[RELz/Beta] Open Cities Reborn

Post » Sat May 21, 2011 4:56 am

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.

There are a ton of combinations of maps from ADParker http://www.tesnexus.com/downloads/file.php?id=31339 that include Leyawiin Reborn.
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marie breen
 
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Post » Fri May 20, 2011 1:55 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.

Arthmoor has linked a number of map mods on his http://www.tesnexus.com/downloads/file.php?id=20218 that include various "states" of the world, depending on what mods you have installed. Several have Leyawiin Reborn, plus different versions of NRB, Sutch, Bartholm, etc...
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michael flanigan
 
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Post » Fri May 20, 2011 1:58 pm

There are a ton of combinations of maps from ADParker http://www.tesnexus.com/downloads/file.php?id=31339 that include Leyawiin Reborn.

That's the one I remembered. I couldn't find it with the TesNexus search because I wasn't looking for it under "Models", but "UI". Curiously "Leyawiin Reborn" wasn't found in description for any Oblivion file. Search must be quirky with multiple words.
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Laura Cartwright
 
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Post » Fri May 20, 2011 5:13 pm

Open Cities Reborn v0.6.1 - WiP Beta

* Anvil: Closed a small gap in two wall pieces by the castle courtyard.
* Anvil: A crate was embedded inside another crate on the docks.
* Anvil: Raised a small mound of land on the sea floor in Anvil Bay to accommodate an Ayleid step.
* Anvil: Anna Ruthir's horse was not rideable.
* Resources: The Anvil style light posts were missing a BSX flag to enable collision.
* Bruma: A cell of stray landscape that shouldn't have been edited has been removed.
* Bruma: Ladders have been added to the wooden towers about town.
* Bruma: Finally got the temporary encampments for Allies for Bruma to toggle on properly.
* Bruma, Leyawiin: Remaining north markers corrected in connected interiors.
* Bravil: Modified the SW end of the farm to remove edits from a cell overlapped by UL:Bravil Barrowfields.
* Bruma: Closed a landscape gap under a portion of the palisade.
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Theodore Walling
 
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Post » Fri May 20, 2011 7:12 pm

Finally got around to installing this, and after a few headaches trying to find out why there were duplicate chapels in Anvil I came here only to find it was answered in the first post, d'oh. Everything else looks wonderful, especially Bruma, although I do have one little thing to nitpick: http://yfrog.com/hqocrbrumap looks a little bit unnatural. Thanks for all your work, the cities feel so much more natural and real like this.
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cosmo valerga
 
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Post » Fri May 20, 2011 7:34 pm

Open Cities Reborn v0.6.1 - WiP Beta

Greetings Arthmoor,

Just a quick question about updating from 0.6: Is it OK to install 0.6.1 after 0.6 (higher BAIN order for 0.6.1, that is) and continue on with a save, or is it best to follow the directions you give for new installs?

Thanks in advance,
veg

EDIT: By the way, I failed to mention how breath-taking these new cities are! Beautiful work, truly. And I am getting amazing performance out of them with Bomret's and Vibrant installed. Cruising around the streets of Skingrad at 25-30 FPS was quite an unexpected surprise!

If I may, while Skingrad is on my mind, do you have any idea what causes a major performance drag coming down the hill approaching Skingrad from the east? It starts right there by the mine (a goblin lair, the name escapes me atm) and continues to just a bit past the bottom of the hill, before turning the corner to Skingrad's east gate. It's not Open Cities, I know, as I saw this same thing with my last build which, needless to say, did not have Open Cities installed. I just thought you might know something more about that area since you're involved with mods that cover so much territory!
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Rex Help
 
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Post » Fri May 20, 2011 4:19 pm

Wish I knew what causes the performance hit on the east side of Skingrad, I get it on the way out of the city though rather than coming in. Best I can figure is it may be oriented just right to pick up excess VWD off behind where you can't see it. There isn't anything locally that would explain it, even with UL Skingrad Outskirts installed, since it happened long before that UL came out.

Also, yes, just update 0.6.1 over the top of what you have. No need for a clean save upgrading OCR. I guess I should mention that somewhere in the readme :)
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Loane
 
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Post » Sat May 21, 2011 4:24 am

Wish I knew what causes the performance hit on the east side of Skingrad, I get it on the way out of the city though rather than coming in. Best I can figure is it may be oriented just right to pick up excess VWD off behind where you can't see it. There isn't anything locally that would explain it, even with UL Skingrad Outskirts installed, since it happened long before that UL came out.

