[RELz/Beta] Open Cities Reborn

Post » Sat May 21, 2011 2:26 pm

Hmm. Not sure what I was thinking there but it'll be gone on the next update.
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Smokey
 
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Post » Sat May 21, 2011 4:46 am

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.

There is a mod called http://www.tesnexus.com/downloads/file.php?id=23854 and it does require the http://www.tesnexus.com/downloads/file.php?id=21104 mod, because it depends on the http://www.gamesas.com/index.php?/topic/1104955-relz-cobl-no16/ (Cobl Glue.esp) mod.

If both the Cobl Wells and the Luggage has dependency of Cobl Glue you could have the luggage to be near a Cobl-placed well.
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Baylea Isaacs
 
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Post » Sat May 21, 2011 10:53 am

Ok. Was taking a closer look at the Diverse Guards thing. Not going to be possible to drop the patches because switching guards back to getting new AI packs would break every last one of the base records in the Diverse Guards mod, since they can't use markers that don't exist and it would be far too impractical to fix it to actually be so. So it looks like the sea of patches for that is going to have to stand.
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nath
 
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Post » Sat May 21, 2011 2:45 am

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.

There is a mod called http://www.tesnexus.com/downloads/file.php?id=23854 and it does require the http://www.tesnexus.com/downloads/file.php?id=21104 mod, because it depends on the http://www.gamesas.com/index.php?/topic/1104955-relz-cobl-no16/ (Cobl Glue.esp) mod.

If both the Cobl Wells and the Luggage has dependency of Cobl Glue you could have the luggage to be near a Cobl-placed well.

:blush: I forgot to tell you about the http://www.tesnexus.com/downloads/file.php?id=19348 and I think you should know all the facts if OCR-Anvil requires a patch.
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Doniesha World
 
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Post » Sat May 21, 2011 4:49 am

Ok. Was taking a closer look at the Diverse Guards thing. Not going to be possible to drop the patches because switching guards back to getting new AI packs would break every last one of the base records in the Diverse Guards mod, since they can't use markers that don't exist and it would be far too impractical to fix it to actually be so. So it looks like the sea of patches for that is going to have to stand.


Could I not have a (single) patch as part of DG that replicates the appropriate changes in the vanilla guards in the corresponding DG guards?
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Catharine Krupinski
 
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Post » Sat May 21, 2011 10:39 am

Yes, it would need to use the conditional AI system and you'd need to place markers of your own if you wanted to go that route, but it can be done. Hopefully the modders info doc is enough to explain how to do that, if not, feel free to ask.
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Ells
 
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Post » Sat May 21, 2011 3:28 pm

I seem to have a problem with the Outer Districts portion of the mod. I can't enter the Arcane University. Instead I'm greeted with a solid slate grey granite wall where the door should be. I have quite a large modlist with many mods affecting the area but I'm certain I have all the required patches so I'm stumped as to why this is happening. Here is my load order:

Spoiler
Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  IWRRetroFittedMaster.esm03  All Natural Base.esm  [Version 0.9.9.5]04  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]05  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]06  Cobl Main.esm  [Version 1.72]07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]08  Mart's Monster Mod.esm  [Version 3.7b3p3]09  Enhanced Daedric Invasion.esm0A  TamrielTravellers.esm  [Version 1.39c]0B  FCOM_Convergence.esm  [Version 0.9.9MB3]0C  Open Cities Resources.esm  [Version 3.5.3]0D  bookplacing.esm  [Version 1]0E  Progress.esm  [Version 2.0]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0F  Unofficial Oblivion Patch.esp  [Version 3.2.10]10  DLCShiveringIsles.esp11  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]12  SM Plugin Refurbish - SI.esp  [Version 1.30]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]18  Atmospheric Loading Screens - Random Quotes.esp19  NaturalWeather.esp1A  NaturalHabitat.esp1B  All Natural - Real Lights.esp  [Version 0.9.9.5]1C  All Natural.esp  [Version 0.9.9.5]1D  All Natural - SI.esp  [Version 0.9.9.5]1E  NaturalWater.esp++  ln.esp++  Symphony of Violence.esp1F  MIS Low Wind.esp20  Atmospheric Oblivion.esp21  PCSoundRhett.esp  [Version 2.6]++  Drum_Fix.esp22  Storms & Sound.esp23  Rainbows.esp24  Cities Alive At Night.esp25  IWR-Lights.esp26  IWR-Windows.esp27  IWR-Shutters.esp28  IWRRetroFittedLights.esp29  IWRRetroFittedShutters.esp2A  IWRRetroFittedWindows.esp2B  IWR - Windows Lights Shutters - Optimised.esp2C  WindowLightingSystem.esp2D  AliveWaters_nofish.esp2E  kuerteeAutoSaveAndTime.esp**  Book Jackets Oblivion - BP.esp2F  Chapel Tithe.esp++  CM_Better Wine.esp++  Cyrodilic Brandy.esp30  Days&Months.esp31  Duke Patricks - Follow That Actor.esp++  Item interchange - Extraction.esp  [Version 0.77]32  kuerteeSittableRocks.esp33  Musical Immersion 1.0.esp34  P1DmenuEscape.esp35  Q - More and Moldy Ingredients v1.1.esp36  SoT_Holiday.esp37  Enhanced Economy.esp  [Version 4.2.2]38  FF_Real_Thirst.esp39  Choices and Consequences.esp  [Version 2.02]3A  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]3B  kuerteeIgnoringTheMainQuestHasConsequences.esp3C  Map Marker Overhaul.esp  [Version 3.5.2]3D  Map Marker Overhaul - SI additions.esp  [Version 3.5]3E  DLCHorseArmor.esp3F  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]40  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]41  DLCOrrery.esp42  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]**  DLCOrrery Vwalk.esp43  SM Plugin Refurbish - Orrery.esp  [Version 1.11]44  DLCVileLair.esp45  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]++  SM Plugin Refurbish - VileLair.esp  [Version 1.21]46  DLCMehrunesRazor.esp47  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]**  DLCMehrunesRazor Vwalk UOP.esp48  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.30]49  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp++  MaleBodyReplacerV5Beta.esp4A  DLCThievesDen.esp4B  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]4C  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]**  DLCThievesDen Vwalk UOP.esp4D  SM Plugin Refurbish - ThievesDen.esp  [Version 1.30]4E  Cobl Glue.esp  [Version 1.72]4F  Cobl Si.esp  [Version 1.63]50  FF_Real_Thirst, Cobl.esp51  Bob's Armory Oblivion.esp52  FCOM_BobsArmory.esp  [Version 0.9.9]53  Oblivion WarCry EV.esp  [Version 1.09]54  FCOM_WarCry.esp  [Version 0.9.9MB5]55  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]56  OCC-OOO-Patch.esp  [Version 2.4]**  Oscuro's_Oblivion_Overhaul Vwalk.esp**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]57  Choices and Consequences - OOO.esp  [Version 2.0]58  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]59  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]5A  FCOM_RealSwords.esp  [Version 0.9.9]5B  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]5C  