[RELz/Beta] Open Cities Reborn

Post » Fri May 20, 2011 7:44 am

Is there as OMOD version of OCR yet? or will there be when they are all finished?
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Fri May 20, 2011 4:42 pm

No, and there won't be, because me and OBMM don't get along. It's BAIN or manually, although I will be looking at setting up a BAIN Wizard.
User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Fri May 20, 2011 9:07 pm

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:


That was fixed with CTS 2.0.2, but you may as well grab 2.0.3 now since I further fixed up the horse AI to get them back where they belong.

I relocated the Leyawiin stables to the area by the docks. The spot north of the NW gate was too dangerous and fell prey to wisp attacks that would kill off the CTS guy as well as the two local stable guys.
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Fri May 20, 2011 7:03 pm

Patch for Bruma Mages Guild Restored is up at Nexus.
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Fri May 20, 2011 7:43 pm

No, and there won't be, because me and OBMM don't get along. It's BAIN or manually, although I will be looking at setting up a BAIN Wizard.

Although I now go more for BAIN myself, including for this mod (a new Better Cities convert,) I could easily whip up an OMOD script and "omod conversion data" folder for you if you like Arthmoor.
OBMM and I do get along rather well, although I fully understand why the two of you do not. :hubbahubba:
User avatar
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Fri May 20, 2011 7:58 pm

The offer is appreciated, but I've been through that before. The script works fine once it's created the first time, but inevitably breaks if I need to update it and then ends up not working. So I've simply chosen to avoid the hassles and stick to a BAIN-only installation. Once I can sit down and write up a BAIN wizard the OBMM script is no longer necessary. Besides, OBMM is lousy at handling resource conflicts and a lot of my stuff tends to use overlapping resource files.
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Fri May 20, 2011 9:48 pm

The offer is appreciated, but I've been through that before. The script works fine once it's created the first time, but inevitably breaks if I need to update it and then ends up not working. So I've simply chosen to avoid the hassles and stick to a BAIN-only installation. Once I can sit down and write up a BAIN wizard the OBMM script is no longer necessary. Besides, OBMM is lousy at handling resource conflicts and a lot of my stuff tends to use overlapping resource files.

Hey Arthmoor. I have been doing nothing for the past few days but work on BCFs and BAIN wizards. I would be more than happy to write wizards for both OCC and OCR if that would help you out. I know you are really concerned with quality, so if you don't trust anyone else to do it I completely understand. I am that way with my work, to be honest. But I also know you have a lot of irons in the fire... if I can tend to one of them for you I'd be happy to.
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Fri May 20, 2011 2:05 pm

The offer is appreciated, but I've been through that before. The script works fine once it's created the first time, but inevitably breaks if I need to update it and then ends up not working. So I've simply chosen to avoid the hassles and stick to a BAIN-only installation. Once I can sit down and write up a BAIN wizard the OBMM script is no longer necessary. Besides, OBMM is lousy at handling resource conflicts and a lot of my stuff tends to use overlapping resource files.


:cry: i don't even know what BAIN is....
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Fri May 20, 2011 4:02 pm

:cry: i don't even know what BAIN is....

It stands for BAsh INstaller. Its the way Wrye Bash can be used to install mods, I hear lots of good things about it but I have never gotten it to work, when I enable it it gives me errors so I just use OBMM :S
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Fri May 20, 2011 10:32 pm

It stands for BAsh INstaller. Its the way Wrye Bash can be used to install mods, I hear lots of good things about it but I have never gotten it to work, when I enable it it gives me errors so I just use OBMM :S


Oh. I also use OBMM. I have almost all my mods as OMODS. In my opinion it is ALOT easier to install them and uninstall them that way but I suppose I could just do it Arthmoors way.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Fri May 20, 2011 3:28 pm

Sorry to bother again, but I can't figure out what's happening here.
I think I installed everything correctly (and I did it again for three or four times more to be sure), but I have the sorrounding wall of Bruma totally disappeared. It should something like a wood wall, and it is instead something like http://i32.tinypic.com/30byz51.jpg.

