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

Post » Wed Mar 30, 2011 12:24 pm

Well, I've just checked and it appears the OCR patches received an update that I had no knowledge of.

False alarm. Nothing else to see here. :whistling:
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CHARLODDE
 
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Post » Wed Mar 30, 2011 10:26 am

Yes. I think I mentioned something back at the last major OCR update that I'd be updating patches. Skingrad necessitated making a separate one for the UL since the original no longer covered it properly anymore. I've got too many patch files to bother mentioning when each one gets bumped - which probably about half of them have now. Mostly for CBash's benefit.
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Marquis deVille
 
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Post » Wed Mar 30, 2011 1:00 pm

Ultra-minor bug-rep: the All Things Alchemical branch in Cheydinhal has the wrong music set. (Or rather, it has no music set)

EDIT: It's also missing the nVidia black-screen fix, too. Not to worry too much about this one, since Bash will catch it anyways, but seeing as the rest of the OCR interiors have it, it made my OCD go off.
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Emily Jeffs
 
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Post » Wed Mar 30, 2011 12:49 am

I also noticed that I had the luggage (from COBL, and thus related to the patch for that mod) sitting on the doorstep outside the Cheydinhal Mages guild. Which is odd, seeing as I have not yet done the 'quest' to get the luggage in the first place.
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Evaa
 
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Post » Wed Mar 30, 2011 12:57 pm

Seems like something got broken in the patch when the repositioning was made. Not sure how, since the only edit supposedly needed was done in TES4Edit, but I'll see what I can turn up.
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Trevi
 
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Post » Wed Mar 30, 2011 1:27 pm

EDIT FIVE ZILLION: I can now also confirm that this behavior is shared by the OCC copy of the chest, too, and I KNOW I didn't touch that one. This is looking more and more to me like the issue is a side effect of how the patch works. As far as I can tell, getting the full functionality of this patch at this point where it also suppresses the chests would require splitting the patch in two.

EDIT YET AGAIN: Basically, the problem stems from the use of enable parents to toggle the chests. They are overriding the script that is used to suppress the chest.

Sorry for being so long-winded on this, but the chest being enabled there when it supposedly shouldn't is a side effect of how the patch works at this point. To fix this problem would definitely require separating the patch into two versions.
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Andrew Tarango
 
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Post » Wed Mar 30, 2011 8:05 am

Okay, I have now separated the patch for Open Cities and the COBL Luggage into two versions: one for OCC, the other for OCR. This allows me to get rid of the enable parents tagged to the Cheydinhal luggage chests and allow for COBL's script to take over again. This should assure that we get rid of the problem with the Cheydinhal Luggage chests appearing when they aren't supposed to.

Arthmoor, I'll PM you the files at TES Alliance.
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x_JeNnY_x
 
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Post » Wed Mar 30, 2011 10:52 am

I'll run the fog fix thing on the ESM. It's not terribly important though. It'll be along with the next update.

I wasn't aware there was a script to enable the luggage. Since both versions of OC require OBSE the patch can simply switch between them as needed using OBSE commands. I'll take a look at what you sent me and see if it needs to be adjusted at all. Splitting it up may not even be necessary.

Patch update is up.
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Tasha Clifford
 
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Post » Wed Mar 30, 2011 10:53 am

Well I've wrangled it a few times and due to space and height constraints the Leyawiin update will be canceled. There just isn't any easy way to shift the whole city south and add the second bridge without raising the landscape to insanely high levels on the west side of the river and that would in turn cause both Greyland and Forsaken Mine to be grossly displaced. Something I'm not prepared to do without a really good reason. The east side wasn't fairing much better in terms of expanding the needed space. I guess that means Texian and Godhugh had the placement right all along so we'll just have to go with that. Wish it could have happened, but there's no sense in turning the area into a disaster zone over it.

Of course the good news on that front is that with this cancellation, OCR will arrive at 1.0 status with the next update. Barring any further bug reports that may not be terribly far off, so it will be officially out of beta status in case that was putting anyone off of trying it out.
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Brian LeHury
 
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Post » Wed Mar 30, 2011 5:32 am

That's ok - I still love Leyawiin just the way it is :D Still a major improvement over vanilla.
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Strawberry
 
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Post » Wed Mar 30, 2011 12:33 am

Too bad about Leyawiin. :(

Still, now that every city has been revised in some way by OCR, I do agree that it is high time to upgrade OCR to a full RELz. Though, on the bright side (at least for me), this means I don't need to fret about a new Leyawiin update blowing up all the work I did on the Castle there for UC-OC. :D
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Shianne Donato
 
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Post » Wed Mar 30, 2011 9:59 am

Of course the good news on that front is that with this cancellation, OCR will arrive at 1.0 status with the next update. Barring any further bug reports that may not be terribly far off, so it will be officially out of beta status in case that was putting anyone off of trying it out.

I've tried OCR with previous installs already, but I've been holding out on making a video and writing a blog post about it until it's 1.0 release. Can't wait to try it out, and thanks Arthmoor and everyone else for making it happen.
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Mandy Muir
 
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Post » Wed Mar 30, 2011 6:13 am

I dont know if this is an actual bug or the effect another mod has that exposes the problem.

