[RELz] Open Cities Classic, Thread #7

Post » Wed Mar 30, 2011 10:38 am

Open Cities - Classic

http://www.gamesas.com/index.php?showtopic=1019807

Open Cities Classic is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically with how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Cheydinhal? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way.

The only cities not covered by this project are Kvatch and the Imperial City's central districts. Kvatch has too much main quest material setup in very specific ways to mess with it, and the Imperial City is simply too large and unwieldy to properly open up.

http://www.tesnexus.com/downloads/file.php?id=16360
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4222
http://tesalliance.org/forums/index.php?/files/file/109-open-cities-classic-356/

http://www.tesnexus.com/downloads/file.php?id=32925 - All patches are localized here. PES and TESA will no longer carry the patch files as it is too much work to maintain.

Translated Versions:

http://www.confrerie-des-traducteurs.fr/site/mods/cyrodiil/villes_et_villages/cites_ouvertes.php - Version 3.3.2

If you like what you see, please rate/vote!

http://img385.imageshack.us/img385/271/opencitiescellgridgk2.jpg showing exactly which cells the Open Cities files affect.

Highly recommended complimentary mod: http://www.gamesas.com/index.php?showtopic=984109 - This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities.

To go with that, and provide LOD for all the new goodies, I also recommend: http://www.gamesas.com/index.php?showtopic=983713. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

Open Cities: New Sheoth

"Cat's out of the bag! Why do people put cats in bags? Cats hate bags." - Lord Sheogorath

Continuing in the tradition, if it could be called that, of Open Cities, I bring you Open Cities: New Sheoth. The first, last, best, and worst, Open Cities mod for the Shivering Isles. Madness has never been so much fun!

The twin cities of Bliss and Crucible have been transferred from their own individual worldspaces out into the SEWorld worldspace, which is SI's equivalent of being in the Tamriel worldspace. Though it may seem somewhat silly given the small size of both cities, the results are still pretty good. Everything blends in with the immediate surroundings of the cities so if you didn't know any better.....

As with other Open Cities mods I feel this adds greater realism to the cities by not having to transition from one outdoor worldspace into another. It may seem silly but give it a shot. It really does enhance the gameplay by quite a bit.

I would like to give a big thank you shout out to Sjors_Boomscors, without him this project would have died on the table a long time ago without every really having a chance. It was because of his help in getting some critical model work done that I was able to proceed even after he moved on to other things.

The New Sheoth module obviously requires Shivering Isles.

Installation Requirements

Official Oblivion patch version 1.2.406.
Shivering Isles patch 1.2.0.416 required for the New Sheoth module.
Bravil Blood & Mud is required if using the open version of that city. (http://www.tesnexus.com/downloads/file.php?id=12016)
Bartholm 7.0+ is required to use the open cities version of that city. (http://www.tesnexus.com/downloads/file.php?id=5022)

The Quick Install

Ok, for those of you who want to just jump right in, Open Cities is now packaged as a BAIN archive for easy setup. That was probably somewhat obvious though :)

00 Core Resources - All files here are required.

For modular installs:

10 Individual Cities - Install the cities you want opened from here.

For merged installs:

15 Full Merged - Pick this if you want all of the cities opened. Do not install anything out of folder 10 in this case.

For either install:

20 Road Record - Corrects NPC pathing while taking into account that the cities are no longer closed.

30 Outer Districts - If you want the Prison and Arcane University opened as well, install this folder's contents.

40 Bartholm - If you have J.Sera's Bartholm 7.0+, you can elect to have the city opened with this.

50 New Sheoth - If you have Shivering Isles, this will turn Bliss and Crucible into open cities.

If you installed the road record, rebuild your Bashed Patch and import the road record file using "Import Roads". Saves having to eat an activation slot for it.

Then just activate the rest of the files and you're off and running.

For those of you who want a bit more detail for installations, or prefer manually installing, read on:

Installation - Upgrading from Open Cities Prior to Version 3.5

The following procedure is necessary in order to upgrade from a version of Open Cities Classic prior to 3.5:

* If you bought the player home in Anvil Bay (from the bay expansion) clear out any items you don't want to lose.
* Go to any location not within the city walls of a city affected by the mod, save, and exit the game.
* Deactivate all of the patch files for OCC you may have installed.
* Load the save you just made, wait a few seconds, save again in a new slot, then exit the game again.
* Deactivate all of the Open Cities plugin files you are using now, including the resource ESM file.
* Load the save you just made, wait a few seconds, save in another new slot, then exit the game.

You may wish to wait 24 in-game hours to reset the AI first, but this is not strictly necessary.

At this point you should be ready to proceed with either the BAIN install or a manual install of Open Cities Classic 3.5.