EDIT: http://i29.tinypic.com/xnxllj.jpg http://i26.tinypic.com/35a5h1i.jpg

Here's my load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Jog_X_Mod.esm03  All Natural Base.esm  [Version 0.9.9.5]04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]08  TamrielTravellers.esm  [Version 1.39c]09  Armamentarium.esm  [Version 1.35]0A  Artifacts.esm  [Version 1.1]0B  Open Cities Resources.esm  [Version 3.5]0C  bookplacing.esm  [Version 1]0D  Progress.esm  [Version 2.2]0E  CM Partners.esm0F  Oblivifall Master File.esm  [Version 1.0]10  Unofficial Oblivion Patch.esp  [Version 3.2.8]11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  LoadingScreens.esp13  LoadingScreensAddOn.esp14  Natural_Habitat_by_Max_Tael.esp15  All Natural.esp  [Version 0.9.9.5]16  All Natural - SI.esp  [Version 0.9.9.5]17  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp18  MIS Low Wind.esp19  Rainbows.esp1A  WindowLightingSystem.esp1B  AliveWaters.esp1C  AliveWaters - Slaughterfish Addon.esp1D  Book Jackets Oblivion - BP.esp++  Cobl Bookjackets.esp1E  ImprovedSigns.esp++  Regrowing Nirnroot - Dissappear Reappear.esp  [Version 1.01]1F  Enhanced Economy.esp  [Version 4.2]20  Map Marker Overhaul.esp  [Version 3.5.2]21  Map Marker Overhaul - SI additions.esp  [Version 3.5]22  Book Jackets DLC.esp23  Adonnays Classical Weaponry.esp24  DMMagesGloves.esp25  Thieves Arsenal.esp++  Thieves_Arsenal_Patch_033010.esp26  RealSwords - Argonian HI-NPC.esp27  RealSwords - Bosmer HI-NPC.esp28  RealSwords - Breton HI-NPC.esp29  RealSwords - Goblin.esp2A  RealSwords - Khajiit HI-NPC v1.3.esp2B  RealSwords - Orc HI_NPC v1.0.esp2C  RealSwords - Redguard HI-NPC.esp2D  kuerteeHorseCommands.esp2E  Cobl Glue.esp  [Version 1.72]2F  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]30  Bob's Armory Oblivion.esp31  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]32  OOO-No_Guild_Ownership.esp  [Version 1.32.Final]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]33  OCC-OOO-Patch.esp  [Version 2.4]++  ArmamentariumLLVendors.esp  [Version 1.35]34  ArmamentariumArtifacts.esp  [Version 1.35]35  OOO 1.32-Cobl.esp  [Version 1.72]36  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - NoReaversInGates.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]37  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]38  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]39  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]++  Travellers4MMMHostileFactions.esp  [Version 1.39c]3A  TamrielTravellers4OOO.esp  [Version 1.39c]3B  TamrielTravellersItemsCobl.esp  [Version 1.39c]3C  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]3D  LoadingScreens-OOO.esp++  MMM-Cobl.esp  [Version 1.69]3E  TamrielTransportationNetwork.esp3F  ShiveringIslesTransportationNetwork.esp40  Ivellon.esp  [Version 1.8]41  OCC-Ivellon-Patch.esp  [Version 2.0]42  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]43  BrotherhoodRenewed.esp  [Version 1.0.3]44  GTAesgaard.esp45  GTAesgaard_2.esp46  Gates To Aesgaard 2 Delayer.esp  [Version 1.0]47  Kragenir's Death Quest.esp48  KDQ - Rural Line Additions.esp49  GlenvarCastle.esp4A  The Ayleid Steps.esp  [Version 3.4]4B  thievery.esp4C  thievery - EE patch.esp  [Version 4.2]4D  VHBloodlines 1.2.esp  [Version 1.4]4E  OCC-Verona-Patch.esp  [Version 1.2]4F  za_bankmod.esp50  TOTF.esp51  OCC-TOTF-Patch.esp  [Version 4.3]++  TOTF Delayer.esp52  The Lost Spires.esp53  OCC-Lost Spires-Patch.esp  [Version 2.1]54  The Lost Spires_delayer.esp  [Version 1.1]55  Mighty Umbra.esp56  MannimarcoComplete.esp57  MannimarcoRevisited.esp58  MannimarcoRevisitedOOO.esp  [Version 0.1]59  ElsweyrAnequina.esp5A  HeartOftheDead.esp  [Version 6.2]++  HOD_delayer.esp5B  Oblivifall - Losing My Religion.esp  [Version 1.3]5C  bartholm.esp5D  bartholm - EE patch.esp  [Version 4.2]5E  Open Cities New Sheoth.esp  [Version 1.1]5F  Open Cities Bartholm.esp  [Version 1.1]60  Open Cities Reborn - Full Merge.esp  [Version 0.6]61  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]62  DarkAltars.esp63  ActorsHaveTorches.ESP64  Leviathan Soulgems.esp65  Enhanced Vegetation [125%].esp66  StarX Vampire Deaths.esp67  Quest Award Leveller.esp  [Version 2.0.1]68  Vampirism2.0.esp  [Version 1.2]69  ConduitMagic.esp6A  EnchantmentMastery.esp6B  SupremeMagicka.esp  [Version 0.90]6C  SM_ShiveringIsles.esp  [Version 0.86]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]6D  MidasSpells.esp6E  Midas OscuroGems.esp++  Midas Betterholy.esp++  Midas Reduced Costs Half.esp++  Mart's Monster Mod - Midas Creature Ingredients.esp++  Midas PowDur2x.esp++  Midas Tigernolevel OBSE.esp6F  Jpm's Miniature Necromancy.esp70  TheDarkArts.esp71  SM Combat Hide.esp  [Version 1.2]72  StealthOverhaul.esp73  SM Bounty.esp  [Version 1.22c]74  Archery Rebalance.esp  [Version 1.0]75  mighty_bows_arrows_recovery.esp76  nGCD.esp77  nGCD Oghma Infinium.esp78  ProgressMBSP.esp  [Version 2.0]79  ProgressSBSP.esp  [Version 1.0]7A  ProgressRBSP.esp  [Version 1.0]7B  ProgressRacial.esp7C  ProgressArmorer.esp  [Version 1.0]++  Immediate Character Generation.esp7D  CM Partners.esp7E  CM Partners NPC.esp7F  CM Partners More NPCs NE.esp80  CM Partners Extra NPCs.esp81  bgBalancingEVCore.esp  [Version 10.52EV-D]82  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]83  bgMagicEVPaperChase.esp  [Version 1.68EV]84  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]85  bgIntegrationEV.esp  [Version 0.993]86  OC+Integration Patch.esp  [Version 2.1]87  OCRAnvil+Integration Path Grid Fix.esp  [Version 1.0]88  bgMagicLightningbolt.esp++  Detect Life Shader [New].esp89  DS Flaming Arrows.esp  [Version 1.2]++  KoldornsImprovedLava2.esp++  Visually Enchanted Fire 3.esp++  Visually Enchanted Frost 3.esp++  Visually Enchanted Shock 3.esp8A  Shining Creatures.esp8B  Cobl Silent Equip Misc.esp  [Version 01]8C  Bashed Patch, 0.esp8D  Streamline 3.1.esp


