[RELz/Beta] Open Cities Reborn

Post » Sat May 21, 2011 4:13 am

Console disabling the doors is not a good idea because if for some reason you need to uninstall the mod, the doors you've manually disabled will remain that way, making it impossible to enter the normal cities.

This engine bug is enormously frustrating because no solution to it ever seems to stick when the game is reloaded without completely exiting.
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Chavala
 
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Post » Sat May 21, 2011 8:03 am

This engine bug is enormously frustrating because no solution to it ever seems to stick when the game is reloaded without completely exiting.

But at least that works! I remember when it was still a total mystery... caused me to uninstall OCC unecessarily (a few times, actually!)
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bimsy
 
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Post » Fri May 20, 2011 8:46 pm

the cyrodiil transportation network patch requires me to have the Cyrodiil Transportation Netrwork OC.esp enabled, but since i play with Frostcrag Spire, i want to have Cyrodiil Transportation Network WZ OC.esp enabled. is there any way to fix that?

EDIT: nevermind, i used tes4gecko to edit the masterlist, changed it to the correct esp, and am hoping now that it will work
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maria Dwyer
 
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Post » Sat May 21, 2011 6:18 am

Open Cities Reborn v0.6.2 - WiP Beta

* Leyawiin: Guard patrol schedules in the city are completely messed up and have been rebuilt using the proper marker sequences.
* Leyawiin: An ugly depression in the ground was smoothed over at the NW city gate.
* Bruma: The nice ladders that were added to the towers are missing their required resources.
* Chorrol: A door on the tower next to the castle that shouldn't be there has been removed.
* Skingrad: All of the stubbornly annoying generated grass has been expunged from the castle area.
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sally R
 
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Post » Sat May 21, 2011 8:59 am

If you need any help with a little beta testing just let me know, because today I decided to toss out my heavily messed up game installation. :user:

Thanks for the update Maestro. :D
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Cccurly
 
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Post » Sat May 21, 2011 3:37 am

Well part of the reason this stuff is out and labeled as beta is so stuff I didn't find or wouldn't notice will get reported. Like that silly ladder mistake.

That extra door in Chorrol? Can't really say why it never got noticed because it's actually a vanilla door that was dangling in the open worldspace for no apparent reason. The UOP ignored it because it wasn't visible to the normal player, and I guess not many people go into the tower it was sitting at, including myself. So it's sat undetected for years, since it would have shown up there even before I took over Open Cities.

Leyawiin's guard patrols? Since there's only 2 at a time, and lots of stationary guards, it probably just didn't get noticed that they were following ludicrous routes.

Probably the same reason nobody playing without OC never realized those patrols stop functioning almost immediately and it took the last UOPS update to correct it. :)
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CHangohh BOyy
 
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Post » Sat May 21, 2011 12:19 am

Good point for that decision.

You want to have reports of the ordinary stuff like misplaced tiles, align things and other weird appearance in each city documented with pictures.
Yes I can do that if you wanted these reports if there is anything to report. :nod:

Good luck Arthmoor with this project. :)
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phil walsh
 
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Post » Sat May 21, 2011 8:21 am

Yes, anything like that. Misplaced tiles, misaligned pieces, NPCs trying to walk stupid paths (that aren't from a conflict).
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Queen of Spades
 
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Post » Sat May 21, 2011 4:44 am

I've found some problems, using the 0.6.2 build:

In Anvil, next to the chapel, there is another chapel, and the building with the KotN prophet is also duplicated. They both float above the water...
Screenshots: http://img51.imageshack.us/i/screenshot0va.png/, http://img843.imageshack.us/i/screenshot1uk.png/, http://img814.imageshack.us/i/screenshot2e.png/

In Leyawiin, the map marker for Miro's Scribe Services didn't go away, and now i have two of those. Using the old one gets me to a place that looks like this: http://img17.imageshack.us/i/screenshot3eo.png/
The roofs of houses are around ground level (or the ground level has risen to the roofs :P)

