[RELz/Beta] Open Cities Reborn

Post » Fri May 20, 2011 8:36 am

I noticed a http://i13.photobucket.com/albums/a288/sinderelly/Oblivion/opencitiesreborn-floatingrock.jpg on the bridge to the Anvil Castle. I'm just wondering if its only there for me, I imagine its probably from one of my other mods. As you can see in the background the boat from Stirk is also parked on top of the Serpent's Wake now hehe. A patch would probably be easy to make but I'm probably going to just uninstall Stirk though, for some reason I installed Stirk, Sutch, Elsweyr, and Kvatch Rebuilt just to have more stuff in my game but I've never ever played them.

I'll try removing Stirk and see if that flying boulder is still there.
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CArla HOlbert
 
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Post » Fri May 20, 2011 9:22 am

Well id just like to say I had a very small performance hit with these! only 2-3 frames were droped in the open cities and none when im not near them! i love leyawiin now, it looks amazing! now i only need a map to compliment the expansion

Edit: typos
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djimi
 
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Post » Fri May 20, 2011 6:48 pm

I noticed a http://i13.photobucket.com/albums/a288/sinderelly/Oblivion/opencitiesreborn-floatingrock.jpg on the bridge to the Anvil Castle.


It's from the Thieves' Den DLC. Rather annoying too. It serves zero purpose. Seems like a huge waste of a slot to delete a single rock, so the best bet for now is to use the console to disable it. I just hacked the rock out of my copy of the DLC.

Well id just like to say I had a very small performance hit with these! only 2-3 frames were droped in the open cities and none when im not near them! i love leyawiin now, it looks amazing! now i only need a map to compliment the expansion


Always good to hear. I wish more people would try it and find that out for themselves :)

There is a map mod out there somewhere where the guy created a whole bunch of combinations of things, which inlcudes Leyawiin. Anvil isn't on there for obvious reasons but the rest is.
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Catherine N
 
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Post » Fri May 20, 2011 4:46 am

Always good to hear. I wish more people would try it and find that out for themselves :)

There is a map mod out there somewhere where the guy created a whole bunch of combinations of things, which inlcudes Leyawiin. Anvil isn't on there for obvious reasons but the rest is.

well if ya see it, let me know as i couldnt find anything on the nexus or PES :( oh well just a little bother, but doesnt really matter. i dont know why people think OC is a game killer though, i have a reletively low end machine and i still get a good 20 FPS with it enabled.
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Sabrina garzotto
 
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Post » Fri May 20, 2011 6:52 pm

well if ya see it, let me know as i couldnt find anything on the nexus or PES :( oh well just a little bother, but doesnt really matter. i dont know why people think OC is a game killer though, i have a reletively low end machine and i still get a good 20 FPS with it enabled.

There are a few, the ones I use are by ADParker, his http://www.tesnexus.com/downloads/file.php?id=31339. He has about 9 different files on TESNexus with about 30 something combinations each so it should always be easy to find what you want. There is also one if you don't like the Elven map style called http://www.tesnexus.com/downloads/file.php?id=26329 but I don't like it as much because it doesn't include New Roads & Bridges or West Roads, but it works fine if you don't have those.

Also, thanks for pointing out which .esp was causing that floating rock Arthmoor, you're right using the console to just disable it is the way to go :) Thanks again for the great mod.

Edit: Also as for performance the only ones I get slow down in are the ones where I have a combination of mods like the Unique Landscapes right outside of the city like Chorrol. It is nothing major though, and towns like Bruma which have nothing extra added by other mods around them run completely great so Open Cities alone is fine performance wise.
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suzan
 
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Post » Fri May 20, 2011 4:38 pm

http://www.tesnexus.com/downloads/file.php?id=31339.


That's the one I was thinking of. I'm not an overly huge fan of the Elven map style, but it's the only map set I know of that has such a complete selection of things.
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X(S.a.R.a.H)X
 
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Post » Fri May 20, 2011 4:15 am

There are a few, the ones I use are by ADParker, his http://www.tesnexus.com/downloads/file.php?id=31339. He has about 9 different files on TESNexus with about 30 something combinations each so it should always be easy to find what you want. There is also one if you don't like the Elven map style called http://www.tesnexus.com/downloads/file.php?id=26329 but I don't like it as much because it doesn't include New Roads & Bridges or West Roads, but it works fine if you don't have those.