If during upgrading the game will not load, rebuild your Bashed Patch as it may have pulled in records from one of the mod files.

Once the main mod is settled, you need to upgrade any patches you are using for other mods.
Get those files here: http://www.tesnexus.com/downloads/file.php?id=32925 or here: http://www.tesnexus.com/downloads/file.php?id=16360

Installation - New or Existing Game, First Time User

Main Components:

* As a precaution, backup your saved games. You never know.
* Unpack the files from the archive into a new folder. Don't just blindly dump into your Data folder. It won't work.
* Just in case, if installing to an existing save, make sure you are not standing outdoors in a city.
* Copy everything from the "00 Core Resources" folder into your Data folder now.
* Copy the ESP file or files you wish to use, based on which cities you intend to play with.
You MUST be sure you are not using more than one of the same city! Failure to observe this will result in FPS eating duplication of EVERYTHING in the city.
The "Open Cities Full.esp" in the "15 Full Merge" folder contains them all, so if that's what you want, don't install the other individual city files.
If individual cities are what you want, then pick those from the "10 Individual Cities" folder. There should be one each for the vanilla cities.

Optional Components:

* If you want the IC Outer Districts, you need to copy everything from the "30 Outter Districts" folder into your Data folder now.
* If you want New Sheoth, copy everything from the "50 New Sheoth" folder into your Data folder now.
* If you want Bartholm to be open, copy the ESP file from the "40 Bartholm" folder into your Data folder now. Make sure you already have Bartholm 7.0 installed first.

At this point you should be ready to activate the plugins. You should consult the load order section for tips, or just use BOSS to take care of that for you.

* Install any needed compatibility patches.
* Rebuild your Bashed Patch if you have one. It's possible it may need to pull records from the plugins you're using now.

When you get done, it is highly recommended that you update your LOD using tes4lodgen if you are using RAEVWD.

Once the game loads, you should allow 24 game hours to pass for AI to fully update in each city, though this is not strictly required.

Uninstalling Open Cities Classic

Oh, now why would you want to go and do a thing like that? :)

But, since this isn't going to be for everyone, and you may decide you don't like what it does, the following procedure needs to be followed to remove the mod:

* Load your game, and move to a location away from any of the cities. Don't use an interior attached to a city for this. Save and exit the game.
* Deactivate any patches you installed for other mods first. Load your game, then save in a new slot and exit the game.
* Remove the patch ESPs from your Data folder.
* Deactivate the city plugins, and the ESM file. Load the save you just made and save again in another new slot.
* Uninstall Open Cities Classic from the game, either manually or by using BAIN. Make sure the plugin files are gone once you do this.
* Rebuild your Bashed Patch if you have one, as it is possible it may have pulled records from the plugins.
* Regenerate your LOD so the proper visuals are restored.

You will need to allow 24 game hours to pass for AI to recover.

Modularization

Open Cities Classic is entirely modular. If all you want is Anvil, then Anvil it is. If you want Chorrol, then you can have that too. Want three cities from this pack and two more from another city overhaul? That's possible as well. Have one of those not so strong systems that the Outer Districts module brings to its knees? Then simply don't activate that module. Since quests and AI have been sufficiently isolated by Bethesda, you can mix and mach any combination of city mods you want so long as you don't install a duplicate. You can even mix and match components from the Open Cities Reborn package if you want some variety.

Known Issues

There is another set of doors behind the ones that swing open on X city

This is a highly frustrating bug in the Oblivion game engine when dealing with persistent objects. It is causes by reloading the game without completely exiting to the desktop. Exiting to the main menu is *NOT* enough to bypass the problem. For whatever reason, the game will restore the positions of the city gates despite the mod clearly telling the game to push them far underground. When this happens, the only solution is to save, exit completely to the desktop, and then reload. It is therefore highly recommended that you use a mod such as FastExit2 (http://www.tesnexus.com/downloads/file.php?id=22410) in order to be able to exit quickly when needed.

Duplicate chapels in Anvil

Update your UOP with the UOP Supplemental, v3.2.9 or above. http://www.tesnexus.com/downloads/file.php?id=27710

Game crash right after facegen

Update "Knights - Unofficial Patch.esp" with the new version: http://www.tesnexus.com/downloads/file.php?id=27710

TIE NPCs are not visiting the cities

Update to TIE 1.36 or higher.

Tamriel Travelers NPCs don't visit the cities

AI support in TT is pending an update from Corepc. In the meantime, the NPCs will be unavailable on the days they should be visiting the cities. They resume their normal schedules in the wilderness afterward.

In "Big Business", Bauggi goes to Anvil and then vanishes

He has an AI pack set to send him to Anvil, possibly just for the realism effect. He does nothing once there though, so fixing it isn't important. Just wait for him to come back out and return to your farm.

