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

Post » Wed Mar 30, 2011 4:11 am

Ran into an oddity. Had some time to waste in Leywiin, so I decided to check out the lighthouse. Ran around the outside to the door on the second level. Opened the door and was presented with http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/lighthouse1.jpg. Turned around and saw http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/lighthouse2.jpg. Clicked on that door link in the middle of the screen and got http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/lighthouse3.jpg, which was the door I tried opening in the first place. Now this is the game that I did the uninstall and reinstall test on, so I don't know if it's related to that. A game day hasn't passed since doing that test. I haven't had any other issues though.
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naome duncan
 
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Post » Wed Mar 30, 2011 3:49 am

Nope, that's just a door marker that never got oriented properly. I'll have that fixed in the next update, thanks.
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Charles Mckinna
 
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Post » Wed Mar 30, 2011 8:30 am

@Thomas: A ship docks in Bravil every 5 days already. Unless you mean another one that's permanent, they already have one. I may have that same crew make the trade rounds to Anvil and Leyawiin on different days just to spice things up a bit.

@Bradley: Try "startquest OCStatuePurgeScript" if you still can't approach Bruma. That still doesn't explain how the mod you're using is able to ignore the OBSE command being issues unless it's got its own script to reset the doors back into place.

I assume the scroll doesn't simply fall to the ground instead? I'm assuming it must also provide a way to get up on the wall to retrieve it?

#1. I have not had any issues approaching Bruma with OCR, I just had the Bruma Fix esp in my Load Order because of a thread started by Alt3ern1ty. It does change the scripts for the Vanilla Bruma Gates, The readme for OCR has a list of mods that are known to interfere with OCR, and this esp does.EDIT Thankyou for the Console Command!
#2. The paperchase quest is a giant easter egg hunt for scrolls hidden throughout Cyrodill that add spells to the players character, and they need to be aquired in a certain order. A character needs a spell to get to the top of the wall and retrieve the Split Personality scroll, BG2408 placed the scroll on the top of the interior wall in Anvil. I am going to remove my patch and do some hunting using TCL to see if it is sitting on the floor of the bay, or under it. What would be the best way of listing mods that can use patches for OCR because they add items to the vanilla interior Anvil world?
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joannARRGH
 
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Post » Wed Mar 30, 2011 7:17 am

I ran into an invisible door I can't get around. I fast-travelled to the Arcane University and now I can't leave. When I go up the stairs to cross the bridge I hid an invisible door. Since it's inset into the walls, I can't get around it. I tried moving as far away as I could, but even after saving and reloading, I can't get past. I was hoping to cross the bridge and use the road from NR & B to go south. Would moving the map marker help any?
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Bird
 
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Post » Wed Mar 30, 2011 2:14 pm

Does the door let you get a formID from it? If it's still got activatable collision left you should be able to grab that.

If the door is not visually present you should be able to go inside the AU lobby and get it to fix itself that way. Or if worst comes to worst, fast travel out to the nearest marker. There may not be anything more than can be done than what already has been.

@Bradley: I've looked through LAME and can't find any reference to any scroll in Anvil. I'll need more details from either you or someone else who is familiar with the quest and can point out where the content should be.
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MISS KEEP UR
 
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Post » Wed Mar 30, 2011 1:46 am

I didn't try going into the AU lobby - I'll try that next time. The cursor didn't change when I moved it over the area, so I couldn't open the door. I opened the console and clicked on that area, but only a form ID came up and doing a disable didn't do anything.
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Racheal Robertson
 
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Post » Wed Mar 30, 2011 12:35 am

Does the door let you get a formID from it? If it's still got activatable collision left you should be able to grab that.

If the door is not visually present you should be able to go inside the AU lobby and get it to fix itself that way. Or if worst comes to worst, fast travel out to the nearest marker. There may not be anything more than can be done than what already has been.

@Bradley: I've looked through LAME and can't find any reference to any scroll in Anvil. I'll need more details from either you or someone else who is familiar with the quest and can point out where the content should be.

