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

Post » Wed Mar 30, 2011 4:07 pm

Open Cities Reborn

http://www.tesnexus.com/downloads/file.php?id=33003
http://tesalliance.org/forums/index.php?/files/file/540-open-cities-reborn-08-beta/
http://www.tesnexus.com/downloads/file.php?id=32925

For those who want accurate maps:
http://www.tesnexus.com/downloads/file.php?id=35969 has a correct overlay for Leyawiin, and will soon have one for Anvil as well.
http://www.tesnexus.com/downloads/file.php?id=31339 includes the correct Leyawiin.

http://www.gamesas.com/index.php?showtopic=1141197

Screenshots are available at Nexus and TESA. 26 links is a bit much to muster up :)

Open Cities Reborn takes the concept of Open Cities and steps it up to the next level. The project aims to redesign each city covered by the original Open Cities in such a way that would make more sense strategically. This will revolve around having the castles be the central structure of each city with the layout altered to put the housing, shops, and cathedrals around them. Where possible, Bethesda's concept art is being used to follow the layouts. Where none is available, I have exercised my own creativity. The city walls in each affected city will also be modified to suit the environment. For example, Bruma will now have wooden palisades instead of ginormous brick walls. The idea behind this is that with the cities in the open worldspace, they should be visible behind the walls. The primary reason for such tall walls wasn't for realism, it was to block out the unpopulated closed city spaces behind them.

For reasons of compatibility and lore, Kvatch will not be affected in any way. The Imperial City will also remain untouched, for obvious reasons.

To get the most out of these changes, it is highly recommended to download http://www.tesnexus.com/downloads/file.php?id=19628. This is the evolution of Texian's Window Lighting System and is fully compatible with Open Cities Reborn.

To go with that, and provide LOD for all the new goodies, I also recommend: http://www.tesnexus.com/downloads/file.php?id=20053. Just be aware that there's a bit of a performance hit in activating all the extra LOD that Open Cities will provide that's directly proportional to the power of your PC, and how many other mods you have installed.

Open Cities: New Sheoth

"Cat's out of the bag! Why do people put cats in bags? Cats hate bags." - Lord Sheogorath

Continuing in the tradition, if it could be called that, of Open Cities, I bring you Open Cities: New Sheoth. The first, last, best, and worst, Open Cities mod for the Shivering Isles. Madness has never been so much fun!

The twin cities of Bliss and Crucible have been transferred from their own individual worldspaces out into the SEWorld worldspace, which is SI's equivalent of being in the Tamriel worldspace. Though it may seem somewhat silly given the small size of both cities, the results are still pretty good. Everything blends in with the immediate surroundings of the cities so if you didn't know any better.....

As with other Open Cities mods I feel this adds greater realism to the cities by not having to transition from one outdoor worldspace into another. It may seem silly but give it a shot. It really does enhance the gameplay by quite a bit.

I would like to give a big thank you shout out to Sjors_Boomscors, without him this project would have died on the table a long time ago without every really having a chance. It was because of his help in getting some critical model work done that I was able to proceed even after he moved on to other things.

The New Sheoth module obviously requires Shivering Isles.

Since New Sheoth is a fortified city on purpose, it will remain intact as-is and is only being included here for convenience.

Installation Requirements

Official Oblivion patch version 1.2.406.
Shivering Isles patch 1.2.0.416 required for the New Sheoth module.
Bartholm 7.0+ is required to use the open cities version of that city. (http://www.tesnexus.com/downloads/file.php?id=5022)

The Quick Install

Ok, for those of you who want to just jump right in, Open Cities Reborn is packaged as a BAIN archive for easy setup. That was probably somewhat obvious though :)

First: Make sure BAIN is set to allow OBSE plugins to be installed. You will need to be using Bash 291 or higher for this. Right click the "Package" column header, then find "Enable installation of OBSE plugins" and make sure it's checkmarked.

00 Core - All files here are required. This folder contains the necessary OBSE plugin file as well.

01 Standard Version - The city plugin for the normal OCR layouts.

01 Blood & Mud Version - Use this if you wish to alter Bravil to fit in with the Blood & Mud version. This requires Ryan's Blood & Mud in order to work.

Pick only one file from the 01 folders. Do not use them both!

