[Relz] Bananasplit's Better Cities - Thread 40

Post » Wed Mar 30, 2011 9:38 am

No, because the English version of B&M is fully compatible, so as far as we're concerned, there is no conflict. This is an English-language mod, intended to be played in an English-language installation of Oblivion with other English-language mods. Neither of us speaks or reads German, so if there hadn't been an English translation of Blood & Mud, there would never even have been a BC B&M variation of Bravil in the first place.
What you need is to find someone willing to take over the German translation of Better Cities, to keep the German version up to date with us, and thus have someone to provide a working version with the German version of Blood & Mud.
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DarkGypsy
 
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Post » Wed Mar 30, 2011 3:29 am

What you need is to find someone willing to take over the German translation of Better Cities, to keep the German version up to date with us, and thus have someone to provide a working version with the German version of Blood & Mud.


I would try it myself, I just need to see how to do it and maybe ThreeD is gonna support me (he trandslated the other BC versions so far as i can remember). So in case I would really do this, I'd need two things: the permisson of you, the guys who create this awesome stuff, and help to translate it. I'll look for the help (or someone to do it) myself.

And after thinkin a bit yesterday in the evening, I understood what you mean with all the compatibility, so sorry for the bull I wrote earlier :)


GreeZ
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Mr.Broom30
 
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Post » Wed Mar 30, 2011 5:46 am

You have permission to translate BC into German and upload it for others to use. ThreeD is retired from Oblivion modding, but may be willing to assist you to get you started. I recommend using TES4Edit (rename the EXE TES4Trans.exe so that it only displays the parts of each record which needs translating) and that you start by comparing our current files with the already translated but outdated release by ThreeD, as this will allow you to quickly drag many of the translations from the old into the new, saving you from having to repeat work already done. Then you'll only need to concentrate on the new content or anything that wasn't translated the first time.
Don't translate the merged Full ESPs, only translate the separate ESPs for each city and IC District, then merge them together using TES4Gecko.
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Smokey
 
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Post » Wed Mar 30, 2011 9:43 am

Thanks alot, I already sent out a PN to ThreeD, lets hope he has time and interrest in helping me. And thanks for the help, I'll try to do it as you suggested.
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Ally Chimienti
 
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Post » Wed Mar 30, 2011 12:13 am

Hi all

Are there any known conflicts between WAC and Better Cities or Better Cities (Open)
Are there any known conflicts between Oblivion WarCry New Demension and Better Cities or Better Cities (Open)

Thank you
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Miguel
 
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Post » Wed Mar 30, 2011 3:50 am

None known, no. I've never even heard of "Oblivion WarCry New Dimension".
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Kelly Osbourne Kelly
 
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Post » Wed Mar 30, 2011 5:28 am

None known, no. I've never even heard of "Oblivion WarCry New Dimension".


In that case, I'll be watching out for incompatibilities. http://www.tesnexus.com/downloads/file.php?id=34673 is
a monster/NPC overhaul mod similar to MMM and OOO. It only used the "War Cry" name but isn't really associated with the old War Cry.
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Adriana Lenzo
 
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Post » Wed Mar 30, 2011 3:01 pm

Anyone experiencing crashes in the Waterfront when using Better Cities, please read the opening post in http://www.thenexusforums.com/index.php?showtopic=377946, then post your response. Please do not post in the thread I just linked to for any reason not related to crashes in the Waterfront.
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Michelle Serenity Boss
 
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Post » Wed Mar 30, 2011 12:42 am

I came across a slight conflict with Better Cities and Skingrad Market:

http://www.scene-and-heard.com/oblivion/skingradmarket.jpg
http://www.scene-and-heard.com/oblivion/skingradmarket_bc.jpg

This little conflict prevents him from entering his home after work.

I also posted this info in the Skingrad Market thread on TESNexus just as an FYI really.
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IsAiah AkA figgy
 
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Post » Wed Mar 30, 2011 5:45 am

Thanks for an awesome, permanent addition to my load order. And thanks for consistently maintaining and improving it.

A quick question: are there any plans to make body-mod compatible versions of the included clothing? I'm using Robert's Male and Female, and all of the upper body clothing has a http://img815.imageshack.us/img815/4198/bbcroberts.jpg, at least for the females (I haven't checked the men yet). I don't mind the clipping with the pants, but the fact that the shirt includes the forearm makes it kind of fugly.

Failing that, is there a good tutorial someplace so I could try my hand at it? I tried simply removing the forearm block from the mesh with NifScope, but that leads to disconnected hands...
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Sarah Edmunds
 
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Post » Wed Mar 30, 2011 3:04 pm

You can't simply remove portions of the mesh when working with a clothing model. When you put a shirt on in this game, you are essentially replacing the entire upper body mesh with the model for the clothing.

What you will need to do is remove the portions of the mesh related to the clothes from the models in BBC and place them over the Robert Female base body models instead (essentially you splice the clothing mesh onto your body mesh). For that you will need Blender, NifSkope cannot alter meshes at that level.
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Christie Mitchell
 
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Post » Wed Mar 30, 2011 5:13 am

What you will need to do is remove the portions of the mesh related to the clothes from the models in BBC and place them over the Robert Female base body models instead (essentially you splice the clothing mesh onto your body mesh). For that you will need Blender, NifSkope cannot alter meshes at that level.

You make it sound so easy... is there a step-by-step anywhere? I had a look on the TESCS Wiki, but didn't find what I was after.
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Tanya
 
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Post » Wed Mar 30, 2011 11:05 am

http://grotto.moddersrealm.com/index.php?topic=9519.msg186407#msg186407 a tutorial that deals with reshaping meshes.

