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

Post » Wed Mar 30, 2011 2:24 am

@Thomas; I hope SilentResident approves (he almost certainly will) because its something I'd definitely install.
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Matt Gammond
 
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Post » Wed Mar 30, 2011 1:36 pm

OK, here's the progress so far:

Castle Anvil: http://img27.imageshack.us/img27/2799/uniquecastleanvilocr.jpg

Castle Bravil: http://img683.imageshack.us/img683/5949/uniquecastlebravilocr.jpg

Castle Bruma: http://img4.imageshack.us/img4/3870/uniquecastlebrumaocr.jpg

Castle Chedyinhal: Haven't started this one yet, as I still have yet to upgrade to OCR 0.9. However, this unique castle is completely compatible with Classic Cheydinhal, and required no tweaking.

Castle Chorrol: http://img59.imageshack.us/img59/944/uniquecastlechorrolocr.jpg

Castle Leyawiin: http://img88.imageshack.us/img88/174/uniquecastleleyawiinocr.jpg

Castle Skingrad: http://img651.imageshack.us/img651/5163/uniquecastleskingradocr.jpg

I'll be PMing SilentResident momentarily.
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Horse gal smithe
 
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Post » Wed Mar 30, 2011 6:23 am

Those are looking pretty cool Thomas. Any chance they also have extended interiors too? Some way to reach the tops without having to cheat?
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Eliza Potter
 
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Post » Wed Mar 30, 2011 11:31 am

Not at the moment, right now I'm just concentrating on allowing OCR users to experience the better castles ImpeREAL Castles built for us. I'll think about it, though.

A couple more notes:

SilentResident has approved of my efforts, and so long as Arthmoor is okay with it, the mod will be released. SilentResident recommended that it be released standalone (unless you want to integrate it into OCR, Arth).

Second, Castle Cheydinhal is ready to be checked out in-game. This one was pretty tricky to construct, as well, because the castle shape has changed from a sort of arc-like shape to a box, rendering many of SilentResident's changes unmergable, but I think I've managed to get a visually pleasing result that is in line with his original vision at this point.

I'll try and get some screenshots of Castle Cheydinhal tomorrow.
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Rachie Stout
 
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Post » Wed Mar 30, 2011 1:23 am

I don't have a problem with it. Standalone is probably best. The OCR package is already suffering some from resource creep :P
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sarah taylor
 
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Post » Wed Mar 30, 2011 6:43 am

OK, Castle Cheydinhal for OCR is now finished.

http://i.imgur.com/JSD4y.jpg

Now all I need to do is whip up a quick OCC version, and I'll be all set. That won't be hard, though, just moving some flags around. :)
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Ron
 
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Post » Wed Mar 30, 2011 4:34 pm

I was going from city to city admiring new castles and found a door hovering beside Anvil Castle, I noticed it when I used the fast travel marker for the Thieves Den DLC. The door appears in the Blood and Mud esp, and the normal esp.
The Editor ID is OCRAnvilCastleDungeonDoor in cell -46,-11 Anvil Castle SEOCR.
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Hearts
 
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Post » Wed Mar 30, 2011 11:41 am

Small update on that door:

Unique Castles is not at fault, I just checked to make sure and the errant door was still there without Unique Castles being loaded. Even then, UC made no changes whatsoever to that door.
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Marnesia Steele
 
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Post » Wed Mar 30, 2011 2:26 pm

Looks like I missed a door ID. Whatever you do, DON'T use the console to get rid of it or anything. Leave it be for now until I can get an update posted.
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Rachie Stout
 
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Post » Wed Mar 30, 2011 5:34 am

Compatibility patches for Tears of the Fiend, Ruined Tail, Lost Spires, Dungeons of Ivellon, and OOO have been updated on the http://www.tesnexus.com/downloads/file.php?id=32925. A new patch for Valley View Estate has been added as well.

The compatibility patch for UL Cheydinhal Falls can be found on the http://www.tesnexus.com/downloads/file.php?id=13834.

EDIT: Link fixed.
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Laurenn Doylee
 
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Post » Wed Mar 30, 2011 7:29 am

And now I have no excuse not to upgrade to 0.9 now.

Thanks for that. :)

EDIT: By the way, I'm looking through my latest release in TES4Edit, and I'm noticing a lot of region record overrides (Ex: OCAnvil 0207A132 in OCR.esp is being overridden with... well, nothing by my mod). How important are these records?

I'm probably going to be doing away with them anyways (just by replacing the conflicting region records so UC-OC overrides them without conflicting) because I really can't see any reason for the mod to be altering those records.

EDIT 2: The OOO+OCR patch seems to have its masterlist out of order. Probably harmless, but I still don't like the bright orange checkbox that results, it makes me go OCD. :shrug:
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tegan fiamengo
 
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Post » Wed Mar 30, 2011 12:54 am

Arthmoor, there's a floating bush in Anvil. Cell -48,-9: C86E. Dropping it to Z 322 will ground it,

Edit
Also, in the same cell, there's a pathgrid node directly beneath lamp post 22155.
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Ron
 
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Post » Wed Mar 30, 2011 8:12 am

The region records are what set the music to public and maintain the map name so that when you point at a door, it says something like "door to Anvil" instead of "door to Gold Coast". Other than that, it's not important. What's overriding that?