10 Outer Districts - If you want the Prison and Arcane University opened as well, install this folder's contents.

20 New Sheoth - If you have Shivering Isles, this will turn Bliss and Crucible into open cities.

30 Bartholm - If you have J.Sera's Bartholm 7.0+, you can elect to have the city opened with this.

Landscape LOD compatibility:

Pick one of the combinations in the 40 folders based on which combinations of mods you're using. If you don't have any of the specified mods, do not use the 40 folders.

Activate the rest of the files and you're off and running.

For those of you who want a bit more detail for installations, or prefer manually installing, read on:

Installation - Switching From Open Cities Classic

You will need to first remove *ALL* files associated with Open Cities Classic in order to use these new layouts and perform a clean save, including the ESM file. It does not matter which version of OCC you are using, failure to follow this procedure properly will result in major anomolies. If I hear about seeing braziers where guards are trying to stand, and tales of Ayleid ruin towers where a building should be, I'll know you didn't do this right.

The procedure is as follows:

* Load your game, and move to a location away from any of the cities. Don't use an interior attached to a city for this. Save and exit the game.
* Deactivate any patches you installed for other mods first. Load your game, then save in a new slot and exit the game.
* Remove the patch ESPs from your Data folder. Keep them somewhere safe if you want, but they need to be out of the way.
* Deactivate the city plugins, and the ESM file. Load the save you just made and save again in another new slot.
* Uninstall Open Cities Classic from the game, either manually or by using BAIN. Make sure the plugin files are gone once you do this.
* Rebuild your Bashed Patch if you have one, as it is possible it may have pulled records from the plugins.

Once you've done that, proceed with normal installation as outlined below.

Installation - New or Existing Game, First Time User

Main Components:

* As a precaution, backup your saved games. You never know.
* Unpack the files from the archive into a new folder. Don't just blindly dump into your Data folder. It won't work.
* Just in case, if installing to an existing save, make sure you are not standing outdoors in a city.
* Copy everything from the "00 Core" folder into your Data folder now.
* Copy one of the ESPs from a 01 folder, but DO NOT USE BOTH.

LOD Compatibility:

There are 7 folders that start with "40". The naming on these should be self explainitory. Choose the LOD files that match most closely with the mods you are currently using.
This is not strictly necessary but landscape LOD will look wrong if you don't use one.

Optional Components:

* If you want the IC Outer Districts, you need to copy everything from the "10 Outter Districts" folder into your Data folder now.
* If you want New Sheoth, copy everything from the "20 New Sheoth" folder into your Data folder now.
* If you want Bartholm to be open, copy the ESP file from the "30 Bartholm" folder into your Data folder now. Make sure you already have Bartholm 7.0 installed first.

At this point you should be ready to activate the plugins. You should consult the load order section for tips, or just use BOSS to take care of that for you.

* Install any needed compatibility patches.
* Rebuild your Bashed Patch if you have one. It's possible it may need to pull records from the plugins you're using now.

When you get done, it is highly recommended that you update your LOD using tes4lodgen if you are using RAEVWD so that the rearranged city layouts will be correct from a distance.

Once the game loads, you need to allow 24 game hours to pass for AI to fully update in each city.

Once the main mod is settled, you need to upgrade any patches you are using for other mods.
Get those files here: http://www.tesnexus.com/downloads/file.php?id=32925

Uninstalling Open Cities Reborn

Oh, now why would you want to go and do a thing like that? :)

But, since this isn't going to be for everyone, and you may decide you don't like what it does, the following procedure needs to be followed to remove the mod:

* Load your game, and move to a location away from any of the cities. Don't use an interior attached to a city for this. Save and exit the game.
* Deactivate any patches you installed for other mods first. Load your game, then save in a new slot and exit the game.
* Remove the patch ESPs from your Data folder.
* Deactivate the city plugins, and the ESM file. Load the save you just made and save again in another new slot.
* Uninstall Open Cities Reborn from the game, either manually or by using BAIN. Make sure the plugin files are gone once you do this.
* Rebuild your Bashed Patch if you have one, as it is possible it may have pulled records from the plugins.
* Regenerate your LOD so the proper visuals are restored.

You will need to allow 24 game hours to pass for AI to recover.

Load Order

Open Cities Reborn is stable and has given plenty of people trouble-free play. But it is still wise and proper to observe some load order placement to get the best experience possible out of it, as well as avoiding any potential conflicts that might result in crashes.

