[RELz/BETA] Open Cities Reborn - Thread #3

Post » Wed Mar 30, 2011 8:16 am

For the cities which no longer have any city gates, have you thought of changing the map markers so that they say for example "Cheydinhal East Gateway" or "Cheydinhal East Entrance" instead of "Cheydinhal East Gate"?
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kelly thomson
 
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Post » Wed Mar 30, 2011 11:45 am

@Andalaybay: Guess I'll need to bust out the mower again then. I thought I got it all.

@Vorians: Hadn't thought about it but I can do that.
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Lexy Dick
 
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Post » Wed Mar 30, 2011 3:03 pm

Not sure if this should be in the OCC or OCR thread.

Open Cities Classic v3.5

*snip*

Also be aware this update DOES NOT contain Leyawiin Reborn. That has already been transferred to the upcoming Open Cities Reborn package which I am still having some last minute issues with. If you're wanting that, then I suggest you wait.


It would seem that 'Open Cities Reborn v0.8.1' merged all the cities into one, which makes the intended '03 Leyawiin Reborn Resources' unavailable now.
Is there any links to ORC v0.8 remaining ? I can understand removing the old versions for support reasons but the final modular version would be great for accessibility purposes, even being unsupported.
Is there any way to accesss Leyawiin Reborn without needing to completely move to OCR ?

Personal preferance is simple OCC over OCR for most of the cities but I do prefere Leyawiin Reborn over the origional.
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djimi
 
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Post » Wed Mar 30, 2011 7:16 am

At this point, no. Modularity has been ditched in the latest versions of OCC and OCR to save on development hassles. You'll have to go with one or the other.
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Kaley X
 
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Post » Wed Mar 30, 2011 2:26 am

What Thomas said. It's unlikely I'd put up the modular files at any point in the future since it's too much of a maintenance problem to keep them that way. I don't like the idea of maintaining old versions of anything if there's no compelling reason to.
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Shannon Lockwood
 
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Post » Wed Mar 30, 2011 6:18 am

I was more meaning ORC v0.8 on the say, TesNexus as an outdated and 'unsupported' file that some people may still find usefull as it could overwrite a citing they may not like.

Would it atleast be possible to atleast upload the latest Leyawiin Reborn files '03 Leyawiin Reborn Resources' , to the OCC TesNexus page, again as 'unsupported' file so people can have "Open Cities Classic.esp" and "Leyawiin Reborn.esp" again while having the recent bug fixes for OCC.
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alicia hillier
 
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Post » Wed Mar 30, 2011 4:15 pm

Those resources have not changed since 0.8 so you should be fine doing that for your own game if that's what you want.

I'm not going to put the 0.8 files back up, unsupported or otherwise. Folks had their chance to raise any objections or issues during the polling I did and the overwhelming majority of people said nothing while voting in favor of fully merging the primary city files.
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Ashley Clifft
 
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Post » Wed Mar 30, 2011 4:41 am

Hi Arthmoor

I want to appologise for my post which completely missed the mark. If you'd give me a moment to explain:

I had been trying to find an updated 'Leyawiin Reborn.esp' for days, I was digging through the old OCC and OCR threads when I found the last version it was available in OCC v3.3.3 was from Dec 2009 until July 2010. I then followed the OCR thread and the discussion about merging the cities which seemed to be about simplifying things rather than the alternate option for 'Leyawiin Reborn.esp'. The merged OCR still has some optional components but obviously no need for Leyawiin anymore and with the OCC thread suggesting to get the 'Leyawiin Reborn.esp' from OCR I saw that as a problem I wanted to raise.

The way I approached it was completely wrong, very poorly articulated and possibly offensive. I did not mean to suggest how you release your projects, and now realise suggesting you release an unsupported was possibly offensive. For that I do appologise, my only possible defence is lack of sleep but that doesnt change the outcome.

I would support the idea of making 'Leyawiin Reborn.esp' available again in some form but that is completely upto you.

Anyway, I felt I needed to explain as I have the utmost respect for you and the support you give to the community through your mods and the UOP supplimentals, and am now feeling embarrased as I have found OCC v3.3.3 hiding in my archieves.
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naana
 
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Post » Wed Mar 30, 2011 2:20 am

I've recently encountered a problem I am fairly sure was caused by the Open Cities OBSE plugin. After reloading my game while doing whatever it was I was doing, I encountered an invisible wall in the middle of the road in Chorrol just outside the Oak and Crosier. This wall was precisely where the original city gate was supposed to be.