Troubleshooting Problems

If you have a problem with an Open Cities mod and wish to report it, I'd appreciate as much information as possible, preferably in the form of a screenshot with console data showing if it's something that can be screened. The FormID of the affected object would help greatly to narrow down any problems that might result. Post this information along with your load order. Reports with less than detailed information may result in delays in getting it fixed, or result in being ignored entirely. It helps everyone to provide details. I am especially interested in verifiable conflicts, as I wish for Open Cities to be as conflict-free as is humanly possible given the circumstances. If the situation requires a patch, I can only work something out if I know what to look for.

Locations of AI Doors

The AI doors are entry ways into the closed wordspaces should it become necessary. Not everything that is placed in a city by a mod is worth the time it takes to create a patch. Mods that drop items for a one-time pickup are a good example of this. It's much easier to just go through the door, get what you need, then exit the city as normal.

Anvil: Along the city wall behind the abandoned house.
Anvil Castle: In the garden that's in front of the guard barracks.
Bravil: In the garden area immediately outside the castle in the NW corner.
Bruma: A small snow rock in the castle courtyard area, along the wall south of the gateway arch.
Cheydinhal: In the castle area between the well and the guard barracks tower, along the wall.
Chorrol: On the back side of the castle, directly south of the guard tower.
Leyawiin: Southeast corner of the castle area.
Skingrad: Near the horse statue on the north side, between the red tree and the archery targets.
SKingrad Castle Courtyard: Tucked against the wall immediately to the right as you come through the gate.
New Sheoth - Bliss: Small rock cluster next to the entry to Sheogorath's Palace, right in front of the barrel.
New Sheoth - Crucible: At the bottom of the stairs to the palace, on the ledge next to the sewer grate.
Bartholm: Along the south city wall, directly behind Rufus' house.
Arcane University: On the west side, along the wall, right across from the well.
Prison District: Also on the west side, next to the wall, to the left of the practice target.

Performance and FPS

Rumors continue to persist about Open Cities Classic being an FPS killer. In and of itself, OCC will not represent a significant hit to your gaming performance. If you are playing the stock game, with stock graphics, go run around near the Imperial City, then around Chorrol. Measure the performance you get. Add Open Cities Classic, and perform the same test again. The Imperial City will remain unchanged, and your trip around Chorrol will see a minimal impact of 3-5 frames. In other words, if your system is low end, it'll still feel low end after installing Open Cities Classic. If you have a midrange to high end system, installing OCC will not be a noticeable drain on your resources.

The problem most people have is that they're not playing in a stock configuration. They load up a bunch of graphical enchancers ( guilty as charged! ) and a ton of graphically heavy mods, all at the same time. So suddenly trips around the Imperial City are a bit sluggish, and that trip around Chorrol is bogging things down. In the process of adding mods, they not only activated huge memory sinks like QTP3, but also activated a large set of LOD mods, FCOM, 18 quest mods, a lighting overhaul, a weather overhaul, and higher quality sound files. So when the game slows down, it takes all of two seconds of "OC is an FPS killer" and people believe it, because, by coincidence, removing it results in what they think is smoother play. However, removing any one of the other elements would have done the same. Bog the system down with enough stuff, it will buckle. There are tradeoffs to be had. I am aware of how this may sound, but in the grand scheme of things, Open Cities is not the FPS killer everyone says it is. Do yourself a favor and be objective enough to try it first and see for yourself before believing some random forum poster. The vast majority of the negative attention was from 2006. We're in 2010. The mod has been trimmed and polished a lot since then. Systems have also evolved considerably at the same time.

That said, there may be some additional load placed on your game if you install the Outer Districts module. Sjors has provided me with some updated collision optimized meshes to use for the large walls and towers that enclose the two districts. Without them, there was significant lag while in the Arcane University and slight lag while in the Prison. After the optimized meshes were installed and tested, the lag is all but gone and it's about as smooth for me as it is to be in the closed versions of these districts. That does not mean however that your experience will be the same. These districts are made up of large high detail meshes. A low end machine struggling with the Imperial City in general is going to have trouble here as well. Midrange PCs may see some significant additional lag. Higher end PCs should notice little if any difference, but this will depend greatly on both your CPU and GPU. Visible images tax the GPU. Collision meshes tax the CPU due to the Havok physics involved. Be prepared for some tradeoffs. The Imperial City has always been and will likely continue to be a resource hog whether or not you fling them open to the world.