Also, thanks for pointing out which .esp was causing that floating rock Arthmoor, you're right using the console to just disable it is the way to go :) Thanks again for the great mod.

Edit: Also as for performance the only ones I get slow down in are the ones where I have a combination of mods like the Unique Landscapes right outside of the city like Chorrol. It is nothing major though, and towns like Bruma which have nothing extra added by other mods around them run completely great so Open Cities alone is fine performance wise.


that merged maps plugin is exactly what i was looking for thank you! im not a fan of the elven style, not my kind of map.
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Poetic Vice
 
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Post » Fri May 20, 2011 11:18 am

Edit: Also as for performance the only ones I get slow down in are the ones where I have a combination of mods like the Unique Landscapes right outside of the city like Chorrol. It is nothing major though, and towns like Bruma which have nothing extra added by other mods around them run completely great so Open Cities alone is fine performance wise.

I second that: ULs + OCR = lower (a bit) FPS, but nothing unplayable and after my yesterday's quick visit to Bruma I was so amazed by Arthmoor's excellent work...so now I cannot go on without OCR. Looking forward to other reborn cities, really I am.
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Jesus Duran
 
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Post » Fri May 20, 2011 9:12 am

I second that: ULs + OCR = lower (a bit) FPS, but nothing unplayable and after my yesterday's quick visit to Bruma I was so amazed by Arthmoor's excellent work...so now I cannot go on without OCR. Looking forward to other reborn cities, really I am.

It's a minor hit, and compared to Better Cities, very minor. But then, that's with me torturing the poor PC with gazillions of mods, textures, and so forth. Others' M may V. I'm sure BC (even with UL) might be barely noticeable (in terms of FPS impact) for some people...

So far, I am loving OCR. No issues yet, either, which is always nice.

Brilliant work. :thumbsup:
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Riky Carrasco
 
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Post » Fri May 20, 2011 8:52 am

I'm sure BC (even with UL) might be barely noticeable (in terms of FPS impact) for some people...

I used to be switching between OC and BC quite a lot, but OCR is so much close to the Morrowind experience :) As for UL+BC, there actually is no difference against just BC, as BC is still using closed worldspaces, while UL is situated in Tamriel worldspace.
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Benji
 
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Post » Fri May 20, 2011 10:55 am

As for UL+BC, there actually is no difference against just BC, as BC is still using closed worldspaces, while UL is situated in Tamriel worldspace.


Now Open Better Cities on the other hand... :nope:
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Lucy
 
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Post » Fri May 20, 2011 8:20 pm

Well, after finally getting everything in the right order so this works properly (and with UL) I have to say I just about died from joy. Running around the new Leyawiin gave me the same feeling I had the first time I made it out of the sewers by the IC!

I noticed two minor things, however. The bridge north of Leyawiin would prevent ships from reaching the IC. I can't remember if that bridge was always there or if it's new. The whole area is unrecognizable to me now. The second thing was when I travelled to Bruma to check out it I apparently telefragged a guard standing by the gate. The first thing I saw was him dying while all the others stood around. I've never seen that before. It was a good laugh. I promptly took his stuff.

Also, is there a way I can build some LOD textures for this and UL? Having Castle Leyawiin pop into existence when I walked along the bridge was jarring and scary. :)
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Steven Hardman
 
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Post » Fri May 20, 2011 5:48 pm

Also, is there a way I can build some LOD textures for this and UL? Having Castle Leyawiin pop into existence when I walked along the bridge was jarring and scary.

Generate your LOD with http://www.tesnexus.com/downloads/file.php?id=15781. Also you could be interested in http://www.tesnexus.com/downloads/file.php?id=20053.

Wow. I'll never go back to the classic version now after I saw all the surroundings while standing in Bravil.

A pair of suggestions, if you don't mind:
I've noticed that you didn't vertex shaded the landscape textures where it crosses the road mesh. http://i31.tinypic.com/95rmzq.jpg Any particular reason for not doing it? It's a quite neat effect considering Oblivion's lack of proper shadows. And I though that http://i32.tinypic.com/5kojzk.jpg could use some fences, because poor drunk sailors could easily end up drowning while trying to walk it :D

Cheers.
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Leanne Molloy
 
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Post » Fri May 20, 2011 6:28 pm

Great, I wasn't expecting any release for another few months! :D
I'm looking forward to exploring the new city layouts; the screenshots look fantastic.
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MISS KEEP UR
 
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Post » Fri May 20, 2011 6:04 am

Thanks. That tool worked wonders. No more weird LOD mismatches. What shocked me was how fast it was. Well under a minute to run it.
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Patrick Gordon
 
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Post » Fri May 20, 2011 9:08 am

Sorry to double post, but after a couple days of playing I resolved all the issues I could find (compatibility patches are awesome) and have only one issue left. In Anvil, right next to the chapel there is a house called Sapling Manor floating in the air. I intended to post a screenshot of it, but I can't get my machine to take screenshots, even with the .ini file modified and my game installed on a secondary drive.