If the clothes are simply vanilla retextures, then a simple Nifskope job might be enough since refitted vanilla meshes exist already.

... So http://niftools.sourceforge.net/wiki/NifSkope/Change_texture a Nifskope tut for swapping textures.
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GPMG
 
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Post » Wed Mar 30, 2011 9:14 am

I came across a slight conflict with Better Cities and Skingrad Market:

http://www.scene-and-heard.com/oblivion/skingradmarket.jpg
http://www.scene-and-heard.com/oblivion/skingradmarket_bc.jpg

This little conflict prevents him from entering his home after work.

I also posted this info in the Skingrad Market thread on TESNexus just as an FYI really.


That's a funny place for a market trader to live! I'm surprised that the NPC was unable to get to his home (NPCs do not use the actual doors to teleport, they use the teleport markers placed near/in front of doors, which are not visible in-game), but not surprised that the player was unable to get in. Just use the in-game console to disable the rocks.
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Elisabete Gaspar
 
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Post » Wed Mar 30, 2011 1:14 am

Yeah I thought it was an odd place to live too. Disabling the 2 Rocks worked and didn't upset the layout, and Domenick finally went to bed :)

Thanks :)
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jodie
 
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Post » Wed Mar 30, 2011 1:38 pm

This is just a heads up (apologies if it has been mentioned way back):

I came across a conflict when running A Better Benirus Manor (Complete) alongside Better Cities. The complete version of ABBM adds in a stone seating area with trees in the plot that The Gold Horse Courier is located in Anvil, thus causing a slight land tear. So running the interior only version of ABBM is advised (I know it mentions this on the TESNexus download page but there wasn't any known conflicts at the time that was posted iirc)

http://www.scene-and-heard.com/oblivion/bbm_bc.jpg

I've also notified Khettienna on TESNexus
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Sami Blackburn
 
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Post » Wed Mar 30, 2011 2:41 pm

I think you'll find that that is the whole point of the interior-only version... to ensure compatibility with other mods which edit the city area.
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Wayne Cole
 
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Post » Wed Mar 30, 2011 2:16 pm

a question, i activated using bain installation the .esp that come with permanent resources, and 4.9.6 resources, then activated the BC 4.9.7 package and i see twoo doors in many chorrol houses and bruma, any way of solve this issue?? reinstalling last time didnt solve it.

also its safe use CUO cities with better cities compabilities patches??
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Alex [AK]
 
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Post » Wed Mar 30, 2011 1:57 pm

a question, i activated using bain installation the .esp that come with permanent resources, and 4.9.6 resources, then activated the BC 4.9.7 package and i see twoo doors in many chorrol houses and bruma, any way of solve this issue?? reinstalling last time didnt solve it.

also its safe use CUO cities with better cities compabilities patches??


For the doors, please read our http://www.thenexusforums.com/index.php?showtopic=220413.

Yes, it is safe to use CUO Cities with our compatibility patches. Please ensure that you use the latest current versions of each CUO Cities mod, as the patches are specifically for the current versions, not for any older versions of CUO Cities.
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Tanya
 
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Post » Wed Mar 30, 2011 6:57 am

Make sure you clean the CUO files before using them with other mods, as well. They are absolutely stuffed with dirt and deleted refs.
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Isaiah Burdeau
 
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Post » Wed Mar 30, 2011 11:31 am

Because I assume that most people won't know how to clean a mod using TES4Edit, I created the CUO compatibility patches with uncleaned CUO mods, so as to ensure that they would work whether the CUO ESPs were clean or unclean.
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Sophie Louise Edge
 
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Post » Wed Mar 30, 2011 4:12 am

I removed Open Better Cities and rebuilt my Bashed Patch however the gates into the cities effected by the "Open" cities part of the mod no longer act as a cell teleport, instead the gates are static items with no activation or collision detection, im guessing this is an error on my part of the uninstallation, also some relevant information, i did this on the same savegame as when I had Open Better Cities installed, but i updated the game in Wrye Bash to accommodate or so i thought
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patricia kris
 
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Post » Wed Mar 30, 2011 3:14 am

I removed Open Better Cities and rebuilt my Bashed Patch however the gates into the cities effected by the "Open" cities part of the mod no longer act as a cell teleport, instead the gates are static items with no activation or collision detection, im guessing this is an error on my part of the uninstallation, also some relevant information, i did this on the same savegame as when I had Open Better Cities installed, but i updated the game in Wrye Bash to accommodate or so i thought

Vorians put a guide book in your character's inventory back in ver. 3-7 (I think) that you're supposed to use to turn the "open" feature of each city on and off. If you did not use this,to deactivate the "open status" and then uninstalled the mod (which is what I assume you mean by removed) the doors would be static. It is also conceivable they could act like interior doors-that open to nowhere.

Forgot to include what's going to help you. If you can, reactivate the mod, find a saved game that the open portion of better cities was still active. Load that, go somewhere were better cities isn't. (Like a empty cave) Then, find your book in the inventory (I believe it's called "Guide to Better Cities" or something simular) and click on each cities name, then choose the "open cities" option for all available-it's an on/off switch. If you have lost your book, there is a console command you can use for each city-but you'll have to dig through the massively huge bsa file for it yourself.
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Brooks Hardison
 
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Post » Wed Mar 30, 2011 1:50 am

http://www.gamesas.com/index.php?/topic/1193172-relz-bananasplits-better-cities-thread-41/
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Erin S
 
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