I would strongly recommend the use of BOSS: http://www.tesnexus.com/downloads/file.php?id=20516 to manage your load order. All of the Open Cities Reborn files and patches should be supported by the current version. If you prefer to manage by hand, read on :)

First off, it's best if the cities you're going to use are all set to load late in your order. The later the better, but it's not always possible ( or best ) to load right before your bashed patch if you have one. The main reason for this is because OCR makes major alterations to both landscape and path grids. Both of these types of records are winner-take-all, and anything loading later that alters the same records will severely distort your pretty new cities. Or send your NPCs to their deaths. Neither of which is fun.

Weather mods such as All Natural, Natural Interiors, Weather Inside, or any other mod altering interior cell climate/weather behavior need to be tagged with an appropriate Wrye Bash tag and the data imported into your Bashed Patch. This is usually accomplished with the C.Climate tag. If in doubt, ask. Someone should be able to provide an answer. Manually moving files like this too far down in your load order can cause other unrelated problems to occur.

Open Cities Reborn should load *AFTER* any of the Unique Landscapes mods. Landscaping and path grids near the cities will need to take priority. If conflicts such as land tears remain, these will need to be corrected with ESP patches. Please report any such conditions with a full accounting of your load order so they can be investigated.

Open Cities Reborn needs to load after Knights of the Nine, and any patches affecting it such as the UOMP and SM Plugins Refurbished.

Strictly speaking, overhauls such as OOO, MMM, Frans, and by extension FCOM should not be load order dependent with Open Cities Reborn. Usually these overhauls will load well before Open Cities Reborn anyway due to their own requirements.

Open Cities Reborn should be loaded after any mods which make changes to the following quests:

Nocturnal's daedric artifact quest.
Dark Brotherhood quest "A Knife in the Dark"
Dark Brotherhood quest "Affairs of a Wizard"
Dark Brotherhood quest "A Kiss Before Dying"
Dark Brotherhood quest "Following a Lead"
Dark Brotherhood quest "Whispers of Death"
Mages Guild quest "A Plot Revealed"
Main Quest "Defense of Bruma"
Side quest "Caught in the Hunt"
Side quest "A Brotherhood Betrayed"
Side quest "A Brush with Death"
Side quest "Paranoia"
Thieves Guild quest "Lost Histories"

The reason for this is because these quests have targets within the cities that needed to be changed or they would be pointing to the wrong worldspaces, leading to confusion even though the quests themselves would not be broken.

Known Issues

I have Knights of the Nine but I can't find the Prophet!

He's there, just not where he should be. You need the patch for Knights of the Nine. (http://www.tesnexus.com/downloads/file.php?id=32925)

I loaded the game while near a city gate and saw it vanish in front of me, what's wrong?

Nothing. This is expected. With OCR 0.8.1 and higher, the OBSE plugin that comes with the mod will move the doors to the cities out of position each time the game is loaded. This was done to get around an engine bug which has plagued Open Cities for ages. Doors would get moved, then snap back if you reloaded without exiting to the desktop first. That should no longer happen, but as a consequence, if you saved within visual range of one of the vanilla city load doors, you will see it disappear very shortly after the game loads and the scripts have had a chance to kick in.

Ok, but I tried to walk past where the door was and something invisible is blocking me now.

This is also normal and expected, and unfortunately a side effect of the method being used to suppress the doors now. You'll need to leave the area and get far enough away for that gate to switch out to LOD view instead of close up, or enter a nearby interior and exit again. Then you'll be able to return and the obstruction will be gone. Cities are usually large enough that you should be able to use another gate instead if you REALLY don't want to leave the area. Also, not every city in OCR has gates that will obstruct your path, you might simply be able to go around it and continue on your way.

There is a second chapel and cloister in Anvil hovering over the water.

Update your UOP with the UOP Supplemental, v3.2.9 or above. (http://www.tesnexus.com/downloads/file.php?id=27710)

The game crashes while doing character generation.

Update "Knights - Unofficial Patch.esp" with the new version from the UOP Supplementals: http://www.tesnexus.com/downloads/file.php?id=27710

There is a floating rock next to the Anvil Castle bridge.