Credits

Texian & Godhugh for the original groundwork on the Open Cities mods. A hell of a lot of work went into that and I've only built upon it.
Wormheart for the working city gate resources.
Sjors Boomscors for providing optimized and corrected meshes for the Outer Districts module.
Ryan for allowing me to produce an Open Cities extension for his Blood&Mud mod.
J. Sera for allowing me to produce an Open Cities extension for Bartholm.
Fearrabbit for providing the retexture and LOD for the new lighthouse in Leyawiin.
Vorians and Ismelda for being cooperative on sharing compatibility tricks we can both use in each other's mods.
Firespark for the flags flying over each city's castle.
Open Cities users everywhere, for being patient enough to put up with my bumbling efforts to get things right. Maybe one day I finally will :)

Licensing and Legal

Redistribution is strictly forbidden without prior consent. This means do not upload it anywhere unless you have obtained permission from both myself (Arthmoor) *AND* godhugh.

Non-English translation versions may be uploaded without permission on the following conditions:

1. All mod files contained in this archive are retained with their current names.
2. No alterations are made to the contents of the plugins or master file other than those necessary to translate the English text.
3. No alterations or additions are made to the meshes and textures other than those necessary to translate English text.
4. This readme is included, in ENGLISH, exactly as it is written in the version it was downloaded with.
User avatar
xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Wed Mar 30, 2011 12:21 am

Poll results from previous thread: http://img6.imageshack.us/img6/3161/30730496.jpg

It's enough at this point to justify retaining B&M support for one more update to OC Classic. I will not however be extending that to the OC Reborn project since it remains an ongoing maintenance nightmare to keep up on it with merging.

No, I don't have a time table on the next update either, but I can tell you that in 3.5 the Anvil Bay Expansion material will be pulled out.
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Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Wed Mar 30, 2011 7:22 am

...from 2006. We're entering 2009...


Let's do the time warp again...

May need changing. :)

EDIT: Open Cities Reborn? I must have missed something...
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Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Tue Mar 29, 2011 11:53 pm

Let's do the time warp again...

May need changing. :)

EDIT: Open Cities Reborn? I must have missed something...


Heh. This is what happens with recylced OP's :)

Yes, you did miss something: http://www.gamesas.com/bgsforums/index.php?showtopic=1066137
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Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Wed Mar 30, 2011 4:29 am

Well, I've made the decision to abandon Better Cities for my next game. As much as I love it, it's been awhile since I used Open Cities and I'm looking forward to seeing these open Morrowind-style towns again.

You probably don't want to hear this, but I'm getting missing links on these screeenshots:

Overhead view of the west side.
Overhead view of the east side. Who put that clock tower there? smile.gif
Closeup shot of the SW side of the city.
Medium range shot of the east side, looking out over the Niben.
The switchback road leading down from the castle to the docks.
Looking south across the new castle grounds.
Stairway up to the west bridge

I've never used Leyawiin Reborn before - it really looks wonderful. I can't wait to see it in-game!
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Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Wed Mar 30, 2011 6:03 am

...retaining B&M support for one more update to OC Classic. I will not however be extending that to the OC Reborn project since it remains an ongoing maintenance nightmare to keep up on it with merging.

Yay! All those people who told me that my vote matters were right!

Thanks, Arthmoor,

gothemasticator
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Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Wed Mar 30, 2011 2:29 pm

Yeah, I had actually meant to do the Classic/Reborn split by now but the DB mod I've been working on has been generating more bugs than expected so I haven't gotten to that yet. I probably shouldn't have jumped the gun on removing those screenshots :)
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Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Wed Mar 30, 2011 2:41 pm

I'm having some problems with Leyawiin Reborn. I think I've seen someone posting about the same problem in one of these OC threads, but I couldn't find it. The whole city is way above the ground, and nothing matches up properly. I thought that it would have something to do with Onra's Heightmaps that I've recently installed, but after deactivating them, the problem remains. (BTW, the readme for Onra's heightmaps says to reinstall OC:LR meshes and textures after installing the heightmaps, so I did that.)
Here's my load order.
Oblivion.esmAll Natural Base.esmOscuro's_Oblivion_Overhaul.esmOpen Cities Resources.esmToaster Says Share v3.esmUnofficial Oblivion Patch.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espBlackmarsh.espValenwood.espSummerset.espAll Natural.espAll Natural - EW + NW + AWS.espEnhanced Water v2.0 HD.espBetter Bell Sounds.espAmbientTownSounds.espWindowLightingSystem.espFatality Cam.espP1DseeYouSleep.espQ - More and Moldy Ingredients v1.1.espOpen Cities Road Record.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espOscuro's_Oblivion_Overhaul.espOOO-Map_Markers_Stock.espBetter Dark Brotherhood Sanctuary.espmrSiikas_BetterPorts_Seagulls.espSide's Sailing Ships.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espKnights.espKnights - Unofficial Patch.espOCC-KOTN-Patch.espBashed Patch, 0.espElsweyrAnequina.espValenwood_Anequina_Patch.espOpen Cities New Sheoth.espOpen Cities Outer Districts.espOpen Cities Full + Leyawiin Reborn.espOCC-OOO-Patch.espHarvest [Flora].espHarvest [Flora] - Shivering Isles.espHarvest [Flora] - DLCVileLair.espHarvest [Flora] - DLCFrostcrag.espBag of Holding.espactors_in_charge.espCompanion Postal Service.espbgMagicLightningbolt.espShining Flame Atronachs.espShining Flame Atronachs_DLCFrostcrag.espShippingInCyrodiil_Normal_Lights_V1-1 - With Drawbridges.espOpen Cities LR Road Record.espTamrielWorldspaceCompleteWorldMap.esp

