Also, thanks for looking into this.
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Wed Mar 30, 2011 1:28 am

Thought that I would let you know. I got it to work, finally, by moving RTT.esp to last in the load order. I still had to go to the original Anvil to get to the tree stump, but this time the assassins showed up and the quest advanced as it should have. Thinks for your attention on this and sorry for any extra work you went through to try to fix this.
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Wed Mar 30, 2011 9:31 am

Not an ideal solution, but it works. One must have a bit of patience when it comes to complex patches. It's been 16 hrs, and I had to sleep and do other stuff in between then and now, and I'm not entirely sure the patch is sound and don't have any saves at a point in the quest to check it. It should be fine so I'll go ahead and upload it and if any other issues crop up, I'll fix them.
User avatar
Sakura Haruno
 
Posts: 3446
Joined: Sat Aug 26, 2006 7:23 pm

Post » Wed Mar 30, 2011 3:05 am

It appears I'm one of the lucky ones that downloaded 3.5 before your fix (I have no map markers). Can I just install 3.51? I assume I don't have to go through the whole upgrade procedure, do I? Just started a brand new game and am currently in the Imperial City - should I leave the city before upgrading?

Thx
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

PreviousNext

Return to IV - Oblivion