It belongs to the Thieves' Den DLC. Update your "DLCThievesDen - Unofficial Patch.esp" with the new version from the UOP Supplementals: http://www.tesnexus.com/downloads/file.php?id=27710

But there are MORE ROCKS floating there!!!

You probably use TIE. Update to version 1.36 or higher to resolve the rest of the rogue rocks and other items in the harbor.

TIE NPCs are not visiting the cities.

Update to TIE 1.36 or higher.

Tamriel Travelers NPCs don't visit the cities.

AI support in TT is pending an update from Corepc. In the meantime, the NPCs will be unavailable on the days they should be visiting the cities. They resume their normal schedules in the wilderness afterward.

In "Big Business", Bauggi goes to Anvil and then vanishes.

He has an AI pack set to send him to Anvil, possibly just for the realism effect. He does nothing once there though, so fixing it isn't important. Just wait for him to come back out and return to your farm.

Troubleshooting Problems

If you have a problem with an Open Cities mod and wish to report it, I'd appreciate as much information as possible, preferably in the form of a screenshot with console data showing if it's something that can be screened. The FormID of the affected object would help greatly to narrow down any problems that might result. Post this information along with your load order. Reports with less than detailed information may result in delays in getting it fixed, or result in being ignored entirely. It helps everyone to provide details. I am especially interested in verifiable conflicts, as I wish for Open Cities to be as conflict-free as is humanly possible given the circumstances. If the situation requires a patch, I can only work something out if I know what to look for.

Locations of AI Doors

The AI doors are entry ways into the closed wordspaces should it become necessary. Not everything that is placed in a city by a mod is worth the time it takes to create a patch. Mods that drop items for a one-time pickup are a good example of this. It's much easier to just go through the door, get what you need, then exit the city as normal.

Anvil: Next to the abandoned house in the southeast corner of the city.
Bravil: In the garden area immediately outside the castle in the NW corner.
Bruma: A small snow rock in the castle courtyard area, in the northeast corner.
Leyawiin Reborn: In the castle area, along the wall near the guard barracks.
New Sheoth - Bliss: Small rock cluster next to the entry to Sheogorath's Palace, right in front of the barrel.
New Sheoth - Crucible: At the bottom of the stairs to the palace, on the ledge next to the sewer grate.
Bartholm: Along the south city wall, directly behind Rufus' house.
Arcane University: On the west side, along the wall, right across from the well.
Prison District: Also on the west side, next to the wall, to the left of the practice target.

Use of the AI doors to reach the closed worldspaces may present some problems with the differences in landscape height. Objectives may be buried or floating overhead. In cases like this, use the console to turn off collision long enough to get there.

Performance and FPS

Rumors continue to persist about Open Cities being an FPS killer. In and of itself, Open Cities will not represent a significant hit to your gaming performance. If you are playing the stock game, with stock graphics, go run around near the Imperial City, then around Chorrol. Measure the performance you get. Add Open Cities, and perform the same test again. The Imperial City will remain unchanged, and your trip around Chorrol will see a minimal impact of 3-5 frames. In other words, if your system is low end, it'll still feel low end after installing Open Cities. If you have a midrange to high end system, installing Open Cities will not be a noticeable drain on your resources.

The problem most people have is that they're not playing in a stock configuration. They load up a bunch of graphical enchancers ( guilty as charged! ) and a ton of graphically heavy mods, all at the same time. So suddenly trips around the Imperial City are a bit sluggish, and that trip around Chorrol is bogging things down. In the process of adding mods, they not only activated huge memory sinks like QTP3, but also activated a large set of LOD mods, FCOM, 18 quest mods, a lighting overhaul, a weather overhaul, and higher quality sound files. So when the game slows down, it takes all of two seconds of "OC is an FPS killer" and people believe it, because, by coincidence, removing it results in what they think is smoother play. However, removing any one of the other elements would have done the same. Bog the system down with enough stuff, it will buckle. There are tradeoffs to be had. I am aware of how this may sound, but in the grand scheme of things, Open Cities is not the FPS killer everyone says it is. Do yourself a favor and be objective enough to try it first and see for yourself before believing some random forum poster. The vast majority of the negative attention was from 2006. We're entering 2009. The mod has been trimmed and polished a lot since then. Systems have also evolved considerably at the same time.