BOSS has taken care of my load order. Perhaps I've missed a patch?

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.33]03  Kvatch Rebuilt.esm04  HorseCombatMaster.esm05  Open Cities Resources.esm  [Version 3.5]06  Unofficial Oblivion Patch.esp  [Version 3.2.8]07  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]08  Oblivion Citadel Door Fix.esp09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  All Natural - Real Lights.esp  [Version 0.9.9.5]0C  All Natural.esp  [Version 0.9.9.5]0D  All Natural - SI.esp  [Version 0.9.9.5]0E  Kvatch Rebuilt Weather Patch.esp0F  MIS Low Wind.esp10  MIS New Sounds Optional Part.esp11  WindowLightingSystem.esp12  Extended Death Camera.esp13  Enhanced Economy.esp  [Version 4.2.1]14  TGND.esp15  TGND_SI.esp16  Oscuro's_Oblivion_Overhaul.esp  [Version 1.33]17  goldenarrowarcheryshopfixedprices.esp18  Kvatch Rebuilt.esp19  Kvatch Rebuilt - OOO Compatibility.esp1A  xuldarkforest.esp  [Version 1.0.5]1B  xulStendarrValley.esp  [Version 1.2.2]1C  xulTheHeath.esp1D  XulEntiusGorge.esp1E  xulFallenleafEverglade.esp  [Version 1.3.1]1F  xulColovianHighlands_EV.esp  [Version 1.2.1]20  xulChorrolHinterland.esp  [Version 1.2.2]21  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]22  xulBravilBarrowfields.esp  [Version 1.3.2]23  xulLushWoodlands.esp  [Version 1.3]24  xulAncientYews.esp  [Version 1.4.2]25  xulAncientRedwoods.esp  [Version 1.6]26  xulCloudtopMountains.esp  [Version 1.0.3]27  xulArriusCreek.esp  [Version 1.1.3]28  xulPatch_AY_AC.esp  [Version 1.1]29  xulRollingHills_EV.esp  [Version 1.3.2]2A  goldenarchery-rollinghills fix.esp2B  xulPantherRiver.esp2C  xulRiverEthe.esp  [Version 1.0.2]2D  xulBrenaRiverRavine.esp  [Version 1.0.2]2E  xulImperialIsle.esp  [Version 1.6.5]2F  xulBlackwoodForest.esp30  xulCheydinhalFalls.esp  [Version 1.0.1]31  KvatchRebuilt-CheydinhalFalls patch.esp32  xulAspenWood.esp  [Version 1.0.1]33  xulSkingradOutskirts.esp34  Open Cities New Sheoth.esp  [Version 1.1]35  Open Cities Outer Districts.esp  [Version 3.5]36  OCC-ULCH-Patch.esp  [Version 2.2]37  OCC-OOO-Patch.esp  [Version 2.4]38  OCLR+ULBWForest Patch.esp  [Version 1.0.1]39  Harvest [Flora].esp  [Version 3.0.0]3A  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp3B  DeadlyReflex 5 - Combat Moves.esp3C  RealisticLeveling.esp3D  Dark Dungeons.esp3E  Dark Dungeons -  SI.esp3F  BudongsNarcolepsySpell.esp40  Bashed Patch.esp41  Open Cities Reborn - Full Merge.esp  [Version 0.6]

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Michelle Smith
 
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Post » Fri May 20, 2011 7:29 am

Sapling Manor belongs to Kvatch Rebuilt, so you'll need the patch for Kvatch Rebulit in order to deal with it.

You also need to get Open Cities Reborn - Full Merge.esp back where it belongs above OCC-ULCH-Patch.esp because the patches there are currently doing you no good in the configuration you have.