I had no debug text in the console aside from initializing of mods and (I repeat) I installed the resources many times.
Any help would be appreciated.

I am really sorry to bother


EDIT2: I just made a trip for the other cities.... Bravil is flawless and Leyawiin is good (By the way, you made it beautiful) The problem concerns only Bravil (Anvil not checked yet and Chorrol works fine).
As for compatibility patches I think you should tweak the patch for The Lost Spires. In first sight I can't find Miro's Scribe Services added in the southwest area of Leyawiin.
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Fri May 20, 2011 1:55 pm

Oh. I also use OBMM. I have almost all my mods as OMODS. In my opinion it is ALOT easier to install them and uninstall them that way but I suppose I could just do it Arthmoors way.

As far as I understand it the problem with OBMM is if Mod A uses file X and Mod B overwrites it with file Y, when you uninstall Mod B it removes file Y but does not replace it with file X. But I think BAIN doesn't cause those problems which is why people prefer it. Figuring out how to get it to work is next on my list of things to do for Oblivion.

Edit: I also might be wrong about that stuff I just said but I think it is correct :P
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Fri May 20, 2011 11:57 am

Sorry to bother again, but I can't figure out what's happening here.
I think I installed everything correctly (and I did it again for three or four times more to be sure), but I have the sorrounding wall of Bruma totally disappeared. It should something like a wood wall, and it is instead something like http://i32.tinypic.com/30byz51.jpg.

