[RELz] Open Cities Classic, Thread #7

Post » Wed Mar 30, 2011 11:36 am

By the way, you might want to get a moderator to edit the thread's subtitle, seeing as OCC is no longer modular.

Just nitpicking, though. :whistling:
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Kanaoka
 
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Post » Wed Mar 30, 2011 4:41 am

Thanks for continuously improving this great mod!

However I've got a question concerning the compatibility with Werewolf - Legends of the North v2 which I wanted to add to my load order.

Does anyone know it it's compatible with Open Cities?

http://www.tesnexus.com/downloads/file.php?id=24453

The description mentions a compatibility patch for Better Cities but not OC, any ideas whether both mods will work together or not?


Chances are if it needs a BC patch it also needs an OC patch. Nobody has ever brought that one to my attention before so I'll take a look at it when I have a chance.

By the way, you might want to get a moderator to edit the thread's subtitle, seeing as OCC is no longer modular.

Just nitpicking, though. :whistling:

Yep, reported it since it'll be awhile before this thread turns over. :)
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Kristina Campbell
 
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Post » Wed Mar 30, 2011 10:21 am

Open Cities Classic v4.0
* The vanilla city gates should no longer present a problem when being replaced with the open versions.


Very happy about this change as it was the reason for me dropping it from my previous load order.

thanks Arthmoor :)
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Maria Garcia
 
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Post » Wed Mar 30, 2011 5:11 am

I just added this mod to my permanent list :D Amazing how such a relatively simple change can produce such a difference in immersion. Mad props to Arthmoor! I have 1 pseudo bug report, and a request. The patch 'OCC-COBL-Wells.esp' is listed as being mismatched in Wrye Bash. The esp is orange, saying that OCResources.esm needs to load after COBLMain.esm.

Second, I would like to request that you add a popular old mod to the Incompatible list; http://www.tesnexus.com/downloads/file.php?id=3791. All of the access portals are located on the buyable houses, and with OCC, these portals cease to work and/or exist. The one exception is the Waterfront Shack; this portal seems to work ok, and once inside the Armory Lab, the mod functions as normal. So perhaps not technically incompatible, just severely limited access. Anyways, OCC is a great bit of immersion, so thank you :)
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Kate Schofield
 
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Post » Wed Mar 30, 2011 7:24 am

I just added this mod to my permanent list :D Amazing how such a relatively simple change can produce such a difference in immersion. Mad props to Arthmoor! I have 1 pseudo bug report, and a request. The patch 'OCC-COBL-Wells.esp' is listed as being mismatched in Wrye Bash. The esp is orange, saying that OCResources.esm needs to load after COBLMain.esm.


This is very easy to fix, just load your full LO into TES4Edit and run the "Sort Masters" function on the plugin.
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Bethany Short
 
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Post » Wed Mar 30, 2011 10:14 am

Or I could just relocate it in BOSS so the OC master shows up in the appropriate spot. The ESM section of BOSS really needs to be organized better.
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Emilie M
 
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Post » Wed Mar 30, 2011 3:15 pm

Found a bug that can easily be seen as a cheat:

When using the Outer Districts plugin, the armory in the prison district is unlocked and accessible for characters of any level.
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u gone see
 
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Post » Wed Mar 30, 2011 3:41 pm

Heh, well that could be a big problem :P I'll get a fix out for that in a bit.

EDIT:

Open Cities Classic v4.0.2

* Prison District: The door to the armory for the MQ reward was never locked as it should be.
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BRAD MONTGOMERY
 
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