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]5D  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]5E  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]5F  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]60  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]61  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]62  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]63  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]64  TamrielTravellers4OOO.esp  [Version 1.39c]**  TamrielTravellers4OOO Vwalk.esp++  TamrielTravellersItemsnpc.esp  [Version 1.39c]65  TamrielTravellersItemsCobl.esp  [Version 1.39c]66  ShiveringIsleTravellers.esp  [Version 1.39c]**  ShiveringIsleTravellers Vwalk.esp++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  FCOM_TamrielTravelers.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_FriendlierFactions.esp  [Version 0.9.9]67  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]68  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  FineWeapons for OOO.esp**  Fransfemale.esp**  RustyItems for OOO.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp69  EM_CompInnsleeping.esp  [Version 0.9]6A  Kragenir's Death Quest.esp**  Kragenir's Death Quest Vwalk.esp6B  KDQ - Rural Line Additions.esp6C  LetThePeopleDrink.esp  [Version 2.5]6D  KragenirsDeathQuest-LetThePeopleDrink patch.esp6E  The Ayleid Steps.esp  [Version 3.4]**  The Ayleid Steps Vwalk.esp6F  Cyrodiil Travel Services.esp  [Version 2.0.2]**  Cyrodiil Travel Services Vwalk.esp70  za_bankmod.esp71  DLCBattlehornCastle.esp72  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]73  SM Plugin Refurbish - Battlehorn.esp  [Version 1.30]74  DLCFrostcrag.esp75  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]76  OCOD+FrostcragSpire Patch.esp77  SM Plugin Refurbish - FrostCrag.esp  [Version 1.2]**  DLCFrostcrag Vwalk.esp78  Knights.esp79  Knights - Unofficial Patch.esp  [Version 1.0.10]**  Knights Vwalk UOP.esp**  EVE_KnightsoftheNine.esp++  SM Plugin Refurbish - Knights.esp  [Version 1.06]7A  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [Version 2.0]7B  OCC-KOTN-Patch.esp  [Version 3.0]7C  PONLights.esp7D  PONWindows.esp7E  The Lost Spires.esp7F  OCC-Lost Spires-Patch.esp  [Version 2.1]**  The Lost Spires Vwalk.esp++  FCOM_Knights.esp  [Version 0.9.9Mb3]80  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]81  ElsweyrAnequina.esp++  ElsweyrAnequina - Races HGEC-Robert.esp  [Version 1.1]**  ElsweyrAnequina Vwalk.esp82  Tales from Elsweyr Anequina.esp83  road+bridges.esp  [Version 4.5.7]84  Feldscar.esp  [Version 1.0.4]**  Feldscar Vwalk.esp85  Vergayun.esp  [Version 1.0.5]**  Vergayun Vwalk.esp86  Faregyl.esp  [Version 1.0.10]87  Faregyl+Anequina Patch.esp**  Faregyl Vwalk.esp88  Molapi.esp  [Version 1.0]89  xuldarkforest.esp  [Version 1.0.5]8A  LostSpires-DarkForest patch.esp8B  xulStendarrValley.esp  [Version 1.2.2]8C  xulTheHeath.esp8D  MMMMWL-TheHeath patch.esp8E  XulEntiusGorge.esp8F  xulFallenleafEverglade.esp  [Version 1.3.1]90  LostSpires-Everglade patch.esp  [Version 1.2]91  Anequina-Fallenleaf-Patch.esp92  xulColovianHighlands_EV.esp  [Version 1.2.1]93  xulChorrolHinterland.esp  [Version 1.2.2]**  xulChorrolHinterland Vwalk.esp94  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]95  KragenirsDeathQuest-LostCoast patch.esp96  xulBravilBarrowfields.esp  [Version 1.3.2]**  xulBravilBarrowfields Vwalk.esp97  xulLushWoodlands.esp  [Version 1.3]98  xulAncientYews.esp  [Version 1.4.3]99  xulAncientRedwoods.esp  [Version 1.6]9A  xulCloudtopMountains.esp  [Version 1.0.3]9B  KragenirsDeathQuest-CloudtopMountains patch.esp9C  xulArriusCreek.esp  [Version 1.1.3]9D  xulPatch_AY_AC.esp  [Version 1.1]9E  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]9F  MMMMWL-RollingHills patch.espA0  KragenirsDeathQuest-RollingHills patch.espA1  xulPantherRiver.espA2  xulRiverEthe.esp  [Version 1.0.2]A3  xulBrenaRiverRavine.esp  [Version 1.0.2]**  