EDIT: http://i29.tinypic.com/xnxllj.jpg http://i26.tinypic.com/35a5h1i.jpg
...

That is due to a missing mesh. Something went wrong in your installation. When you see that, it means that the game can not find a file for the object in question, in this case Arthmoor's new palisade. It makes sense that the other cities are OK as, from what I have seen in the screens, they do not use new meshes (that is, they appear to use meshes that are already included). Go back over your installation process and make sure you did everything exactly as instructed.

As far as I understand it the problem with OBMM is if Mod A uses file X and Mod B overwrites it with file Y, when you uninstall Mod B it removes file Y but does not replace it with file X. But I think BAIN doesn't cause those problems which is why people prefer it. Figuring out how to get it to work is next on my list of things to do for Oblivion.

Edit: I also might be wrong about that stuff I just said but I think it is correct :P

Nope, you are right. That is indeed why BAIN is preferred. Nice description, by the way! :) Though, more precisely, it's not that BAIN does not cause these issues. Rather, it remembers how things were so it can put them back if necessary. For help with getting BAIN to work, ask over in the Wrye Bash thread. I am certain someone over there can help you get it up and running!
User avatar
Kaley X
 
Posts: 3372
Joined: Wed Jul 05, 2006 5:46 pm

Post » Sat May 21, 2011 1:19 am

Sorry to bother again, but I can't figure out what's happening here.
I think I installed everything correctly (and I did it again for three or four times more to be sure), but I have the sorrounding wall of Bruma totally disappeared. It should something like a wood wall, and it is instead something like http://i32.tinypic.com/30byz51.jpg.


As has already been mentioned, this is due to the resource files for Bruma not getting installed. You'll be missing all of the palisades and the towers. You may have simply neglected to check the box for then in BAIN. Other meshes would be showing as missing if they had all been installed improperly.

As far as the BAIN vs OBMM debate, BAIN handles resource conflicts intelligently. So if two mods both use the same files, removing one won't remove the files for the other. OBMM has no concept of this, and you can easily hose other mods by assuming it uninstalled safely.
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Fri May 20, 2011 1:22 pm

Nope, you are right. That is indeed why BAIN is preferred. Nice description, by the way! :) Though, more precisely, it's not that BAIN does not cause these issues. Rather, it remembers how things were so it can put them back if necessary. For help with getting BAIN to work, ask over in the Wrye Bash thread. I am certain someone over there can help you get it up and running!

I'm surprised I got it right :D

I keep setting little goals to get better at Oblivion modding, from learning how to use the CS myself, learning how to use TES4Edit to clean/undelete stuff, writing install scripts for OBMM, to using TES4Gecko to merge plugins :P Now next on my list is to get BAIN to work, it just gives me an error when I click on enable. I just haven't gotten around to learning it, but I will check out the thread for Wrye Bash when I get down to it :) Thanks.

Also I guess this stuff is kind of off topic so I'll throw in that OCR Bravil is great :P
User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Fri May 20, 2011 3:19 pm

Well, BAIN itself is active from the start. The "enable" you're talking about is probably for the wizards feature which requires one extra Python module in order to work. Since OCR hasn't got a BAIN wizard yet, the standard installers tab will do the job. And it'll be surprising just how simple it is to follow once you're there.
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Fri May 20, 2011 2:18 pm

As has already been mentioned, this is due to the resource files for Bruma not getting installed. You'll be missing all of the palisades and the towers. You may have simply neglected to check the box for then in BAIN. Other meshes would be showing as missing if they had all been installed improperly.

As far as the BAIN vs OBMM debate, BAIN handles resource conflicts intelligently. So if two mods both use the same files, removing one won't remove the files for the other. OBMM has no concept of this, and you can easily hose other mods by assuming it uninstalled safely.



