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

Post » Wed Mar 30, 2011 7:32 am

I've got a similar issue to Vorians. In my case, the http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/SkingradBeggar2.jpg, but the http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/SkingradBeggar1.jpg is still near the gallows.

I think I've got a similar issue in Leyawiin and Bruma. The bedrolls moved ok, but the food sacks are still near their old locations. I didn't worry about it, so never posted, but I can grab screenies for you and post them if you like.
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Rudy Paint fingers
 
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Post » Wed Mar 30, 2011 4:26 am

What's the formID from the bedroll?

The sacks aren't persistent so they could just be sticking in place as sometimes happens. That could be verified by doing a testing hall reset for 4+ days in-game and then returning to see where the sack is.
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James Potter
 
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Post » Wed Mar 30, 2011 12:38 pm

For me, it's just the sacks. I'll continue running around and see if they have relocated themselves when I return to those cities. I'll make sure it's at least 4+ days before I return.
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Sabrina Schwarz
 
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Post » Wed Mar 30, 2011 4:31 am

What's the formID from the bedroll?


The bedroll is 304940F.
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Hilm Music
 
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Post » Wed Mar 30, 2011 10:49 am

:banghead: That's the wrong ID. I must have copied the wrong file or something. That should be 314940F instead. It'll be right on the next update, though I don't have a timeframe for when that will be. Just ignore the bed for now unless you want it moved out of your way.
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Amy Smith
 
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Post » Wed Mar 30, 2011 3:56 am

Finally upgraded and.... wow. http://tesalliance.org/forums/uploads/1303785168/gallery_1515_117_80700.jpg It feels so much more open and less claustrophobic now and makes a world of difference. I might enjoy actually being in the city now. :lol:

Thank you for this and all you do, Arthmoor!
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Destinyscharm
 
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Post » Wed Mar 30, 2011 2:37 pm

Yeah, I'd like to second Hanaisse here. Went to Skingrad last night and really liking the new layout. Much easier to get around and yeah, you can actually breathe easier. Nicely done :thumbsup:
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Far'ed K.G.h.m
 
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Post » Wed Mar 30, 2011 3:13 pm

1 report: I made some new games, and at every game i notice the same thing : a dead Cheydinhal's guard at the Cheydinhal East Gate. I don't know if it's caused by a mod conflict btw. I'll made a new game with only OCR.esp actived, and i'll edit this comment if it's all ok (or not).
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Jesus Sanchez
 
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Post » Wed Mar 30, 2011 3:10 am

Got OOO installed?

If yes, continue down.

Got the OOO Compat. Patch installed?

If no, there's your problem.

Install the OOO Patch, wait out a full cell reset, and the dead guard will be cleared out.
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Wayne Cole
 
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Post » Wed Mar 30, 2011 12:50 am