xulBrenaRiverRavine Vwalk.espA4  xulImperialIsle.esp  [Version 1.6.5]**  xulImperialIsle Vwalk.espA5  xulBlackwoodForest.esp  [Version 1.1.0]A6  xulCheydinhalFalls.esp  [Version 1.0.1]A7  xulAspenWood.esp  [Version 1.0.2]**  xulAspenWood Vwalk.espA8  xulSkingradOutskirts.esp**  xulSkingradOutskirts Vwalk.espA9  xulSnowdale.esp  [Version 1.0]AA  Feldscar+Snowdale Patch.esp  [Version 1.0]AB  OOO-Snowdale Patch.espAC  Duke Patricks - HammerBlade.esp  [Version 2.9]AD  Open Cities New Sheoth.esp  [Version 1.1]AE  Open Cities Outer Districts.esp  [Version 3.5.3]AF  Open Cities Reborn - Full Merge.esp  [Version 0.6.2]B0  OCC-ULCH-Patch.esp  [Version 2.2]++  OCC-COBL-Wells.espB1  NRB4+UL-II+LtPD+OCOD Patch.esp  [Version 3.0.2]B2  OCLR+ULBWForest Patch.esp  [Version 1.0.2]B3  NaturalVegetation.espB4  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]B5  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]++  Cobl Bookplacement.espB6  DropLitTorchOBSE.esp  [Version 2.4]B7  EVE_ShiveringIslesEasterEggs.espB8  kuerteeInventoryIsABackpack.espB9  P1DkeyChain.esp  [Version 5.00]BA  PersuasionOverhaul.esp  [Version 1.43]BB  ReneersGoldMod.espBC  Salmo the Baker, Cobl.esp  [Version 3.08]++  ScriptIcon_Replacer.espBD  Storms & Sound - The Lost Spires.espBE  Toggleable Quantity Prompt.esp  [Version 3.1.1]BF  Roleplaying Dialogues.espC0  Quest Award Leveling SI.espC1  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.espC2  OWE&P.espC3  RealisticForceMedium.espC4  RealisticMagicForceLow.espC5  SupremeMagicka.esp  [Version 0.90]C6  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.espC7  SM_EnchantStaff.esp  [Version 0.80]++  SM_VanillaSpells.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_NoSpellLights.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]C8  MidasSpells.espC9  OC+Midas Magic Patch.espCA  Midas OscuroGems.esp++  Midas Betterholy.esp++  Mart's Monster Mod - Midas Creature Ingredients.esp++  Midas Tigernolevel OBSE.espCB  Midas BeastFortify Fix OBSE.espCC  Friendlier Summons.espCD  EnchantmentRestore.esp++  EnchantmentRestore_Wells.espCE  StealthOverhaul.espCF  DD_ProximitySneakPenalty.espD0  ZumbsLockpickingMod - OBSE.espD1  RenGuardOverhaul.espD2  BetterBlocking.esp  [Version 1]D3  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]D4  Duke Patricks - Everyone Or Just Vampires Now Bob And Weave.espD5  Duke Patricks - Actors Can Miss Now.espD6  Duke Patricks - Fresh Kills Now Alert The NPCs.esp  [Version 4]D7  nGCD.esp++  nGCD Birthsigns.espD8  nGCD Oghma Infinium.espD9  ProgressMBSP.esp  [Version 1.0]DA  ProgressSBSP.esp  [Version 1.0]++  Item interchange - Placement for FCOM.esp  [Version 0.77]++  Item interchange - Placement for Frostcrag.esp  [Version 0.77]++  Item interchange - Option, Ingredients in Bulk.esp  [Version 0.77]++  EVE_KhajiitFix.espDB  1em_Vilja.esp  [Version 2.2]**  1em_Vilja Vwalk.espDC  Cobl Races.esp  [Version 1.52]DD  bgMagicEV.esp  [Version 1.7EV]**  bgMagicEV Vwalk.esp++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]DE  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]DF  bgMagicEVPaperChase.esp  [Version 1.68EV]E0  bgMagicAlchemy.esp  [Version 1.57]E1  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]++  Cobl Races - Balanced.esp  [Version 1.52]E2  Automatic Timescale.esp  [Version 1.1.1]**  [GFX]_Initial_Glow-all.espE3  Duke Patricks - Magic you can believe in.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]E4  bgMagicLightningbolt.espE5  Get Wet - just droplets.espE6  ScreenControls.esp**  Enhanced Economy - Soulgems.esp  [Version 4.2.1]E7  Real Hunger, Cobl.esp  [Version 1.6.1]**  NRB4 OCReborn Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]E8  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]E9  Bashed Patch, 0.espEA  Duke Patricks - Combat Archery.esp  [Version 3.2]EB  Duke Patricks - BASIC Script Effect Silencer.espEC  FormID Finder4.espED  kuerteeCleanUp.espEE  Streamline 3.1.esp