Could it be any conflicting with any mods here, or is it merely my own incompetence when installing the mod?
I'll get some screenshots up in a minute or two.

Edit: I just realised that only the LR road record needed to be activated.
ShippingInCyrodiil_Normal_Lights_V1-1 - With Drawbridges isn't completely compatible, but wasn't the main source of the problem. Now I can finally enjoy Leyawiin.
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Tue Mar 29, 2011 11:53 pm

Without screenshots to show what you're seeing, my best guess is this: TamrielWorldspaceCompleteWorldMap.esp

If that makes landscape edits in the Leyawiin area, you're going to have problems with it.
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Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Wed Mar 30, 2011 4:58 am

I found a conflict with Heart of the Dead. Inar the beggar leaves Bruma and stops to talk to you when he gets to a particular spot (normally). But, with open cities, he walks through the AI door, and so is never able to achieve the position necessary to speak with you concerning the quest.
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Monika Krzyzak
 
Posts: 3471
Joined: Fri Oct 13, 2006 11:29 pm

Post » Wed Mar 30, 2011 6:30 am

HoD isn't supposed to need a patch. It already has the support integrated in it. I'll have to check and see if something has gone wrong and if it has let Middark know it needs to be fixed.

Also, it cannot go below Open Cities or that support will end up breaking.
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Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Wed Mar 30, 2011 6:03 am

It's most definitely above open cities, and I've tried it with only OCC and HotD active and got the same effect. When I removed OCC it worked. I am running HotD 6.2, so it's possible that support was accidentally undone. In any case, I manually advanced the quest and am happy with the results, although a patch would be preferable.
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darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Wed Mar 30, 2011 1:31 pm

I was using Open Cities Classic + Leyawiin Reborn for a while, but then I deactivated it and went on as normal. However, I decided I wanted to use it again, so I activated it. However, my game now crashes on startup when the files are loaded. I don't have much more information than that, but here's my load order:

Oblivion.esmbattlemagearmor2-0Base.esmBetter Cities Resources.esmOpen Cities Resources.esmTR_OoT_Main.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.espNatural_Weather_HDR_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espEnhanced Water v2.0 HD.espEnhanced Water v2.0 HD - SI Addon.espIWR-Lights.espIWR-Windows.espIWR-Shutters.espOC+Cats&Rats Patch.espClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.espLess Creepy Guild Porters.espP1DseeYouSleep.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espP1DseeYouSleep - DLCVileLair.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.espDLCSpellTomes - Unofficial Patch.espbattlemagearmor2-0 vanilla loot.espbattlemagearmor2-0 compatability loot.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espTR_Stirk.espDLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.espDLCFrostcrag - Unofficial Patch.espKnights.espKnights - Unofficial Patch.espOCC-KOTN-Patch.espThe Lost Spires.espShadowcrest_Vineyard.espElsweyrAnequina.espxuldarkforest.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espxulFallenleafEverglade.espAnequina-Fallenleaf-Patch.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.espxulBravilBarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.espxulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espMoriarcis.espOpen Cities + Cats & Rats.espOpen Cities New Sheoth.espOpen Cities Full + Leyawiin Reborn.espOCC-Lost Spires-Patch.espOCC-ULCH-Patch.espNatural_Vegetation_by_Max_Tael.espAlternative Start by Robert Evrae.espAddendum - Vampires.espThe Sixth Element.espMergedMaps.espStreamline 3.1.espSkycaptainsBloodTime.espBSS BmAS 2-0 Icon Ex1.espBSS BmAS 2-0 WarlockExBeta.espBSS BmAS 2-0 baseheavytolight.espBSS BmAS 2-0 warlockheavytolight.espxulAspenWood.espHellbent Sword.espRagna Left-Hand Path.espThe Sixth Element - no willpower.espsinHHHans' Weather&Time Control.esp


I have absolutely no idea how to use BAIN, so that didn't work for me.

And a semi-unrelated problem: after disabling the mod, I now have large chunks of unloaded ground around Leyawiin. I can walk through them and it's like they're not there, but it looks horrible.