Also, yes, just update 0.6.1 over the top of what you have. No need for a clean save upgrading OCR. I guess I should mention that somewhere in the readme :)

Just east of the hills there is an oblivion gate, which is activated after the player has completed the dagon shrine segment in the main quest. :obliviongate:

Just a thought. :)
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Hayley O'Gara
 
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Post » Fri May 20, 2011 8:14 pm

There are a ton of combinations of maps from ADParker http://www.tesnexus.com/downloads/file.php?id=31339 that include Leyawiin Reborn.


That's the one I remembered. I couldn't find it with the TesNexus search because I wasn't looking for it under "Models", but "UI". Curiously "Leyawiin Reborn" wasn't found in description for any Oblivion file. Search must be quirky with multiple words.

Yep, those are mine (ADParker is my secret identity - shush. :blush: )
And in the credits of the relevant compilations you should find a link to the source of the copy of Leyawiin Reborn that I used as well ( vanilla style map.)
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teeny
 
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Post » Sat May 21, 2011 1:29 am

Yep, those are mine (ADParker is my secret identity - shush. :blush: )
And in the credits of the relevant compilations you should find a link to the source of the copy of Leyawiin Reborn that I used as well ( vanilla style map.)

Oh, I just went by the name it said on there. I've linked them to people on the forums asking about maps like 5 times now :P Also I asked about that thingy on one of the maps that time on the Nexus :P They're good maps, I like being able to see the new roads and everything all together :D
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Britta Gronkowski
 
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Post » Sat May 21, 2011 2:34 am

There are a ton of combinations of maps from ADParker http://www.tesnexus.com/downloads/file.php?id=31339 that include Leyawiin Reborn.

Yep, those are mine (ADParker is my secret identity - shush. :blush: )
And in the credits of the relevant compilations you should find a link to the source of the copy of Leyawiin Reborn that I used as well ( vanilla style map.)

The map image in that link is very good and I would like to use in my own game. Please, could you tell me which file has that map? :talk:


I wonder what changes Open Cities Reborn have for Bravil, because Emma's http://lovkullen.net/Emma/Bravil.htm mod (http://lovkullen.net/Emma/pics/Bravil-M-521.jpg) may have a conflict to the Bravil (OCR). :)

Thanks Arthmoor for a great mod. :clap:
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Claudia Cook
 
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Post » Fri May 20, 2011 9:18 pm

Emma's cottage is on the other side of the river from the city. It won't be affected. That does land it within the area of UL Bravil Barrowfields though.
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Adrian Powers
 
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Post » Fri May 20, 2011 3:52 pm

Emma's cottage is on the other side of the river from the city. It won't be affected. That does land it within the area of UL Bravil Barrowfields though.

Yes it does. I've already http://www.gamesas.com/index.php?/topic/1100466-the-unique-landscapes-project/page__view__findpost__p__16157890 my report in the UL thread without a reply so far.
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Eilidh Brian
 
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Post » Sat May 21, 2011 1:51 am

Wish I knew what causes the performance hit on the east side of Skingrad, I get it on the way out of the city though rather than coming in. Best I can figure is it may be oriented just right to pick up excess VWD off behind where you can't see it. There isn't anything locally that would explain it, even with UL Skingrad Outskirts installed, since it happened long before that UL came out.

Also, yes, just update 0.6.1 over the top of what you have. No need for a clean save upgrading OCR. I guess I should mention that somewhere in the readme :)

Thanks for the reply. FWIW, my last build did not have any version of OC installed, but it did have RAEVWD and I regularly run TES4LODGen, so you may be on to something there. It's not the Oblivion gate for sure... my level 1 test guy has barely visited the cities yet, and the only gate in the game at this point is the Kvatch one. But it is strange... last night I played with it a little to see what was going on, and interestingly, my frame rate was not really affected by the troublesome area. Even though my PC was acting like he was moving through molasses, the frame rate was staying pegged at 30 FPS (my OSR cap). So it may not be graphics-related at all. It's almost as if there is a LOT of NPC AI going on there, yet no one is typically around save a passing guard or a lone pedestrian. Strange.

But back on topic, thanks for the update info. It is, of course, what I expected, but I figured it couldn't hurt to be sure!

Thanks again! And a BIG thanks for making everything BAIN-friendly out of the box! Man, from someone that has been up to his neck in BCFs lately, your mods are a pleasant and welcome respite!

veg
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Marlo Stanfield
 
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Post » Sat May 21, 2011 12:25 am

Hello again, Arthmoor....

I finally made my way down to Anvil... Wow! It's beautiful! I mean, I knew what to expect from the layout, but actually being there and seeing it... well, it's just gorgeous. Very, very nice work!

I did come across one possible issue. The Luggage (Cobl). It is there, but it is under the road. I took some screens in case you need a location... just let me know if you'd like to see them.