Is it possible I'm missing something or will I have to do without this part of the mod? The mod works brilliantly everywhere else and combined with FCOM Enhanced Daedric Invasion it's created some great encounters. On one occasion at Anvil a Lesser Balrog marched on the city gate prompting a desperate fight between myself, Vilya and the Anvil guard against it. One of the most epic moments I've encountered in the game so far.

Artorius
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Harry Hearing
 
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Post » Sat May 21, 2011 2:44 pm

I seem to have a problem with the Outer Districts portion of the mod. I can't enter the Arcane University. Instead I'm greeted with a solid slate grey granite wall where the door should be. I have quite a large modlist with many mods affecting the area but I'm certain I have all the required patches so I'm stumped as to why this is happening.

Dang: I did the same thing at one point - wish I could remember exactly what. But I do recall that it was my mistake of failing to install some part of the mod or something - with the exact same result. So I suggest reinstalling it, being careful to install everything you need.

It's not a mod conflict of error in the mod itself, I'm pretty sure, at any rate. :celebration:
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Ryan Lutz
 
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Post » Sat May 21, 2011 9:15 am

You need to be sure you allow the meshes provided by Open Cities to install. Among the collision optimized pieces are also pieces that allow you to walk through a short tunnel into the AU, without a door.

If those resources are in fact installed, make sure you're archive invalidation setup is working properly so the OC assets will override the game's normal BSA content.
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Euan
 
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Joined: Mon May 14, 2007 3:34 pm

Post » Sat May 21, 2011 12:49 pm

You need to be sure you allow the meshes provided by Open Cities to install. Among the collision optimized pieces are also pieces that allow you to walk through a short tunnel into the AU, without a door.

If those resources are in fact installed, make sure you're archive invalidation setup is working properly so the OC assets will override the game's normal BSA content.


I managed to get it working thanks to your tip on archive invalidation, when I checked it in OBMM I didn't have meshes ticked, when I did that and updated it, the tunnel was there after reloading my game.

Thanks for your help.
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Jodie Bardgett
 
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Joined: Sat Jul 29, 2006 9:38 pm

Post » Sat May 21, 2011 4:10 am

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.

While I was setting up my game again I took a look myself.
The Luggage starts out under the sidewalk on to the west of the dock. (Specifically location -195467, -32716, 282)
I just moved it to sit on the very end of the dock, and so far it seems to be working just fine there. It is only a starting position for the player to find it anyway. From then on it appears at set locations (mainly in defined position in player owned homes) as the player goes to them.
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Josh Dagreat
 
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Post » Sat May 21, 2011 2:26 am

Duplicate chapel went away with the update to UOP, ...

... and then it came back!

No, I didn't remove UOP 3.2.10, but something changed the object scales that the UOP Open Cities script checks. I had 0.75 on "Benirus Manor Haunted" and 1.01 on the "Chorrol For Sale Sign" which are almost the exact inverse of what it expected. Prid, setscale cured it, of course, but I'm trying to track down what might have set up the glitch. Both characters I've seen this with had been used with OCC in place prior to changing to OCR, if that's any clue.
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mike
 
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Post » Sat May 21, 2011 7:26 am

The chapels aren't tied in to the scale hacks, so that shouldn't have mattered. The chapels are just injected formIDs so that the UOPS and OCR/OCC are modifying the same object rather than clones of the same object.
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X(S.a.R.a.H)X
 
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Post » Sat May 21, 2011 1:32 am

A quick question regarding Open Cities Reborn - Anvil and Clocks of Cyrodiil.

I have the full Open Cities Reborn installed and have had major problems trying to get COC working properly in Anvil, , despite using the patch. The Anvil town clock stubbornly stayed floating 30 feet up, presumably in its vanilla location attached to the Mages' Guild.

I finally managed to move it by uninstalling COC and the OC-COC patch, doing a clean save, waiting out the respawn period away from Anvil, reinstalling COC + patch (but not the normal COC esp) then walking back to the town.

However the clock is now embedded in a granite slab in front of the town gates. Is this normal? visually it looks OK but, in view of my previous problems I checked out the Anvil Mages' Guild interior. Sure enough the clock internal mechanism is still there on the top floor of the Mages' Guild (above a bed).

So, is the new location in the granite slab correct or is my game still messed up? if the location is correct I can live with the slight anomaly in the Mages' Guild.

The other Open Cities Reborn town clocks seem OK.
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Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Sat May 21, 2011 2:51 am

Odd, but not entirely unexpected. Persistent objects have a habit of refusing to toggle their enable states once you've encountered them. Sometimes waiting for the cell reset time helps.

Yes, the clock for OCR Anvil is on a granite slab in the middle of the plaza by the tree. I forgot to toggle out the mechanisms inside the Mages Guild though.
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Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am

Post » Sat May 21, 2011 2:12 am

Odd, but not entirely unexpected. Persistent objects have a habit of refusing to toggle their enable states once you've encountered them. Sometimes waiting for the cell reset time helps.

Yes, the clock for OCR Anvil is on a granite slab in the middle of the plaza by the tree. I forgot to toggle out the mechanisms inside the Mages Guild though.