Arthmor, this is the Use Report info in the CS,
Spoiler

World Editor ID-Anvil World
Cell Form ID-0000AC08
Cell Editor ID-AnvilMainGate
Cell Grid - -47,-8
Use Count- 1

Editor ID-bgZZFTTomebookSplitPersonality
Form ID-0100AC87
I chose bgMagickEVPaperChase.esp as the Active File

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Soku Nyorah
 
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Post » Wed Mar 30, 2011 4:25 pm

bgMagickEVPaperChase.esp

This is useful information - it would have helped if I'd known you were looking in some other file besides the main one. My not being familiar with the mod, I wasn't looking for something other than bgMagicEV.esp
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Victor Oropeza
 
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Post » Wed Mar 30, 2011 1:21 pm

This is useful information - it would have helped if I'd known you were looking in some other file besides the main one. My not being familiar with the mod, I wasn't looking for something other than bgMagicEV.esp

I was reading the OOO release thread for hints about when a new FCOM/Cobl/MMM may come out and Thomas Kiara is having an issue with dying gaurds (from OOO) in Bruma when using OCR. I know why it happens, but do not know how to fix it. I had the same problem with dead gaurds in the IC after installing FCOM.
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Fiori Pra
 
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Post » Wed Mar 30, 2011 1:46 pm

Perhaps you might wish to enlighten those of us who don't know what the problem is? :poke:
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Jessica Thomson
 
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Post » Wed Mar 30, 2011 3:03 pm

OOO puts a script on the guards it wants gone. They're not supposed to be there to begin with, and I guess Oscuro was having trouble getting them to STAY gone. The script insta-kills them.

My OOO patch should be dealing with it in a slightly less violent manner. With an AI pack that sends the unwanted guards packing to a far flung remote location to just stand there.

The unwanted guards are also supposed to be replaced by female guards. No idea if that's even working right or not.
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kevin ball
 
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Post » Wed Mar 30, 2011 6:17 am

So THAT's what I was missing. Looks like I didn't compare my LO to the available patches well enough.... :facepalm:

Mistake is being rectified now. I expect I'll need to wait for a cell reset, but I don't plan to stay long in Bruma anyways.
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Ross Thomas
 
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Post » Wed Mar 30, 2011 1:32 am

Either that or you can console resurrect them and let them go on their way.
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Jah Allen
 
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Post » Wed Mar 30, 2011 6:30 am

Open Cities Reborn v0.9 - Beta

* Cheydinhal has been converted to its new layout. Complete with two new shops, actual parklands to fit the guidebook description, and actual peach trees on Peachtree Island.
* Anvil (B&M): Realigned Ansol's ship at the dock. Also set the travel marker so arrival in Anvil doesn't dump you in the sea.
* Leyawiin: The river area where Adamus Phillida goes for a swim has been dredged out to make the water deeper.

Rejoice, or something, because we're nearly there now.

Be aware I am now in the process of updating patches. The ones I know will need to be fixed are:

Tears of the Fiend
Ruined Tail's Tale
UL Cheydinhal Falls
TIE
Lost Spires
Valley View Estate (new patch)
(why does Cheydinhal have to be so popular!)
OOO (will be getting split into one for OCC and one for OCR)

There may be more that need attention. Please let me know if something you're using that isn't on this list is suddenly broken.

The next major milestone ahead for OCR will be an upgrade to the layout in Leyawiin to align closer to the concept art, since that seems to be running away with the poll so far. Yes, Leyawiin is awesome as it is now, but I for one think it will be even more awesome once adjusted. Then after that hopefully all that will be left is bug squashing.

Also, I promise, this is the last time the BAIN packaging should need to be updated - watch your subpackage configurations when updating!
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SamanthaLove
 
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Post » Wed Mar 30, 2011 1:56 am

Great! Grabbing :D
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Guy Pearce
 
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Post » Wed Mar 30, 2011 10:13 am

Woot! Great news Arthmoor! Looking forward to seeing the new Cheydinhal in person (as it were.) :celebration:

EDIT (as no one has posted yet): Just had a run through Cheydinhal: Love it!
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i grind hard
 
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Post » Wed Mar 30, 2011 12:06 pm

OOO puts a script on the guards it wants gone. They're not supposed to be there to begin with, and I guess Oscuro was having trouble getting them to STAY gone. The script insta-kills them.