That said, there may be some additional load placed on your game if you install the new Outer Districts module. Sjors has provided me with some updated collision optimized meshes to use for the large walls and towers that enclose the two districts. Without them, there was significant lag while in the Arcane University and slight lag while in the Prison. After the optimized meshes were installed and tested, the lag is all but gone and it's about as smooth for me as it is to be in the closed versions of these districts. That does not mean however that your experience will be the same. These districts are made up of large high detail meshes. A low end machine struggling with the Imperial City in general is going to have trouble here as well. Midrange PCs may see some significant additional lag. Higher end PCs should notice little if any difference, but this will depend greatly on both your CPU and GPU. Visible images tax the GPU. Collision meshes tax the CPU due to the Havok physics involved. Be prepared for some tradeoffs. The Imperial City has always been and will likely continue to be a resource hog whether or not you fling them open to the world.
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JUDY FIGHTS
 
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Post » Wed Mar 30, 2011 1:29 am

On the poll: I say no. You've matched the concept closely enough, and Leyawiin looks incredible now. I suggest saving your energy and concentrating on getting Cheydinhal and Skingrad "reborn." Then you can worry about matching Leyawiin up better.
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Emma
 
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Post » Wed Mar 30, 2011 1:47 pm

From the previous thread:
Yes, but the point I was making is that in order to have it leak out, the ground on the exterior would have to be in "leaky" condition the entire time. It's not possible to switch landscape texturing. Unless OBSE has yet another hidden gem I've not noticed. :)


Drat! I didn't realize that... I guess that's what the KR team was referring to when they said they couldn't do anything about the outside landscape...

Um, what does the Leyawiin concept art look like? Although I'm inclined to agree with Thomas - I love Leyawiin the way it is right now and would love to see Cheydinhal and Skingrad reborn :D
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Haley Cooper
 
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Post » Wed Mar 30, 2011 8:44 am

I voted yes as everything you've done so far to make the cities 'reborn' has been extremely high quality, though I'd rather see you fix up Cheydinhal first before going back to Leyawiin.
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Evaa
 
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Post » Wed Mar 30, 2011 12:23 am

I can't vote yet. :)

As andalaybay already asked, what does the Leyawiin concept art look like? And what more could you possibly do? It's amazing as it is.
Although I will say, the huge lump of land the castle now sits on could use some landscape love. It's pretty unsightly looking into the bay. Maybe even make it accessible as park land. I could get some amazing sunset screenshots from there. :D
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Sylvia Luciani
 
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Post » Wed Mar 30, 2011 11:09 am

I voted yes, although I too would like to see the other cities done first. However, if there are no resources (I know you were looking for wall meshes), then it would be a great thing to do, making it look more like the concept work. The version now is beautiful, and it can only get better from there. :)

Edit: http://www.freakygaming.com/gallery/concept_art/elder_scrolls_iv:_oblivion/leyawiin.jpg a link to the concept art. It looks amazing, eh?
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matt oneil
 
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Post » Wed Mar 30, 2011 5:05 am

Er. I thought I had a link to that but apparently not. So... after being blown away by the nice job Bethesda did on the updated Oblivion site, I found it: http://cms.elderscrolls.com/sites/default/files/tes/concept_art/oblivion_conceptart_0000s_0000s_0002_3.jpg

I suppose I should have mentioned somehow that it would only get addressed after Cheydinhal. I doubt Skingrad will get a treatment since it's already fairly well set and there's not much I could do with it to improve on the strategic configuration of it. Plus, it's the one city we got that was practically dead on for concept art.
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Smokey
 
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Post » Wed Mar 30, 2011 4:35 am

Ok, now I voted yes - with a qualifier: after Cheydinhal, which you've confirmed already. I really like the little ampitheatre they have and I think it would be really cool if you could do that.
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Sarah Evason
 
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Post » Wed Mar 30, 2011 7:03 am

That's actually supposed to be an arena. Every city was supposed to have one and they're on all the concept drawings I've seen.
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Natalie J Webster
 
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Post » Wed Mar 30, 2011 1:32 am

Oh I see. You're already pretty close to concept right now, all I notice are expanded lower and upper class areas.
I voted yes anyways, I'd love to see more. After you finish your extensive to-do list. :P
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Svenja Hedrich
 
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Post » Wed Mar 30, 2011 2:07 am

That's actually supposed to be an arena. Every city was supposed to have one and they're on all the concept drawings I've seen.