This could be a problem because I never used BAIN, I created an OMOD with all the resources needed and I activated it, then I tried manually because it didn't work (missing meshes in bruma).
If it can be useful I used to have QTP3, but I uninstalled it and replaced with mtgr textures (better performances), then I did archive invalidation, ran TES4LODGen and play.
When I had QTP3 I never tried to see Bruma.
What can I do to have the meshes display without uninstalling and reinstalling the whole game? (It would be the third time this month, my computer hates me :P) I think using BAIN now is not so useful, if I did a damage, it is done.
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Fri May 20, 2011 7:58 pm

The offer is appreciated, but I've been through that before. The script works fine once it's created the first time, but inevitably breaks if I need to update it and then ends up not working. So I've simply chosen to avoid the hassles and stick to a BAIN-only installation. Once I can sit down and write up a BAIN wizard the OBMM script is no longer necessary. Besides, OBMM is lousy at handling resource conflicts and a lot of my stuff tends to use overlapping resource files.

That's cool. Yeah sometimes you have to create the darn script from scratch when you make any significant (and sometimes apparently insignificant) alterations. :rolleyes:

As I said I am using (and liking) BAIN myself - once I got used to it, it is clearly the better system. :)

I have written the Script anyway if anyone is interested (i.e. Reluctant to use BAIN,) here it is (just add it to the script with the Package in OBMM):
Spoiler
DontInstallAnyPlugins
DontInstallAnyDataFiles

;;Core requirements
CopyDataFolder "00 Core Resources\\Textures" "Textures" True
CopyDataFolder "00 Core Resources\\Meshes" "Meshes" True
CopyPlugin "00 Core Resources\\Open Cities Resources.esm" "Open Cities Resources.esm"

;;Full or individual packages
Select "Install the Full package or pick cities Individually?" "Full" "Individual"
Case Full
CopyPlugin "15 Full Merge\\Open Cities Reborn - Full Merge.esp" "Open Cities Reborn - Full Merge.esp"
CopyDataFolder "01 Anvil Reborn Resources\\Textures" "Textures" True
CopyDataFolder "01 Anvil Reborn Resources\\Meshes" "Meshes" True
CopyDataFolder "02 Bruma Reborn Resources\\Meshes" "Meshes" True
CopyDataFolder "03 Leyawiin Reborn Resources\\Textures" "Textures" True
CopyDataFolder "03 Leyawiin Reborn Resources\\Meshes" "Meshes" True
If DataFileExists "Castle_Seaview.esp"
If DataFileExists "xulBeachesOfCyrodiilLostCoast.esp"
CopyDataFolder "05 Compatibility - Anvil Reborn + Castle Seaview + UL Lost Coast LOD\\Textures" "Textures" True
CopyDataFolder "05 Compatibility - Anvil Reborn + Castle Seaview + UL Lost Coast LOD\\Meshes" "Meshes" True
Else
CopyDataFolder"05 Compatibility - Anvil Reborn + Castle Seaview LOD\\Textures" "Textures" True
CopyDataFolder"05 Compatibility - Anvil Reborn + Castle Seaview LOD\\Meshes" "Meshes" True
EndIf
Else
If DataFileExists "xulBeachesOfCyrodiilLostCoast.esp"
CopyDataFolder "05 Compatibility - Anvil Reborn + UL Lost Coast LOD\\Textures" "Textures" True
CopyDataFolder "05 Compatibility - Anvil Reborn + UL Lost Coast LOD\\Meshes" "Meshes" True
EndIf
EndIf
Break
Case Individual
SelectMany "Select which cities you wish to install:" "Anvil" "Bravil" "Bruma" "Cheydinhal" "Chorrol" "Leyawiin" "Skingrad"
Case Anvil
CopyDataFolder "01 Anvil Reborn Resources\\Textures" "Textures" True
CopyDataFolder "01 Anvil Reborn Resources\\Meshes" "Meshes" True
CopyPlugin "10 Individual Cities\\Open Cities Reborn - Anvil.esp" "Open Cities Reborn - Anvil.esp"
If DataFileExists "Castle_Seaview.esp"
If DataFileExists "xulBeachesOfCyrodiilLostCoast.esp"
CopyDataFolder "05 Compatibility - Anvil Reborn + Castle Seaview + UL Lost Coast LOD\\Textures" "Textures" True
CopyDataFolder "05 Compatibility - Anvil Reborn + Castle Seaview + UL Lost Coast LOD\\Meshes" "Meshes" True
Else
CopyDataFolder"05 Compatibility - Anvil Reborn + Castle Seaview LOD\\Textures" "Textures" True
CopyDataFolder"05 Compatibility - Anvil Reborn + Castle Seaview LOD\\Meshes" "Meshes" True
EndIf
Else
If DataFileExists "xulBeachesOfCyrodiilLostCoast.esp"
CopyDataFolder "05 Compatibility - Anvil Reborn + UL Lost Coast LOD\\Textures" "Textures" True
CopyDataFolder "05 Compatibility - Anvil Reborn + UL Lost Coast LOD\\Meshes" "Meshes" True
EndIf
EndIf
Break
Case Bravil
CopyPlugin "10 Individual Cities\\Open Cities Reborn - Bravil.esp" "Open Cities Reborn - Bravil.esp"
Break
Case Bruma
CopyDataFolder "02 Bruma Reborn Resources\\Meshes" "Meshes" True
CopyPlugin "10 Individual Cities\\Open Cities Reborn - Bruma.esp" "Open Cities Reborn - Bruma.esp"
Break
Case Cheydinhal
CopyPlugin "10 Individual Cities\\Open Cities Reborn - Cheydinhal.esp" "Open Cities Reborn - Cheydinhal.esp"
Break
Case Chorrol
CopyPlugin "10 Individual Cities\\Open Cities Reborn - Chorrol.esp" "Open Cities Reborn - Chorrol.esp"
Break
Case Leyawiin
CopyDataFolder "03 Leyawiin Reborn Resources\\Textures" "Textures" True
CopyDataFolder "03 Leyawiin Reborn Resources\\Meshes" "Meshes" True
CopyPlugin "10 Individual Cities\\Open Cities Reborn - Leyawiin.esp" "Open Cities Reborn - Leyawiin.esp"
Break
Case Skingrad
CopyPlugin "10 Individual Cities\\Open Cities Reborn - Skingrad.esp" "Open Cities Reborn - Skingrad.esp"
Break
EndSelect
Break
EndSelect