I don't use OOO

Here my LO

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.3]02  Open Cities Resources.esm  [Version 4.0.1]03  Unofficial Oblivion Patch.esp  [Version 3.3.5]04  Oblivion Citadel Door Fix.esp05  DLCShiveringIsles.esp06  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]07  All Natural.esp  [Version 1.3]08  All Natural - SI.esp  [Version 1.3]09  PTAutumnTrees.esp0A  Enhanced Water v2.0 HDMI.esp0B  All Natural - Real Lights.esp  [Version 1.3]0C  ImprovedSigns.esp0D  PTFallingStars.esp0E  Enhanced Economy.esp  [Version 5.2.2]0F  PTRoamingNPCs.esp10  DarNifiedUI Config Addon.esp11  Display Stats.esp  [Version 2.0.1]12  DynamicLeveledLists.esp13  kuerteeAutoSaveAndTime.esp14  kuerteeCleanUp.esp15  Lock Bash Omega.esp  [Version 1.5]16  Quest Log Manager.esp  [Version 1.3.2]17  Dynamic Map.esp  [Version 2.0]18  Map Marker Overhaul.esp  [Version 3.9]19  Map Marker Overhaul - SI additions.esp  [Version 3.5]1A  Enhanced Hotkeys.esp  [Version 2.1.1]1B  DLCHorseArmor.esp1C  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]1D  DLCOrrery.esp1E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]1F  DLCVileLair.esp20  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]21  DLCMehrunesRazor.esp22  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]23  BookCollisionTest.esp24  kuerteeHorseCommands.esp25  DLCThievesDen.esp26  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.9]27  TIE.esp  [Version 1.45]28  BrotherhoodRenewed.esp  [Version 1.0.11]29  ImpeREAL City Unique Districts - Talos Plaza.esp2A  ImpeREAL City Unique Districts - Elven Gardens.esp2B  ImpeREAL City Unique Districts - Green Emperor Way.esp2C  ImpeREAL City Unique Districts - Arena.esp2D  ImpeREAL City Unique Districts - Waterfront.esp2E  ImpeREAL City Unique Districts - Temple.esp2F  ImpeREAL City Unique Districts - Market.esp30  ImpeREAL City Unique Districts - Arboretum.esp31  DLCFrostcrag.esp32  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]33  Knights.esp34  Knights - Unofficial Patch.esp  [Version 1.1]35  road+bridges.esp  [Version 4.6.1]36  Feldscar.esp  [Version 1.0.9]37  Vergayun.esp  [Version 1.0.7]38  Faregyl.esp  [Version 2.0.2]39  Molapi.esp  [Version 1.0.1]3A  PTMudwater.esp3B  ImpeREAL Empire - Unique Forts.esp3C  Frostcrag Village.esp  [Version 1.0.2]3D  Open Cities New Sheoth.esp  [Version 2.0]3E  Open Cities Outer Districts.esp  [Version 4.0.1]3F  Open Cities Reborn.esp  [Version 0.9.1]40  HUD Status Bars.esp  [Version 4.1.1]41  ROM Drop Lit Torches.esp**  FrbitPotionReplacer.esp42  Haldar's Mods Pack.esp  [Version 5.00]++  Improved Fires and Flames - Increased Sound.esp43  ImprovedSoulgems.esp  [Version 1.11]44  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.1]45  Soulgem Magic.esp  [Version 1.0]46  Alternative Beginnings.esp  [Version 1.1.3]47  ReneerKeyLockMod.esp48  Ashes to Ashes.esp  [Version 1.0]49  kuerteeSimpleVampirismExpanded.esp4A  SupremeMagicka.esp  [Version 0.90b]4B  SM_ShiveringIsles.esp  [Version 0.90]4C  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]4D  Fizzle.esp  [Version 3.0]4E  Lightweight Potions.esp  [Version 1.1]4F  SM Bounty.esp  [Version 1.22c]50  kuerteeCrimeHasWitnesses.esp51  Enhanced Grabbing.esp  [Version 0.4]52  Duke Patricks - Combat Archery.esp  [Version 5.1.1]53  PTArcheryRange.esp54  Phitt's Phighting Phixes.esp55  Sneaking Detection Recalibrated.esp56  Oblivion XP.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp57  Useful Houses.esp  [Version 2.0]58  Better Redguard v2.esp**  [GFX]_Initial_Glow-all.esp++  Life Detected - OMOD.esp59  Shining Creatures.esp  [Version 1.2]++  Shining Creatures_DLCFrostcrag.esp**  NRB4 OCReborn Road Record.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.3]**  TIE Weapon + Armor Filter.esp5A  Bashed Patch, 0.esp


(I used BOSS for reordering)
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Peter P Canning
 
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Post » Wed Mar 30, 2011 5:39 am

Not seeing anything there that should be causing a spontaneous death. I'd say just console resurrect the guy and be done with it, and if it happens again it's definitely an unknown mod conflict of some sort.
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Elizabeth Falvey
 
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Post » Wed Mar 30, 2011 6:39 am

Not seeing anything there that should be causing a spontaneous death. I'd say just console resurrect the guy and be done with it, and if it happens again it's definitely an unknown mod conflict of some sort.


I'd say consolre resurrect the guard, but now hes look strange, with a behaviour of a mannequin.
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c.o.s.m.o
 
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Post » Wed Mar 30, 2011 1:14 am

Can you get me a formID from that guard?
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Amanda Leis
 
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Post » Wed Mar 30, 2011 11:48 am

Can you get me a formID from that guard?


I click to the guard from the console during game, here the result (i dont know if it's the right way to obtain the formID btw) : 0004f004
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Alexandra walker
 
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Post » Wed Mar 30, 2011 2:25 am

I was reading the Integration thread and noticed a post by atheos 13 about the Integration Guild Guide Teleportion Locations - I tried the Guild guide Network and the locations that a character is teleported to is in the interior city worlds, this is an issue in every city and the Arcane University. I am using the newest Integration OCR patch, but i did not test the Teleportation network with the old patch yet. I am also having a hieght problem in Bliss that prevents access to the Temple of Arden-Sul from Bliss, and prevents my character from being able to access the trapdoor in Bliss.
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Mr. Ray
 
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Post » Wed Mar 30, 2011 12:09 pm

Bad news... (or would it be good for you?)