Yeah, well I like the open style of the Leyawiin one. An ampitheatre would be nice... and unique.
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Dewayne Quattlebaum
 
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Post » Wed Mar 30, 2011 2:31 pm

Yes, it would, but are there any such resources available to exploit? If so I'd be more than happy to try putting it in. If not, the existing arena resources are too large to put in that size of a spot.
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candice keenan
 
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Post » Wed Mar 30, 2011 2:47 am

Hmmm, well I can see creating something using Ayleid textures. I guess we'll have to see where we are at when you look at doing it. Doing Cheydinhal first might give us enough time to get some things done... *nudge, nudge, wink, wink*
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Sierra Ritsuka
 
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Post » Wed Mar 30, 2011 6:00 am

Yes, it would, but are there any such resources available to exploit? If so I'd be more than happy to try putting it in. If not, the existing arena resources are too large to put in that size of a spot.

The concept art shows a semi-circular theater, not an amphitheater (double the size, because amphi- means double) so it would need custom meshes to do it, but maybe not too many. I suspect that banked seating, curved for a natural hollow, could be all that it needs.
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BRIANNA
 
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Post » Wed Mar 30, 2011 4:53 am

The concept art shows a semi-circular theater, not an amphitheater (double the size, because amphi- means double) so it would need custom meshes to do it, but maybe not too many. I suspect that banked seating, curved for a natural hollow, could be all that it needs.


Yes, I was referring to the modern usage of the term which is an open-air semi-circular threatre used for art and music performances.
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Project
 
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Post » Wed Mar 30, 2011 5:10 am

I wish to report a small incompatibility with Salmo the Baker COBL.

The problem is with that mod, the door leading back to Skingrad from Salmo's shop takes you to the closed city worldspace instead of the Tamriel worldspace where you are supposed to go with Open Cities. The result is I was plopped into a version of Skingrad where I couldn't enter any other buildings and the NPCs were all missing. But I was thankfully able to escape back to OC Skingrad by using the city gate.

I could probably easily fix this myself, I just need to redirect the door's teleport, but I just thought to let you know.

Oh, by the way, I'd like to say that I feel so much is added to Open Cities by including the City Architecture from RAEVWD, which I am now using. It may be the most performance-heavy portion of the mod, but I really don't see how I can let it go now.
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Melissa De Thomasis
 
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Post » Wed Mar 30, 2011 4:14 am

is there an OMOD script for this?
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R.I.p MOmmy
 
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Post » Wed Mar 30, 2011 7:50 am

@Thomas: Move Salmo above OCR in the load order and the door problem will be resolved. You'll probably also have to tag Salmo with C.Owner to retain the ownership flags.

@Saint777: No, there isn't an OMOD script for this.
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cheryl wright
 
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Post » Wed Mar 30, 2011 1:22 pm

Well, now that would certainly cause a problem.

Looks like BOSS is misplacing the plugin, then. I'll file a report in the BOSS thread.
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stephanie eastwood
 
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Post » Wed Mar 30, 2011 9:52 am

No need, I already moved it.
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Neil
 
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Post » Wed Mar 30, 2011 11:25 am

And for those of you who were waiting on it, 0.8.5 is up. All this does is add the Blood & Mud conversion for OCR to the package. Do pay attention when updating - I named the ESPs the same thing, so you CAN end up overwriting your existing copy if you're not watching which subpackages BAIN has selected. The difference being of course that the B&M version is also dependent on Ryan's Blood & Mud along with the Open Cities stuff.
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Greg Swan
 
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Post » Wed Mar 30, 2011 7:05 am

@Saint777: No, there isn't an OMOD script for this.


bummer
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Sophie Payne
 
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Post » Wed Mar 30, 2011 10:55 am

Take it as encouragement to start using BAIN more often; you won't regret it.
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Julie Ann
 
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Post » Wed Mar 30, 2011 11:59 am

Just saw this on Nexus, http://www.tesnexus.com/downloads/file.php?id=37785. Sounds... http://www.gamesas.com/index.php?/topic/1141197-relzbeta-open-cities-reborn/page__view__findpost__p__17361537?
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Becky Cox
 
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Post » Wed Mar 30, 2011 7:40 am

Yes, it's been uploaded again. I've reported this version as well.
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Nice one
 
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