Looks like you need to make sure you have at least the July 16, 2010 BOSS list since it should also have moved the OOO patch to its new proper location ( you updated that one, yes? )
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Dawn Porter
 
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Post » Fri May 20, 2011 6:04 pm

Thanks. That did it. Funny that I missed the existence of the Kvatch Rebuilt patch. I also didn't realize the BOSS master list was updated the other day. I'll keep that in mind.
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BethanyRhain
 
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Post » Fri May 20, 2011 2:24 pm

Hi all.
I ask here because in the mod detectives thread I had no precise answer, but I know there is a Heart of the Dead delayer specific for Open Cities and I cant find it... Any advice?

Sorry to bother
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Tyler F
 
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Post » Fri May 20, 2011 1:07 pm

You should be able to use the regular delayer for HoD with OCR, although from what I can tell Middark hasn't put the updated ESP up on Nexus yet.
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Cccurly
 
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Post » Fri May 20, 2011 4:15 pm

You know, it figures that I had just started rebuilding my game (and more precisely, that I had just installed Open Cities Classic) when you released Open Cities Reborn. Incidentally, I do recall thinking hmmmm, wonder why he changed it to Open Cities Classic? I had chalked it up to differentiating between OC and Better OC. I should have put 2 and 2 together! Anyway, my build is going slowly... real life has kicked into high gear, and I have been working on a couple of projects involving writing BAIN Conversion Files for some popular mods (should have started small on that one). I haven't played the game in almost a week now.

So currently I have my baseline set, and it includes OCC. I'm on really solid ground right now, and would like to keep it that way. So, my plan had been to wait for OCR to be more "done" before making the switch, but you are certainly the best person to make that call. So what do you think? Wait a bit longer for OCR, or go ahead and make the switch now before I install much else? I highly value your opinion on this one.

And, Arthmoor, please forgive this next part... I'm not planning on making a habit of this, I promise!

... I also didn't realize the BOSS master list was updated the other day. I'll keep that in mind.

Hey Aliotroph! If you were following http://twitter.com/TES4ModUpdate on Twitter that would not be an issue (you can always just go to the site as well). Here is the http://www.gamesas.com/index.php?/topic/1104590-wip-announcing-tes4modupdate/!

veg
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Chris Duncan
 
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Post » Fri May 20, 2011 11:21 pm

Well, since Chorrol and Cheydinhal remain to get substantial work done, you'd need to be the judge on whether you want to wait for those (which could be a long time) or go with the stuff that's done now.

Anvil, Bravil, Bruma, and Leyawiin. Leyawiin has already been out there in the public eye for ages and had time to bake. Bravil and Bruma sat around for ages on my game and have been through the extended refinement period but have had some minor tweaks done and minor bugs fixed for the next update. Anvil hasn't had the same amount of time to settle in yet, so there could still be some noticeable issues there, but should be in fairly good shape over all since I covered all the major patch related stuff.

So if you're willing to make the jump on OCR, you'll have 4 cities in playable condition, moreso once the next update comes along. Even Bravil had something to fix I didn't notice until the other night. A nice big land rip across the river where Barrowfields had edited the landscape. All underwater, so it wasn't easily spotted until my test guy fell off the rocks and into the hole :)
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Amber Hubbard
 
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Post » Fri May 20, 2011 8:35 pm

Is the patch for Cyrodiil Transportation Network just for the outer districts OCR? Because when I had it enabled (CTN) it added a ship to the anvil docks that is currently colliding with one of the other ships, and the patch didn't seem to help.
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JR Cash
 
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Post » Fri May 20, 2011 10:45 am

Noticed an odd issue outside the northwest Leyawiin gate. The landscape looked normal leading up to it, but there was no stable there. Also there was a horse and cart floating in the air and refscope reported that they were placed there by CTS. Load order is here:

Spoiler
Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  All Natural Base.esm  [Version 0.9.9.5]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  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.esm0C  Open Cities Resources.esm  [Version 3.5]0D  bookplacing.esm  [Version 1]0E  Progress.esm  [Version 2.2]0F  HorseCombatMaster.esm10  Unofficial Oblivion Patch.esp  [Version 3.2.9]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]**  Oblivion Vwalk UOS.esp**  DLCShiveringIsles Vwalk UOS.esp**  DLCShiveringIsles Vwalk DG_DS UOS.esp**  TNR ALL RACES FINAL Vwalk UOS.esp**  TNR - ShiveringIsles no helms Vwalk UOS.esp13  Francesco's Optional Chance of Stronger Bosses.esp14  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.esp19  Better Bell Sounds.esp++  ln.esp1A  Storms & Sound.esp1B  Rainbows.esp1C  WindowLightingSystem.esp**  Book Jackets Oblivion - BP.esp1D  Books of Console v1.esp1E  DLTIC-1-6.esp  [Version 1.6]1F  ChaseCameraMod.esp20  Rational Names, 2.esp  [Version 2-04]21  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp++  CM_Better Wine_SI.esp22  Display Stats.esp  [Version 1.2]23  ImprovedSigns.esp24  TryBeforeYouBuy.esp25  Enhanced Economy.esp  [Version 4.2.1]26  C&C - The Blackwood Company.esp27  Map Marker Overhaul.esp  [Version 3.4]28  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]29  DLCHorseArmor.esp2A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]++  Mart's Monster Mod - DLCHorseArmor+Slofs .esp  [Version 0.91]2B  DLCOrrery.esp2C  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]**  DLCOrrery Vwalk.esp2D  DLCVileLair.esp2E  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]2F  DLCMehrunesRazor.esp30  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]**  DLCMehrunesRazor Vwalk UOP.esp31  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp++  MaleBodyReplacerV4.esp32  Adonnays Classical Weaponry.esp33  Adonnays Elven Weaponry.esp++  FineWeapons.esp34  Noble Plate Armory.esp35  PTArtifacts.esp++  RustyItems.esp36  Underworld Armor.esp37  Thieves Arsenal.esp38  TGND Exnem Rogue Outfits.esp**  Armamentium female.esp39  DLCThievesDen.esp3A  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]3B  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]**  DLCThievesDen Vwalk UOP.esp3C  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]3D  Cobl Glue.esp  [Version 1.72]3E  Cobl Si.esp  [Version 1.63]3F  Bob's Armory Oblivion.esp40  FCOM_BobsArmory.esp  [Version 0.9.9]41  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]42  Oblivion WarCry EV.esp43  FCOM_WarCry.esp  [Version 0.9.9MB3]44  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-DLT_Remover.esp  [Version 1.33]45  OCC-OOO-Patch.esp  [Version 2.4]**  Oscuro's_Oblivion_Overhaul Vwalk.esp**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]46  OMOBS Optional Combat Settings.esp  [Version 1.0]++  ArmamentariumLLVendors.esp  [Version 1.35]47  ArmamentariumArtifacts.esp  [Version 1.35]48  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]49  FCOM_Convergence.esp  [Version 0.9.9Mb3]4A  FCOM_RealSwords.esp  [Version 0.9.9]4B  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]4C  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryArmamentarium.esp  [Version 2]++  FCOM_ArcheryRealSwords.esp  [Version 2]**  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]**  Fransfemale.esp4D  SSEE-OOO.esp4E  SigilStoneSelector-SSEE-OOO.esp4F  C&C - The Blackwood Company - OOO.esp++  MMM-Cobl.esp  [Version 1.69]**  EVE_StockEquipmentReplacer4FCOM.esp50  TGND.esp51  TGND_SI.esp52  Nightshade_Armor.esp53  Gizmodian - Shell of the Artifice.esp54  Ivellon.esp  [Version 1.8]55  OCC-Ivellon-Patch.esp  [Version 2.0]56  allinonebasemant_COBLnoCM.esp57  Artifacts.esp  [Version 1.1]**  ArtifactsFemaleArmor.esp++  Artifacts - 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User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Sat May 21, 2011 12:06 am

Well, since Chorrol and Cheydinhal remain to get substantial work done, you'd need to be the judge on whether you want to wait for those (which could be a long time) or go with the stuff that's done now.

Anvil, Bravil, Bruma, and Leyawiin. Leyawiin has already been out there in the public eye for ages and had time to bake. Bravil and Bruma sat around for ages on my game and have been through the extended refinement period but have had some minor tweaks done and minor bugs fixed for the next update. Anvil hasn't had the same amount of time to settle in yet, so there could still be some noticeable issues there, but should be in fairly good shape over all since I covered all the major patch related stuff.

Well, let me first say that I have no doubt that what is done and released is of exceptional quality. I've been paying attention long enough to know that your set of standards is very high, indeed!

The info about Chorrol and Cheydinhal is exactly what I was looking for. If they were going to be complete in a month or two, I'd wait. But since it will (could) be a while I'll go ahead and make the switch now. I have no problem running anything you have deemed worthy of public release! :goodjob:

... All underwater, so it wasn't easily spotted until my test guy fell off the rocks and into the hole :)

:rofl:
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

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