Any idea what could be causing all this?
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naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Wed Mar 30, 2011 1:47 pm

Hi Arthmoor

I hate to whine... I'm not a fan of the Anvil Bay Expansion. I tried the startquest ocanvilships command, and although it gets rid of the ships, I still had an orc pirate that was trying to board the ship as if it was still there, and he just ended up falling the water. Also, the reflections of these ships still remain after using the command.

Are there any versions of Open Cities that do not have Anvil Bay Expansion? Or, can you advise on what the best method is to remove Anvil Bay Expansion?


Thanks for you help
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Robert Jr
 
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Joined: Fri Nov 23, 2007 7:49 pm

Post » Wed Mar 30, 2011 12:05 am

I was using Open Cities Classic + Leyawiin Reborn for a while, but then I deactivated it and went on as normal. However, I decided I wanted to use it again, so I activated it. However, my game now crashes on startup when the files are loaded. I don't have much more information than that, but here's my load order:



I have absolutely no idea how to use BAIN, so that didn't work for me.

And a semi-unrelated problem: after disabling the mod, I now have large chunks of unloaded ground around Leyawiin. I can walk through them and it's like they're not there, but it looks horrible.

Any idea what could be causing all this?


First off, that load order needs to go through BOSS. It's all out of whack.

Second, if you deactivated it without uninstalling everything there shouldn't be any problem with reactivating it again as long as you made sure the ESM and ESP(s) were both active. That's something I've done countless times during testing runs without incident, so it indicates some other problem that may be unrelated to OC.

Third, the land you can walk through is because you didn't remove the landscape LOD file for Leyawiin Reborn.

BAIN isn't that hard to follow and the readme gives a good explanation of which options do what. It should be able to correct the problems you're having if you tell it to uninstall the package.

Hi Arthmoor

I hate to whine... I'm not a fan of the Anvil Bay Expansion. I tried the startquest ocanvilships command, and although it gets rid of the ships, I still had an orc pirate that was trying to board the ship as if it was still there, and he just ended up falling the water. Also, the reflections of these ships still remain after using the command.

Are there any versions of Open Cities that do not have Anvil Bay Expansion? Or, can you advise on what the best method is to remove Anvil Bay Expansion?


The bay expansion material is coming out on the next package update so that won't be an issue, but what you describe indicates I probably missed an NPC that should have been disabled along with the ships. There's nothing that can be done about the reflections though because those are a product of LOD generation and in the ESP they're not marked as disabled objects.
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April
 
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Post » Wed Mar 30, 2011 7:19 am

The bay expansion material is coming out on the next package update so that won't be an issue, but what you describe indicates I probably missed an NPC that should have been disabled along with the ships. There's nothing that can be done about the reflections though because those are a product of LOD generation and in the ESP they're not marked as disabled objects.
Cool, I'm patient and can wait for your update :) thanks
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Crystal Clear
 
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Post » Wed Mar 30, 2011 12:02 pm

No, I don't have a time table on the next update either, but I can tell you that in 3.5 the Anvil Bay Expansion material will be pulled out.

Is that for OC Classic or Reborn?

Without screenshots to show what you're seeing, my best guess is this: TamrielWorldspaceCompleteWorldMap.esp

If that makes landscape edits in the Leyawiin area, you're going to have problems with it.

That mod is just a map replacer, and doesn't touch any landscape. My problem turned out to be ShippingInCyrodiil_Normal_Lights_V1-1 - With Drawbridges.
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Spooky Angel
 
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Post » Wed Mar 30, 2011 3:49 pm

Is that for OC Classic or Reborn?


Classic. It will only be removed from Reborn if the material isn't needed to fill up space from the revamp.

That mod is just a map replacer, and doesn't touch any landscape. My problem turned out to be ShippingInCyrodiil_Normal_Lights_V1-1 - With Drawbridges.


That makes perfect sense then since it affects that area. I imagine it also has compatibility issues with NRB4 too.
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SamanthaLove
 
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Post » Wed Mar 30, 2011 11:53 am

First off, that load order needs to go through BOSS. It's all out of whack.

Second, if you deactivated it without uninstalling everything there shouldn't be any problem with reactivating it again as long as you made sure the ESM and ESP(s) were both active. That's something I've done countless times during testing runs without incident, so it indicates some other problem that may be unrelated to OC.

Third, the land you can walk through is because you didn't remove the landscape LOD file for Leyawiin Reborn.

BAIN isn't that hard to follow and the readme gives a good explanation of which options do what. It should be able to correct the problems you're having if you tell it to uninstall the package.