Do you know what might cause this?
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Zosia Cetnar
 
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Post » Sat May 21, 2011 10:07 am

I've found some problems, using the 0.6.2 build:

In Anvil, next to the chapel, there is another chapel, and the building with the KotN prophet is also duplicated. They both float above the water...
Screenshots: http://img51.imageshack.us/i/screenshot0va.png/, http://img843.imageshack.us/i/screenshot1uk.png/, http://img814.imageshack.us/i/screenshot2e.png/



From the OP

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)



I had the same problem too, until I read that part.
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steve brewin
 
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Post » Sat May 21, 2011 1:17 am

In addition to that, update any patches you're using, like the one for Lost Spires. I can't guarantee a proper swap on the map marker, but I can guarantee it won't happen correctly with an old patch.
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Laura Mclean
 
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Post » Fri May 20, 2011 11:43 pm

Ah... i missed the UOPS update. explains a lot. thx

I downloaded the patches like two days ago, so i have the latest version of all the patches. but i'm gonna give it a try!

EDIT: ok, the duplicate chapel is gone now. the other problem in leyawiin however is not. is there any way to remove a map marker? cause it only happens when using that map marker to travel to leyawiin (i also can just choose not to use it, but it's lame to have the map marker twice).
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Alexander Lee
 
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Post » Sat May 21, 2011 2:00 am

Not much to be done about that unfortunately. If the map marker won't go away you can't force it short of deleting it out of the parent mod and I don't think that's really advisable.
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Laura-Jayne Lee
 
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Post » Sat May 21, 2011 7:08 am

Greetings Arthmoor. :)


Before I go hunting these thing that you have ask me to look after I've a question for you.

Is the http://www.tesnexus.com/downloads/file.php?id=19755 / http://www.tesnexus.com/downloads/file.php?id=23854 or both incompatible to Open Cities Reborn (Anvil) of a fresh game?
Like you said you didn't want reports of the Open Cities Reborn if there is a mod conflict, so that I'm a little confused about.
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stevie trent
 
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Post » Sat May 21, 2011 6:01 am

I never said I don't want conflict reports (did I?). Alt Start won't work entirely as expected in Anvil Reborn. The Luggage thing should be fine though since it says it summons it to wherever you're at.

I've been meaning to try and contact Robert Evrae to see if he's interested in an updated version of Alt Start that includes OCR support since Leyawiin is suitable now too, much like was done for BC.
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Marine x
 
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Post » Sat May 21, 2011 5:44 am

Oh, I forgot about the Luggage from Cobl. :(
I'll check immediately and I'll report if there is a problem with it.

EDIT:It's not there
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GabiiE Liiziiouz
 
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Post » Sat May 21, 2011 3:30 am

I never said I don't want conflict reports (did I?). Alt Start won't work entirely as expected in Anvil Reborn. The Luggage thing should be fine though since it says it summons it to wherever you're at.

I've been meaning to try and contact Robert Evrae to see if he's interested in an updated version of Alt Start that includes OCR support since Leyawiin is suitable now too, much like was done for BC.

No you didn't, my apology. But a least any reports if I can avoid those conflicts. :angel:
The Luggage mod is activated by simple activate the "red" chest in Anvil docks where that NPC is painting.

That's good and I think you should also mention the IC-Waterfront destination to him as well just in case. :)
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Jodie Bardgett
 
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Post » Fri May 20, 2011 11:28 pm

Oh, well that's not how the description on the Luggage mod reads - they make it sound like you can summon it from wherever you're standing. A chest on the docks is going to be out of place because I surrounded the vanilla docks, and moved them around too.

My copy of Alt Start already supports Leyawiin and Bravil, but I haven't put Anvil in there yet. I'll have to run through it to see where you get dropped off.
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Add Me
 
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Post » Fri May 20, 2011 8:37 pm

Oh, well that's not how the description on the Luggage mod reads - they make it sound like you can summon it from wherever you're standing. A chest on the docks is going to be out of place because I surrounded the vanilla docks, and moved them around too.