;; Road Record
If DialogYesNo "Corrects NPC pathing while taking into account that the cities are no longer closed, and adjusting for the different layouts. Not of much value if you are only installing individual cities, if that is the case, it is most important to use with Leyawiin as NPCs will die otherwise.","Install Open Cities Reborn Road Record?"
CopyPlugin "20 Road Record\\Open Cities Reborn Road Record.esp" "Open Cities Reborn Road Record.esp"
EndIf

;;Outer Districts
If DialogYesNo "Opens Imperial City Prison and Arcane University.","Install Outer Districts?"
CopyPlugin "30 Outer Districts\\Open Cities Outer Districts.esp" "Open Cities Outer Districts.esp"
CopyDataFolder "30 Outer Districts\\Meshes" "Meshes" True
EndIf

;;Bartholm
If DataFileExists "bartholm.esp"
If DialogYesNo "Do you want Bartholm opened as well?","Bartholm Detected."
CopyPlugin "40 Bartholm\\Open Cities Bartholm.esp" "Open Cities Bartholm.esp"
EndIf
EndIf

;;Shivering Isles New Sheoth
If DataFileExists "DLCShiveringIsles.esp"
If DialogYesNo "Do you want the SI city of New Sheoth opened as well?","Shivering Isles Detected."
CopyPlugin "50 New Sheoth\\Open Cities New Sheoth.esp" "Open Cities New Sheoth.esp"
CopyDataFolder "50 New Sheoth\\Meshes" "Meshes" True
EndIf
EndIf

User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Fri May 20, 2011 5:34 pm

This could be a problem because I never used BAIN, I created an OMOD with all the resources needed and I activated it, then I tried manually because it didn't work (missing meshes in bruma).
If it can be useful I used to have QTP3, but I uninstalled it and replaced with mtgr textures (better performances), then I did archive invalidation, ran TES4LODGen and play.
When I had QTP3 I never tried to see Bruma.
What can I do to have the meshes display without uninstalling and reinstalling the whole game? (It would be the third time this month, my computer hates me :P) I think using BAIN now is not so useful, if I did a damage, it is done.