I have used BOSS on it:

Oblivion.esmbattlemagearmor2-0Base.esmBetter Cities Resources.esmTR_OoT_Main.esmUnofficial Oblivion Patch.esp  . Bashed Patch tag suggestion:  {{BASH:C.Climate,C.Light,C.Owner,Delev,Invent,Names,Relev,Stats,Relations}} and remove the C.Water tag.UOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espUnofficial Shivering Isles Patch.esp  . Note:  Remember to use the 'MOBS' version when using Francesco's and FCOM.  . Note:  Newest MOBS and non-MOBS versions have the same name.  . Bashed Patch tag suggestion:  {{BASH:C.Light,C.Owner,Invent,Names,Stats,Delev}}Better Cities .esp  . Note:  Dummy file to load Better Cities .BSANatural_Weather_by_Max_Tael.espNatural_Weather_HDR_by_Max_Tael.espNatural_Habitat_by_Max_Tael.espEnhanced Water v2.0 ND.espEnhanced Water v2.0 HD.espNatural_Water_by_Max_Tael.espEnhanced Water v2.0 HD - SI Addon.espIWR-Lights.esp  . Note:  Remember there are also the Retrofitted and Optimised IWR mods.IWR-Windows.esp  . Note:  Remember there are also the Retrofitted and Optimised IWR mods.IWR-Shutters.esp  . Note:  Remember there are also the Retrofitted and Optimised IWR mods.Cats & Rats.espOC+Cats&Rats Patch.espClocksOfCyrodiil.espLess Creepy Guild Porters.espP1DseeYouSleep.espDLCHorseArmor.espDLCHorseArmor - Unofficial Patch.espDLCOrrery.espDLCOrrery - Unofficial Patch.espDLCVileLair.espDLCVileLair - Unofficial Patch.espP1DseeYouSleep - DLCVileLair.espDLCMehrunesRazor.espDLCMehrunesRazor - Unofficial Patch.espDLCSpellTomes.esp  . Bashed Patch tag suggestion:  {{BASH:Relev}}DLCSpellTomes - Unofficial Patch.esp  . Note:  Not compatible with 'CDM-CGO Compatibility plugins'.battlemagearmor2-0 vanilla loot.espbattlemagearmor2-0 compatability loot.espDLCThievesDen.espDLCThievesDen - Unofficial Patch.espDLCThievesDen - Unofficial Patch - SSSB.espTR_Stirk.esp  . Bashed Patch tag suggestion:  {{BASH:Graphics}}DLCBattlehornCastle.espDLCBattlehornCastle - Unofficial Patch.espDLCFrostcrag.esp  . Bashed Patch tag suggestion:  {{BASH:C.Owner}}DLCFrostcrag - Unofficial Patch.esp  . Note:  Possible conflict with Frostcrag Reborn. Do not use both or land tearing will occur.Knights.espKnights - Unofficial Patch.espOCC-KOTN-Patch.espThe Lost Spires.espShadowcrest_Vineyard.espElsweyrAnequina.esp  . Note:  Border region restrictions must be turned off: use Wrye Bash tweak, hand edit .ini file or use no-border mod (not recommended).xuldarkforest.espLostSpires-DarkForest patch.espxulStendarrValley.espxulTheHeath.espXulEntiusGorge.espxulFallenLeafEverglade.espLostSpires-Everglade patch.espxulColovianHighlands_EV.espxulChorrolHinterland.espxulBeachesOfCyrodiilLostCoast.esp  . Note:  Make sure version is 1.6.2 or later.xulbravilbarrowfields.espxulLushWoodlands.espxulAncientYews.espxulAncientRedwoods.espxulCloudtopMountains.espxulArriusCreek.espxulPatch_AY_AC.espxulRollingHills_EV.espxulPantherRiver.espxulRiverEthe.espxulBrenaRiverRavine.esp  . Note:  Border region restrictions must be turned off: use Wrye Bash tweak, hand edit .ini file or use no-border mod (not recommended).xulImperialIsle.espxulBlackwoodForest.espxulCheydinhalFalls.espMoriarcis.esp  . Bashed Patch tag suggestion:  {{BASH:Hair}}Open Cities + Cats & Rats.esp  . Note:  Obsolete. Please upgrade Cats&Rats and Open Cities to latest versions.Open Cities New Sheoth.esp  . Note:  Requires Shivering Isles expansion.OCC-Lost Spires-Patch.esp  . Note:  Requires The Lost Spires.Natural_Vegetation_by_Max_Tael.esp  . Note:  Put before Unique Landscape mods to return tree sizes there to normal.Ring of console.espAlternative Start by Robert Evrae.esp  . Bashed Patch tag suggestion:  {{BASH:Relations}}Addendum - Vampires.espThe Sixth Element.espBetter Cities Full.espBetter Cities - Full City Defences.espBetter Cities - Unique Landscape Barrowfields.espBetter Cities - Unique Landscape Chorrol Hinterland.espBetter Imperial City.espBetter Cities Full FPS Patch.espBetter Imperial City FPS Patch.esp  . Note:  Only use if using Better Imperial City.esp   . Note:  Old, update to newer version.Bashed Patch, 0.espMergedMaps.espStreamline 3.1.esp-----------------------------------------------------------------Unrecognised mod files:                                          Reorder these by hand using your favourite mod ordering utility. -----------------------------------------------------------------Unknown mod file: SkycaptainsBloodTime.espUnknown mod file: BSS BmAS 2-0 Icon Ex1.espUnknown mod file: BSS BmAS 2-0 WarlockExBeta.espUnknown mod file: BSS BmAS 2-0 baseheavytolight.espUnknown mod file: BSS BmAS 2-0 warlockheavytolight.espUnknown mod file: xulAspenWood.espUnknown mod file: Hellbent Sword.espUnknown mod file: Ragna Left-Hand Path.espUnknown mod file: The Sixth Element - no willpower.espUnknown mod file: sinHHHans' Weather&Time Control.espUnknown mod file: Better Cities - Unique Landscape Cheydinhal Falls.espUnknown mod file: Galadhrim_EV.esp