The order of the masters in the plugins are correct - you'll need to make sure the plugins are where the readme says they should be. Oh, and I just updated BOSS to reflect that :P

@Vorians: Thanks. Probably still a few more of those lurking about too :)
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P PoLlo
 
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Post » Wed Mar 30, 2011 10:09 am

The plugins are essentially removing those region records, which would mean that the city music was being set back to "Explore" if you visited the cities with UC-OC installed (and that supports a little detail I noticed while checking the mod in-game). If that's the case, then I'm calling those edits wild, and will have an update out shortly to get rid of them.

My solution was to go into TES4Edit, find the region records that UC-OC was overriding with nothing, and just put them back.

A couple screenshots to illustrate:

http://img812.imageshack.us/img812/5089/tes4editshot1.jpg

http://img703.imageshack.us/img703/1782/tes4editshot2.jpg
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Umpyre Records
 
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Post » Wed Mar 30, 2011 12:27 pm

It's more of a reverse of a wild edit - an edit that should have been carried over but wasn't. Kind of weird really because I've edited stuff using the OC files as masters and it's never left out the region data like that unless I deliberately removed it later. Your solution will fix the issue though.

BTW, you should drag the cell editor IDs across as well so that GetInCell checks will know people are in the various cities.
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Josephine Gowing
 
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Post » Wed Mar 30, 2011 12:30 pm

The EDID records all seem to be present and correctly matching in the plugins, as far as I can tell. It was just those region records giving me bother.

Unless you are seeing something I'm not (which is perfectly viable, as I'm still a beginner with TES4Edit).
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Louise Dennis
 
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Post » Wed Mar 30, 2011 4:03 pm

Speaking of Anvil, cell -48,-9 .. I haven't seen a floating bush but there is a floating foxglove under a tree (the one beside a bucket), and a nirnroot under the sidewalk.
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i grind hard
 
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Post » Wed Mar 30, 2011 3:48 am

I may have the original version, but since the file description doesn't say... :P
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Dawn Porter
 
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Post » Wed Mar 30, 2011 2:49 pm

Well, 1.1.1 is up now. I've added proper support for Blood & Mud (wasn't really incompatible, but the texture transition was a bit jarring) and cleaned up those wild edits in that version.

I've included the version number in the file description for your convenience now, so if you don't have that, you're now out of date by approximately 18 hours. :turned:

Speaking of jarring texture changes... I noticed http://i.imgur.com/izaeG.jpg while checking up on my B&M update.
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Andres Lechuga
 
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Post » Wed Mar 30, 2011 1:11 pm

It's more of a reverse of a wild edit - an edit that should have been carried over but wasn't. Kind of weird really because I've edited stuff using the OC files as masters and it's never left out the region data like that unless I deliberately removed it later.


This would happen if the ESP already contained the cell records prior to being made dependent on the OC ESP.
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lauren cleaves
 
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Post » Wed Mar 30, 2011 4:37 am

Compatibility patches for Tears of the Fiend, Ruined Tail, Lost Spires, Dungeons of Ivellon, and OOO have been updated on the http://www.tesnexus.com/members/addfile.php?id=32925.


Arthmoor your link is broken. I do not think everybody has permission to Add files to Open Cities Patches page once again.. :whistling:

Thank for the updated OOO patch..
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Jonathan Braz
 
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Post » Wed Mar 30, 2011 3:10 am

This would happen if the ESP already contained the cell records prior to being made dependent on the OC ESP.

Or that too.

Arthmoor your link is broken. I do not think everybody has permission to Add files to Open Cities Patches page once again.. :whistling:

Thank for the updated OOO patch..


Woops. Fixed. Hopefully it's all working well?
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dean Cutler
 
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Post » Wed Mar 30, 2011 2:35 pm

Finally made it to Cheydinhal - very nice! A couple of super minor things. First, the Mages Guild well has grass in it. Second, Nardala's Fine Clothing doesn't have a sign.
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Isabell Hoffmann
 
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Post » Wed Mar 30, 2011 2:55 am

Grass is always a pain but I swore I got rid of it. You sure it's not blowback from a mod patch or some other incompatibility?

And... uh... yeah. I guess I forgot to give Nardala a sign.
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Tai Scott
 
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Post » Wed Mar 30, 2011 7:14 am

http://i855.photobucket.com/albums/ab118/AndalayBay/Oblivion/MagesGuildWell.jpg I don't think it's caused by something else, but I'll double-check.

Edit: Doesn't look like it. The only thing I see is a couple of cells have been modified by something called the Unofficial Oblivion Patch... No idea what that is... But the Mages Guild well is only showing OCR and Oblivion.esm.

Edit 2: Oh, and thanks for the extra vendors! Nice to have more options for selling stuff with EE.
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Umpyre Records
 
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