Sorry, I hate to add a "but" to a post giving praise. I've always loved Open Cities, in concept and in practice. You have taken it to a new level with OCR. Wonderful!
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Miragel Ginza
 
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Post » Fri May 20, 2011 7:24 pm

The map image in that link is very good and I would like to use in my own game. Please, could you tell me which file has that map? :talk:

The image (like in each of the compilations) is from the file with all of the included mod additions available in that collection.
That link went to compilation 5, so that file would be "Dunk_Elsweyr_Ley_NRB _Sutch_WR"
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Mimi BC
 
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Post » Sat May 21, 2011 7:41 am

The image (like in each of the compilations) is from the file with all of the included mod additions available in that collection.
That link went to compilation 5, so that file would be "Dunk_Elsweyr_Ley_NRB _Sutch_WR"

Thank you Vargr. I really appreciate this. :)
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Red Sauce
 
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Post » Fri May 20, 2011 11:19 pm

Just had a look at the new Anvil for the first time. Very nice! I feel there is a bit of room for improvement, as it feels like there should be a path from behind the L'o'c'le or whatever it's called north to the main road, and the eastern part feels a little empty and could do with a few more houses, but altogether it's a very nice idea and very well implemented. I look forward to the other cities!
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Dominic Vaughan
 
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Post » Sat May 21, 2011 7:11 am

Upgraded to 061 and noticed some WTF missing mesh stars in Bruma (I upgraded whilst in Bruma, so know they weren't a problem in 0.6). Wonder if its anything to do with this
* Bruma: Ladders have been added to the wooden towers about town.

as they're around the towers at the gates.
FYI BAIN install and Bruma resources ticked! Double checked the install and restarted game but FSA (fault still apparant)
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Assumptah George
 
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Post » Fri May 20, 2011 9:00 pm

:facepalm:

Proof that BAIN isn't psychic and had no idea I wanted two more resource files added :)

Obviously going to have to fix this. So expect another package up soon.
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Susan
 
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Post » Fri May 20, 2011 6:03 pm

Wish I knew what causes the performance hit on the east side of Skingrad, I get it on the way out of the city though rather than coming in. Best I can figure is it may be oriented just right to pick up excess VWD off behind where you can't see it. There isn't anything locally that would explain it, even with UL Skingrad Outskirts installed, since it happened long before that UL came out.

Also, yes, just update 0.6.1 over the top of what you have. No need for a clean save upgrading OCR. I guess I should mention that somewhere in the readme :)

oh youve had that to? im glad to see it wasnt just me! nice work on the cities i gotta say, they look great :goodjob:
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TASTY TRACY
 
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Post » Sat May 21, 2011 4:43 am

Hello, guys.
I think I found a bug.
http://i28.tinypic.com/2hicz8k.jpg
It's Chorrol, as you see. As this city is not "Reborn", it may be a bug from the original Open Cities.
When I open the city gate, I see another one behind it, and it is a load door (the original Vanilla one). if I enter the city with this, I cannot get out. I end up in Chorrol each time I try to get out from there using the load door.
What do you think about it?
And how can be solved?

Thanks in advance
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Matt Fletcher
 
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Post » Sat May 21, 2011 2:30 am

Hello, guys.
I think I found a bug.
http://i28.tinypic.com/2hicz8k.jpg
It's Chorrol, as you see. As this city is not "Reborn", it may be a bug from the original Open Cities.
When I open the city gate, I see another one behind it, and it is a load door (the original Vanilla one). if I enter the city with this, I cannot get out. I end up in Chorrol each time I try to get out from there using the load door.
What do you think about it?
And how can be solved?

Thanks in advance

If this is what I think it is, then it is a bug, but it's in the game engine, not the mod. Fortunately, the fix is easy... save, exit the game completely, re-start it, and then load your save. This is reported to fix the double-door issue.

Basically, if you load a save without first exiting the game (such as when you die), there is a chance this will happen. Exiting the game and reloading should take care of it.

Hope this helps,
veg
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Bereket Fekadu
 
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Post » Fri May 20, 2011 4:19 pm

If this is what I think it is, then it is a bug, but it's in the game engine, not the mod. Fortunately, the fix is easy... save, exit the game completely, re-start it, and then load your save. This is reported to fix the double-door issue.

Basically, if you load a save without first exiting the game (such as when you die), there is a chance this will happen. Exiting the game and reloading should take care of it.

Hope this helps,
veg


I tried before reading this and it worked.
I was updating with what you said me, when I read your post.
Yes. It is exactly what you think.
Your solution worked, thanks for the reply
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Rachell Katherine
 
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Post » Fri May 20, 2011 5:16 pm

I tried before reading this and it worked.
I was updating with what you said me, when I read your post.
Yes. It is exactly what you think.
Your solution worked, thanks for the reply

I've had this. I just disable the doors and nothing bad happens.
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Sammie LM
 
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