What do you have in Oblivion\Data\Meshes\Arthmoor\OpenCities\Architecture\Bruma\? If nothing, you haven't installed the Bruma Reborn resources... as said above. :whistling:

I think using BAIN now is not so useful
Not at all. Simply put Open_Cities_Reborn_v06-33003.7z into your Bash Installers folder, open up Wrye Bash and click on the Installers Tab (top left). You should see the 7-zip archive in the left window. Selecting this displays Sub-packages etc on the right. Check the appropriate Sub-packages according to the readme, right click on the 7-zip and select install... done. If you choose the wrong Sub-packages, change you selection, right click the 7-zip, Anneal. You can even copy/paste the Readme into the comments section (bottom right) for easy reference.

:foodndrink:

And finally, thanks for this Arthmoor. Have moved from BC to your three reborn cities and love them... great atmosphere and great performance. Anvil is my new favorite place. :thumbsup:
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Post » Fri May 20, 2011 10:20 pm

It is my fault
I misunderstood the readme and I didn't installed 01, 02, and 03 folders. The thing wich impresses me is that even without resources Leyawiin looks good.
Maybe now with the resources there's no need for a new patch for Lost Spires.
Thanks for help, going repairing the mistake.... and studying English better (-.-)
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Fri May 20, 2011 9:08 pm

As for compatibility patches I think you should tweak the patch for The Lost Spires. In first sight I can't find Miro's Scribe Services added in the southwest area of Leyawiin.


Missed this the first time, but there's no need to tweak the patch. The scribe shop is not located in the southwest part of the city with OCR. It's across the two bridges on the east side of the city instead. It was the only place there was room to put it.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Fri May 20, 2011 11:47 pm

That's cool. Yeah sometimes you have to create the darn script from scratch when you make any significant (and sometimes apparently insignificant) alterations. :rolleyes:

As I said I am using (and liking) BAIN myself - once I got used to it, it is clearly the better system. :)

I have written the Script anyway if anyone is interested (i.e. Reluctant to use BAIN,) here it is (just add it to the script with the Package in OBMM):


Thanks for that Vargr! I may just learn to use BAIN just to make it a little easier.
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Fri May 20, 2011 10:29 pm

Thanks for that Vargr! I may just learn to use BAIN just to make it a little easier.

OBMM is invariably easier (at least when a mod is fully set up as an OMOD.) But easier does not always equal better, and in this case it is not. ;)
And the best thing is that Wrye Bash (and it's BAIN function) is still being worked on and improved upon, so it will only get better!
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Fri May 20, 2011 2:50 pm

OBMM is invariably easier (at least when a mod is fully set up as an OMOD.) But easier does not always equal better, and in this case it is not. ;)
And the best thing is that Wrye Bash (and it's BAIN function) is still being worked on and improved upon, so it will only get better!

One could make the argument that it isn't really easier either. Easier in the sense of just installing mods? Maybe, though getting past the perceived difficulty with either is just a matter of learning to use the interface. Easier in the sense of keeping your build in order? Absolutely not! And in that sense, I feel that OBMM gives some users a false sense of security. YMMV.

Getting back to OCR though, seriously, if you read up on BAIN and then look at OCR (and really I think, all of Arthmoor's mods) you will see how remarkably easy it is. Arthmoor does a great job of setting up his BAIN packages in a logical, even intuitive, fashion. If you held up his installation instructions beside the BAIN instructions, you'd see what I mean. It really is straightforward.

Some mods are more complex, and still others need to be manipulated before BAIN can do anything with them. That can get complex, and I don't fault anyone for choosing not to convert an OMOD to a BAIN structure in such cases. But that's not the case here.
User avatar
Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Fri May 20, 2011 10:40 pm

Setting OBMM/BAIN aside a moment:

I recall seeing a replacement map that had the Leyawiin Reborn city included and was trying to find a copy to start constructing a new one for use with this, but I can't find it any more. Anyone remember whose it was? It probably wouldn't be too hard to just do it myself, but it doesn't hurt to ask first. I ultimately intend to publish a Photoshop-compatible layer of each of the modified cities, so it can be overlaid on any style of map using any Photoshop-compatible editor, according to which ones you choose to install.
User avatar
chirsty aggas
 
Posts: 3396
Joined: Wed Oct 04, 2006 9:23 am

PreviousNext

Return to IV - Oblivion