Todd Howard has confirmed that the major cities in Skyrim will still be closed. I guess they didn't buy that Oblivion was able to take them so easily and practically effortlessly. :obliviongate:

Well, at least we can await an Open Cities Skyrim mod now. :hubbahubba:
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Gaelle Courant
 
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Post » Wed Mar 30, 2011 5:02 am

Bad news... (or would it be good for you?)

Todd Howard has confirmed that the major cities in Skyrim will still be closed. I guess they didn't buy that Oblivion was able to take them so easily and practically effortlessly. :obliviongate:

Well, at least we can await an Open Cities Skyrim mod now. :hubbahubba:


:lol: I was just going to post the same thing! Once again, they're building for the consoles. So, Arthmoor, get cracking :rofl:
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Logan Greenwood
 
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Post » Wed Mar 30, 2011 3:30 am

Oh Todd... Sithis would like a word with you.... how could you do such a thing!

I guess we know what my first major effort will be when Skyrim is out then :P

EDIT: Mmmmm.... watched the http://www.gameswelt.tv/19748/the-elder-scrolls-v-skyrim/video-interview-mit-todd-howard.html and yes, it sounds like they'll have walls and that it will load in and out, but unless I misunderstood, there's no actual loading screen. It sounds more like the Gothic system where things load and unload seamlessly. Todd said something to the effect of even with cities doing that it would still play out seamlessly.
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Jerry Cox
 
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Post » Wed Mar 30, 2011 4:55 am

Oh Todd... Sithis would like a word with you.... how could you do such a thing!

I guess we know what my first major effort will be when Skyrim is out then :P

EDIT: Mmmmm.... watched the http://www.gameswelt.tv/19748/the-elder-scrolls-v-skyrim/video-interview-mit-todd-howard.html and yes, it sounds like they'll have walls and that it will load in and out, but unless I misunderstood, there's no actual loading screen. It sounds more like the Gothic system where things load and unload seamlessly. Todd said something to the effect of even with cities doing that it would still play out seamlessly.


Yeah, I was kind of confused about that too. I guess we'll have to wait and see. That was one of the few things I liked about Two Worlds - the cities were walled with gates, but when you walked up to them, they actually had a guard who would run to the winch and open the gate for you so you could walk/ride right in. So if Skyrim is like that, I'd be happy.
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louise tagg
 
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Post » Wed Mar 30, 2011 3:02 pm

Indeed, I will be complacent if they do simply hide the load screen in a fashionable manner.
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Sebrina Johnstone
 
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Post » Wed Mar 30, 2011 2:34 pm

I received a slightly dismaying welcome to Cheydinhal yesterday when I discovered my beloved Rusty the Luggage appeared to be levitating above one of the parkland areas. Seems the COBL Luggage patch for Open Cities needs to be updated.

EDIT: You know what, why don't I just save you the trouble and forward you the updated plugin? All that needed to done was update the coordinate data in TES4Edit for the OCR Luggage copy.
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Petr Jordy Zugar
 
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Post » Wed Mar 30, 2011 9:15 am

Fire away, PM me a link :)

EDIT: Thanks Thomas. The update is posted now.
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Fluffer
 
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Post » Wed Mar 30, 2011 1:09 pm

Minor entirely cosmetic niggle. The gateways into Chorrol, specifically the wooden portcullises. I know they don't actually move and probably never will but they look as if they should. However, the amount of space above them is clearly not enough for a high enough gate to actually block the entrance. Every time I look at them this niggles to the point of immersion breakage.

That aside, loving OCR :)
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Motionsharp
 
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Post » Wed Mar 30, 2011 3:19 pm

I've found a few problems with the OCR + UL Skingrad Outskirts patch.

First off, the patch is not in the BOSS masterlist, so I am using the typical load order of loading immediately after whichever of the two mods it is patching for is being loaded later.

Secondly, there are numerous land tears and floating objects in cells (-18, 2), (-18, 3), and (-17, 3). I did a CS load test with only the relevant mods loading, and it confirms that the problem is not with my install. Load order adjustment did not fix the problem, either.
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Pawel Platek
 
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Post » Wed Mar 30, 2011 1:10 pm

You sure? I just checked the BOSS list and OCR+ULSkingradOutskirts Patch.esp is there, right where it should be.

I think you may be using the wrong patch too because I just checked the CS, there are no tears along the boundaries you're talking about.

Also checked in-game and can't spot any tearing or floating objects along the north side of the city.
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Danielle Brown
 
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