Where would the LOD files be located?
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Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Wed Mar 30, 2011 1:48 am

Open Cities + Cats & Rats.esp
. Note: Obsolete. Please upgrade Cats&Rats and Open Cities to latest versions.


This is likely your problem right here. This file is obsolete and probably pointing at a master file that no longer exists. Remove it.

The LOD file you need to remove will be in Meshes\Landscape\LOD\60.00.-64.32.NIF

Also if you're trying to uninstall the mod, you still have a lot of the files left in your Data folder. You also need to update your copy of the BOSS masterlist since xulAspenWood.esp has been in there for awhile now.
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Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Wed Mar 30, 2011 12:08 pm

Just wanted to share a fix I am using for the Unofficial KOTN patch new game glitch with OC.

This mod condenses:

Unofficial Shivering Isles Patch 1.4.0 - Quarn & Kivan
Unofficial Official Mods Patch v15 - Quarn & Kivan
SM Plugin Refurbish 1.12 - Strategy Master


into a single .esp

http://www.tesnexus.com/downloads/file.php?id=19994

And it doesn't cause the crash bug when starting a new game :)
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Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Wed Mar 30, 2011 11:05 am

That's an odd assembly of patchwork.

I'll have to go dig up the fix I did for that and drop an updated UOPM file for KOTN out there at some point. It's a pretty annoying bug.
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James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Wed Mar 30, 2011 8:35 am

I'm adding quests to my mod at present that includes a couple of things that will make it conflict with OCC.

Specifically, I swap out the Lucky Old Lady for a clone and then restore the original in order for her to give the Listener a new quest. That I can accommodate by detecting OC Bravil and swapping the OCC version of the statue instead - just an extra test in the script.

But the other is going to be harder. I want to add another city gate to Leyawiin, which will mean using the modified CastleGate01 and its door and also merging the cell contents of the OC interior with my mod's changed exterior. Is there any easy way of doing the merge? The Reborn version is actually less of a problem, because I just need to add docks, and that already has them, so I just find another parking space for the ship - most of the action is the new interior.

Is there an old thread or something that covers edits around the city walls?

Also when testing with Leyawiin Reborn (and little else) to see what it did, I found a dead On-Staya Sundew below the bridge to the chapel - does she do that a lot?
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Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Wed Mar 30, 2011 6:11 am

Regarding deactivating KOTN UOP when starting a new game...

I did that, but then I forgot to uncheck it in the bashed patch options when I rebuilt my patch just prior to starting a new game. So, it remains deactivated but C.Light, Invent, Names, Relev, Stats are all imported into the patch. I've played like this up through receiving the amulet and I'm just about to enter the final section of sewers.

  • Would I know by now if I've caused the bug?
  • Does it always result in a crash?
  • Is it safe now to reactivate the plugin and continue on my carefree way?

thanks,

gothemasticator
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Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Wed Mar 30, 2011 1:47 pm

Regarding deactivating KOTN UOP when starting a new game...

I did that, but then I forgot to uncheck it in the bashed patch options when I rebuilt my patch just prior to starting a new game. So, it remains deactivated but C.Light, Invent, Names, Relev, Stats are all imported into the patch. I've played like this up through receiving the amulet and I'm just about to enter the final section of sewers.

  • Would I know by now if I've caused the bug?
  • Does it always result in a crash?
  • Is it safe now to reactivate the plugin and continue on my carefree way?

thanks,

gothemasticator


You're fine to enable the KOTN UOP ESP as soon as the game allows you to start saving. That's almost immediately after gaining control of your character.
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Svenja Hedrich
 
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