IIRC, AndalayBay reported a similar issue for the AU in Outer Districts, too.
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Mackenzie
 
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Post » Wed Mar 30, 2011 2:55 pm

Yes, there's nothing that can be done about that. It happens if you load a game while standing in proximity to one of the gates. The gate will visually move but because Oblivion is dumb, the collision won't catch up until you've loaded the cell out of memory. Often just going inside is enough to do that. It's not an OBSE bug either, that's just how the game's code works.
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Da Missz
 
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Post » Wed Mar 30, 2011 6:31 am

Fortunately though the game's dynamics aren't such that when you run into said invisible doors while riding Shadowmere at a gallop that she doesn't come to a sudden full stop and you go flying off her :rofl:
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luis dejesus
 
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Post » Wed Mar 30, 2011 4:10 pm

Two super minor bugs to report for Leyawiin. First if you fast-travel to the Leyawiin Northwest gate on horse-back, you will wind up stuck inside the gate. You can manage to extricate yourself and the horse, but it takes a bit of jumping and wriggling :D Second, after buying the Leyawiiin shack, the For Sale sign doesn't disappear.
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Mr. Ray
 
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Post » Wed Mar 30, 2011 7:57 am

Ok, hopefully both of those will be fixed on the next update. Had to change formIDs on the map markers though so they could be moved and properly update. That will in turn trigger rediscovering them when you get back there.
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clelia vega
 
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Post » Wed Mar 30, 2011 4:16 am

Arggh, more Ob XP points! :lol: Just kidding - it's hardly enough to upset the proverbial apple cart!
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JESSE
 
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Post » Wed Mar 30, 2011 2:30 am

An idea hit me while discussing some stuff with Vorians.

In Skingrad, there's the road that passes between the two halves of the city. It's been rolling around in the back of my mind for awhile that the city could stand to have the walls that generate this removed and the area leveled to match both sides, thus allowing more free flowing traffic to pass and possibly allowing for a small open air marker or some parkland benches and stuff to be added.

Skingrad doesn't really need a whole lot but I think that doing this would give it a little bit of extra style that would fit in nicely with the existing layout and complement the changes OCR makes elsewhere.
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Taylor Bakos
 
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Post » Wed Mar 30, 2011 8:23 am

Would that mean lowering the sides or raising the roads that go into the city?
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Jeneene Hunte
 
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Post » Wed Mar 30, 2011 2:39 am

I wouldn't mind opening it up a bit and making it easier to get back and forth. I still keep taking the wrong bridge when going from one side of the city to the other... *sigh*
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Claudz
 
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Post » Wed Mar 30, 2011 7:41 am

No one around here ever seems to get enough compliments around here, so allow me.

Arthmoor, you have no idea how much of a difference having the cities open has made for my game. You never truly realize how bothersome those load screens are until you've gotten rid of them, and the new artistic touches you have given the cities in OCR (and improved by the newly compatible Unique Castles :hubbahubba:) have truly made all the difference. I don't think I could ever go back to closed cities anymore, especially if Skyrim has open cities, as well.

Thank you very much for your hard work and dedication! :)
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Mrs shelly Sugarplum
 
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Post » Wed Mar 30, 2011 4:13 am

Would that mean lowering the sides or raising the roads that go into the city?

It would mean more or less this: http://img140.imageshack.us/img140/1044/skcenter.jpg

One side of the gully where the road passed is leveled out, with the other incline is left with what remains. Leveling the whole city out isn't feasible. That beggar will get moved so he's not in the way of possible development. The parts of the road going out the east and west gates will remain where they are, so there's a short climb to reach the leveled out part.

Even just like this though I'm pretty happy with it, and Vorians had said he tweaked a copy and liked the results he did too so I'm thinking this will probably go live.

@Thomas: Thanks, it's always nice to hear from people who like what we do :)

I'm fairly certain Skyrim will have open cities. The layouts are just too open sided for them not to be based on the official trailer. Oblivion will thus be the odd man out in the series.
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Gavin Roberts
 
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Post » Wed Mar 30, 2011 2:39 pm

I'm liking what you've got so far. I think it will make it easier to navigate visually.
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Kristian Perez
 
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Post » Wed Mar 30, 2011 3:03 am

I'm one who has always kinda liked the split city feel of Skingrad. But that being said; I think I would be perfectly happy with that proposed change as well.
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Kerri Lee
 
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Post » Wed Mar 30, 2011 8:29 am

Looks intriguing. Could you perhaps get a good comparison shot to show us?
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Laurenn Doylee
 
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Post » Wed Mar 30, 2011 11:40 am

I am also giving you a Thank You for Open Cities Reborn, I enjoy the variation this mod brings to my game after using the same basic city layouts for five years, and the other projects for Oblivion you are involved with.
I would enjoy the change to Skingrad, but I do have one small request...
Spoiler
Glarthir locked in a cage of some sort so the player can inititiate his quest by taking to him, instead of him running up to our character and causing us to get a new quest that interferes with RP'ing

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Rachael
 
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Post » Wed Mar 30, 2011 1:40 am

This is what exists now: http://img688.imageshack.us/img688/9625/skwgate.jpg

And no, I'm not going to lock poor Glarthir up in a cage like some animal. The Count would not approve.
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Bambi
 
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Post » Wed Mar 30, 2011 9:12 am

This is what exists now: http://img688.imageshack.us/img688/9625/skwgate.jpg

When compared with the other image, I'm tempted to prefer the current version more, but that might just be due to the CS making things look less interesting. In order for the new design to be better than the old, I think it would need to be much more filled out in terms of decorative foliage or architecture. Perhaps a small wall lining the path with some sort of garden behind it? Or maybe just taller grass? Anything that would fit in with Skingrad's atmosphere while adding to the completeness of the setting at the same time. Given what you've already done with this project, I'm sure the end result will be very pleasant.
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RObert loVes MOmmy
 
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