My OOO patch should be dealing with it in a slightly less violent manner. With an AI pack that sends the unwanted guards packing to a far flung remote location to just stand there.

The unwanted guards are also supposed to be replaced by female guards. No idea if that's even working right or not.


Not sure if I can do anything with Guard either. But I will see what I can do to help on our end in OOO.esm/OOO.esp..

Arthmoor if you need something put into OOO.esm / OOO.esp for Open Cities Compatiblity then let me Know..Now is the time..Since the issue has been popping up has of late..
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Melly Angelic
 
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Post » Wed Mar 30, 2011 1:18 pm

Thanks, but hopefully the updated patch will cover the job better. I'm going to have it forcefully disable the vanilla guard refs that are getting replaced. They shouldn't be a problem after that. It's something that has to be done outside of OOO since Open Cities moves their references into the open worldspaces.
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DeeD
 
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Post » Wed Mar 30, 2011 11:12 am

http://tesalliance.org/forums/uploads/1301755391/gallery_1515_117_201989.jpg

I've just run through the city at night, and noticed the streep lamps at the front gates (I don't know what direction, the one by the stables) have no light source in them. There might have been a few inside too. Do you want refs?

One other strange thing with this new OBSE plug-in. I definitely have OBSE v20b5, installed the plug-in per the read me instructions and I get a pop up when I enter the game that OBSE is not up to date. I'm not sure what the plug-in is even for, but everything seems to be working fine.

Nice peach trees! *coughselfimposedcreditcough* :teehee:
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Krista Belle Davis
 
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Post » Wed Mar 30, 2011 11:33 am

http://www.tesnexus.com/downloads/file.php?id=37867 :dance: :poke:

EDIT: I'd also like to put up a quick preview of a small compatibility project I'm working on now: http://img577.imageshack.us/img577/3656/projectpreview.jpg Let me know what you think. :)
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Matthew Warren
 
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Post » Wed Mar 30, 2011 11:44 am

As I understand, that Sutch mod is still WiP, yes? If so, any option converting it to open would need to wait until it's done.

Your compatibility project looks interesting, I assume that's the "unique castles" mod?

@Hanaisse: The OBSE detection is specifically looking for OBSE 0020 beta 5 or higher and was not telling me I didn't have it when I was still using that one. Beta 6 is also properly detected. You need to make very sure it's in place or that plugin won't work. That plugin is the whole reason doors are working properly now.
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Kat Lehmann
 
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Post » Wed Mar 30, 2011 12:49 am

Correct.

I'm working off of 0.8 right now, but I plan to expand to 0.9 quickly (once the patches are updated and I get 0.9 installed; it's just sitting in archive right now). This is mostly a "me" project, but if SilentResident approves, I will make it public.

It is going to be performed as a replacement plugin, but it has to have a dependency on OCR due to the need for me to move the flags around.

At this point, the biggest challenge appears to be Leyawiin since I need to rebuild the castle from scratch there.
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c.o.s.m.o
 
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Post » Wed Mar 30, 2011 9:32 am

I just installed the latest version and did a look through of Cheydinhall, I like it!
The extra ship in Bravil is working.
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Kathryn Medows
 
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Post » Wed Mar 30, 2011 10:16 am

http://img263.imageshack.us/img263/7051/leyawiincastleunique.jpg

The original castle by SilentResident was completely and totally incompatible with OCR Leyawiin. No amount of tweaking could resolve it, so I needed to start over on this one. I'm actually rather pleased with the result.

It still needs the embellishing touches such as windows and banners, but if this goes gold, that's what Castle Leyawiin will look like.

A lot of things needed to be moved around. For one, I've put the roof back (it was main piece of the original Leyawiin castle tileset) that Arthmoor removed when reconstructing Leyawiin. The flag has been repositioned, as well. The castle has also been extended back towards the lighthouse, but thankfully, Arthmoor gave me just enough rocks I could move around so I could hide the seams. No landscape edits were needed. :)
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lauren cleaves
 
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Post » Wed Mar 30, 2011 12:26 am

As I understand, that Sutch mod is still WiP, yes? If so, any option converting it to open would need to wait until it's done.

Yeah, early days. Not even any interiors just yet. Best to wait I would say. A definite future contender though. ;)
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Mark Churchman
 
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