A bit if mixed message you got I think Arthmoor.
The Luggage (a tip of the hat to "The Luggage" in the Discworld series of books by the way) is initially found and activated on the Anvil dock - As a part of the COBL mod.
Only after this activation (the luggage becoming your 'friend') can it be used, will appear in designated places around your owned homes, and also be called using that summoning mod.

So the conflicting mod (if correct, my game is down at the moment, slowly rebuilding, so I can't check) would be with COBL, not the summoning mod (but that depends on COBL working in this manner for it to be of any use of course.)
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The Time Car
 
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Post » Sat May 21, 2011 10:34 am

Ah, ok. That makes sense now. If the luggage is accessible in Anvil, that's not going to get patched since it's a one-time pickup. Just play it off as part of the thing's charm or something :)
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Jessica Lloyd
 
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Post » Sat May 21, 2011 3:41 am

Oh, I forgot about the Luggage from Cobl. :(
I'll check immediately and I'll report if there is a problem with it.

EDIT:It's not there

Ah, ok. That makes sense now. If the luggage is accessible in Anvil, that's not going to get patched since it's a one-time pickup. Just play it off as part of the thing's charm or something :)

If Masterplan is right I think you should take a closer look at the luggage location and maybe have a patch for it. :)

I don't know for sure if there is a conflict or not. :unsure:


There is another thing I would like to ask you, but that question should go under the All Natural thread instead and you can decide where I should put it.
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David John Hunter
 
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Post » Sat May 21, 2011 12:15 am

The thing is simple.
The luggage is not there because simply the place in which it should be in is not there anymore.
There are the docks, and there is the paintress, but they are placed elsewhere by this mod. Maybe the Luggage is still there (it is an exterior cell, after all), but it is unaccessible or something like this, or maybe some stuff added by Anvil Reborn hides it.
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vicki kitterman
 
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Post » Sat May 21, 2011 1:18 pm

I'll have a look at the luggage thing and see where it ends up. I might be able to fudge something as long as the Luggage is not tied to a parent object in COBL.

From the BOSS thread, this also applies to OCC:
I can't think of one, unless it's some kind of script that gets run when the game starts that edits the references. But I'm not even sure how I'd do that, since SetBaseForm (which seems the natural function to use to do the reference editing) explicitly isn't supported for actor objects, according to the OBSE documentation.


Well. I see what you did, and what you did is the only viable method for it. With the way things are set up now anyway.

The main reason I moved the placed guards to the Tamriel worldspace was so I wouldn't have to edit the base NPC records with new AI packs. That would have screwed with too many overhauls.

Advances in Bash tags have made it possible to add those AI packs to the NPC base records now, and tag the OCC/OCR mods with Actors.AIPackages and have only those carry on to the end as long as other overhauls such as TIE are tagged to have the ACBS and stats data pulled through. I think they've all been appropriately marked in BOSS already.

What this means of course is that you'd be able to replace the references. You don't touch the base NPC records. I could tag OCC/OCR and when the patch is built, the necessary data is kept. Of course, if someone isn't using overhauls, then my having modified vanilla NPCs harms nothing. The main benefit to all this is that there isn't a need for a bunch of patches, which I'm sure we're all aware is likely to confuse people.

Bash can deal with the base NPC records. It can't deal with the reference placements.

So... if that's acceptable I can make it happen on my end.
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STEVI INQUE
 
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Post » Sat May 21, 2011 6:25 am

So... if that's acceptable I can make it happen on my end.


Of course, thank you. I think I understand what you mean ...
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Mike Plumley
 
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Post » Sat May 21, 2011 5:16 am

I'm getting a flame in the sky in Anvil where the lighthouse used to be. Did I possibly miss something during the installation? Duplicate chapel went away with the update to UOP, but the flame remains.

It's almost invisible in daylight, but very noticeable at night.
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Rebekah Rebekah Nicole
 
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