All good. Thanks for the response Arthmoor.
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Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Sat May 21, 2011 4:28 am

Just wanted to pop in and say how much I love your mod. I never added any city mods until I decided to try this one a couple of days ago. It's gorgeous. And I just LOVE the flags. It gives the cities even more atmosphere IMO. Anvil was always my vanilla favorite. With your mod, it is fantastic! And I even love Leyawinn now. It is jaw dropping :)

Thanks for sharing it with us all
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Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Sat May 21, 2011 8:23 am

Fantastic mod.

One little aestetical issue: OCR played with OOO get "wilderness report" papers in the middle-air around the cities. Any suggest or patch ?

One little thought: using http://www.tesnexus.com/downloads/file.php?id=20555 for 1 (or more) city ? OCR is just amazing but will be even more amazing with Siika Cathedral :)
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Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Sat May 21, 2011 11:32 am

There's a link to the patches in the OP, one of which should handle the fliers from OOO.

I'd dearly love to use one of those cathedrals but it would necessarily mean altering the interior of the chapel as well and that's not something I want to do with OCR.
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Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Sat May 21, 2011 7:23 am

There's a link to the patches in the OP, one of which should handle the fliers from OOO.


I just tryed the OCC-OOO-Patch.esp, but it's 100% well suited only for OCC, not OCR. The "wilderness report" papers remain in the middleair around the cities (just: Anvil,Bravil,Bruma) anyway :sadvaultboy:

I'd dearly love to use one of those cathedrals but it would necessarily mean altering the interior of the chapel as well and that's not something I want to do with OCR.

No prob Arthmoor :) this mods is a must-have for me very good work ! I love cities flags movement from distance ! :D
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stevie trent
 
Posts: 3460
Joined: Thu Oct 11, 2007 3:33 pm

Post » Sat May 21, 2011 12:35 pm

Quick question needs a quick fix:
Where's the AI door in Skingrad?!?! :huh: While we're at it, where is it in the other cities (those not mentionned in the ReadMe, which I read...)?

I just switched from Classic to Reborn and I am not disapointed. Of course, I still have low FPS but that's between me and my CPU --we'll have a talk about divorcing in a few years when money falls from the sky... like that will happen! I prefer to tolerate those FPS than ignore those beautiful cities.
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April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Sat May 21, 2011 6:34 am

Yeah, I probably should have left those in the readme until those cities are updated:

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.
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.
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Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Sat May 21, 2011 5:49 am

When using bg2408's Integration and Open Cities Reborn do I use both the OCR-Anvil patch and the Integration-OC patch or just the OCR-Anvil patch?
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asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Sat May 21, 2011 4:27 am

You need to use both. The OCR-Anvil patch corrects path grids in Anvil. The other patch does a bunch of other stuff elsewhere and can be used with OCR or OCC.
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x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Sat May 21, 2011 3:36 am

Open Cities Reborn v0.6.3 - WiP Beta

* All: Syncronized quest patches from the latest UOP Supplemental.
* All: VWD textures have been stripped of unnecessary alpha channels.
* Leyawiin: Fixed all of the nirnroots that had to be moved so that they aren't left floating in their old positions if you'd visited the area before installing OCR.
* Anvil: One of the collision corrected meshes for the Anvil castle was still missing.
* Collision optimization on all included meshes.
* Bartholm: Eranyon needed an AI pack update for when he waits at the Arcane University for the player if the Outer Districts module is in use.
* Bartholm: Filthy Felix needed an AI pack update for when he sells Hot Dog in Bravil.
* Skingrad: The castle wall piece with corrected collision had the wrong havok material setting.

The project isn't dead folks, I have walls ready to fly for Chorrol but still need to dream up a nice layout for it. Hopefully once the inspirational spark strikes it won't be long. When that starts, there won't be an update until it's done, for obvious reasons.

I'll probably also skip the version ahead to 0.8 once Chorrol is in, with Cheydinhal being 0.9 since Skingrad isn't getting an overhaul. That's not to say Skingrad won't ever get modified in some way, it's just not going to get the major treatment since it's more or less already a unique layout.

I do still need wall assets for Cheydinhal though, so I'll once more beg and plead for some sort of help, or pointers to wall resources I might have missed. There's so much stuff out there I might simply not have seen it.
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Wanda Maximoff
 
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Joined: Mon Jun 12, 2006 7:05 am

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