When running OCR and Liquid Water together the fountain in Chorrol has a problem with its water. Its solid blue with no transperancy and has no reflection other than an over ecposed sun I'm guessing. it basically looks nothing like the picture on TESNexus. I'd have to assume its the way Liquid water changes the water shader.

I'll try to post a picture tomorrow when I get a chance.
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Daddy Cool!
 
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Post » Wed Mar 30, 2011 3:21 am

The water in Chorrol uses a static water mesh, which is completely unaffected by Liquid Water.
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Ashley Hill
 
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Post » Wed Mar 30, 2011 7:05 am

I get a floating message when using OCR and OOO in Bruma:


http://i1091.photobucket.com/albums/i385/Mappus/ScreenShot2.jpg


My load order (BOSSed):

Spoiler
Aktive Moddateien:00  Oblivion.esm01  Open Cities Resources.esm  [Version 4.0.1]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]05  Armamentarium.esm  [Version 1.35]06  Artifacts.esm  [Version 1.1]07  Progress.esm  [Version 2.2]08  Unofficial Oblivion Patch.esp  [Version 3.3.5]09  Oblivion Citadel Door Fix.esp0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]0C  WindowLightingSystem.esp0D  RAEVWD Cities.esp  [Version 1.9]0E  RAEVWD Imperial City.esp  [Version 1.9]0F  Enhanced Economy.esp  [Version 5.2.2]10  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS_SI.esp  [Version 2.0]11  ArmamentariumArtifacts.esp  [Version 1.35]12  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]13  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod for OOO - LessReaversInGates.esp  [Version 0.9.9MB3]14  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]15  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]16  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]17  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]18  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]19  Artifacts.esp  [Version 1.1]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]1A  xuldarkforest.esp  [Version 1.0.5]1B  xulStendarrValley.esp  [Version 1.2.2]1C  xulTheHeath.esp1D  MMMMWL-TheHeath patch.esp1E  XulEntiusGorge.esp1F  xulFallenleafEverglade.esp  [Version 1.3.1]20  xulColovianHighlands_EV.esp  [Version 1.2.1]21  xulChorrolHinterland.esp  [Version 1.2.2]22  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]23  xulBravilBarrowfields.esp  [Version 1.3.3]24  xulLushWoodlands.esp  [Version 1.3.1]25  xulAncientYews.esp  [Version 1.4.3]26  xulAncientRedwoods.esp  [Version 1.6]27  xulCloudtopMountains.esp  [Version 1.0.3]28  xulArriusCreek.esp  [Version 1.1.3]29  xulPatch_AY_AC.esp  [Version 1.1]2A  xulRollingHills_EV.esp  [Version 1.3.3]2B  MMMMWL-RollingHills patch.esp2C  xulPantherRiver.esp2D  xulRiverEthe.esp  [Version 1.0.2]2E  xulBrenaRiverRavine.esp  [Version 1.1]2F  xulImperialIsle.esp  [Version 1.6.7]30  xulBlackwoodForest.esp  [Version 1.1.0]31  xulCheydinhalFalls.esp  [Version 1.0.1]32  xulAspenWood.esp  [Version 1.0.2]33  xulSkingradOutskirts.esp  [Version 1.0.1]34  xulSnowdale.esp  [Version 1.0.2]35  OOO-Snowdale Patch.esp36  xulCliffsOfAnvil.esp  [Version 1.12]37  OOOCliffsofAnvilPatch.esp  [Version 1.1]38  xulSilverfishRiverValley.esp  [Version 1.0]39  Open Cities New Sheoth.esp  [Version 2.0]3A  Open Cities Reborn.esp  [Version 0.9.1]3B  OCR + OOO Patch.esp  [Version 3.0]3C  OCR+ULCH Patch.esp  [Version 1.0]3D  OCR+ULBWForest Patch.esp  [Version 1.0.2]3E  OCR+Cheydinhal Falls Patch.esp  [Version 1.0.1]3F  OCR+ULSkingradOutskirts Patch.esp  [Version 2.0]40  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]41  ProgressMBSP.esp  [Version 2.0]42  Bashed Patch, 0.esp


Is there soemthing messed up?

Regards,

Buford
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Thomas LEON
 
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Post » Wed Mar 30, 2011 2:49 pm

Update your OCR+OOO patch.
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KU Fint
 
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Post » Wed Mar 30, 2011 3:37 pm

I'd have to assume its the way Liquid water changes the water shader.


Most likely, yes. The water mesh used for the fountain exploits the game's normal water shader. I haven't been following the OBGEv3/Liquid Water progress lately but hopefully things like this can be resolved because I'm certainly not going to give up the fountain's water mesh over it.
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Monique Cameron
 
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Post » Wed Mar 30, 2011 6:53 am

No worries, I just wanted to make sure the issue was known.
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Monique Cameron
 
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Post » Wed Mar 30, 2011 11:01 am

You do some really awesome work, Arthmoor, thank you for all you've done.
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Farrah Lee
 
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Post » Wed Mar 30, 2011 8:44 am

Update your OCR+OOO patch.



Ah thanks! I see that patch 3.0.1 was just made for this glitch... It starts to become real work to follow all the mods an their inter-compatibility updates... :)
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Poetic Vice
 
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