Some questions about some mods

Post » Mon Dec 12, 2011 1:05 pm

Hello,

After reinstalling oblivion I used the guide "[censored] just got real: oblivion modding guide" instead of wading through all mods http://knotstheinane.blogspot.com/p/oblivion-modding-guide.html

I have a couple of questions though, and would be very thankful to get some answers to them :)


1. This is step 6 in the guide :
B. Rusty & Fine iron weapons
Note: Make sure to merge these in with Wrye Bash or they'll [censored] FCOM up.

I activated the mods in wrye bash, and rebuilt my bashed patch with the mods checked under "merge mods" and that′s it. Do you think this is what he/she means in the guide, or is there maybe something more to it? Should I have them unchecked in the modlist?

2. Immersive interiors. In the readme it sais:

Immersive Interiors.esp now needs to be tagged with the C.Water tag and imported under “Cells” in your bashed patch, as well as importing All Natural as normal.

I′ve understood that the C.Water tag is already automatically there, and I checked it under cells. My question is: Should I uncheck the mod after doing this, so that it doesn′t run but only import the cells, or should I have it running too?

3. Open cities classic. I′ve tried to find info but I can′t really get how this affect other mods. I take it that any mod that adds stuff to the original cities are broken by this, correct? Does this also apply to mods that add npcs to cities? I downloaded a lot of quest mods and a few that I want to play (Like a big pirate mod) adds npcs in cities, will these be broken?

4. If anyone has gone through this guide before (I don′t expect you to read all of it :) ), do you have any additional mods to recommend that will play nicely with this?

Thanks for answers!
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KRistina Karlsson
 
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Post » Tue Dec 13, 2011 2:42 am

1. Just run BOSS, then those two will show up in the Import Graphics section of the Bashed Patch. You can select them there and in merge. You don't need to do anything special for those.

2. Just follow the BOSS tags, which Bash detects automatically.

3. Open Cities movies the cities into the main worldspace. Search TESNexus and read the mods page. You want Open Cities Classic.

4. I haven't heard of that guide before, but I suggest you get something working before adding more mods. That's one of the "golden rules" for using mods. If not, you'll be troubleshooting conflicts you know nothing about it no time...


--Tomlong75210
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Tasha Clifford
 
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Post » Tue Dec 13, 2011 3:37 am

I'd be very wary about using any other resource for an FCOM installation than the official thread here on the Bethesda forums.
Independent sites and threads do have a tendency to carry outdated (and on occasions) even incorrect information.
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Helen Quill
 
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Post » Mon Dec 12, 2011 5:17 pm

Re: Open Cities.

How "broken" other mods that use the cities are depends on where their changes are added. If the NPCs are outside and you're expected to find them outside, you'll need a patch if one exists. I have tons of patches here: http://www.tesnexus.com/downloads/file.php?id=32925

If the NPCs are added indoors, and they only pass through the city to reach other indoor areas, they're fine and you won't need a patch.

You specifically mentioned a pirate mod. If those pirates are found out on the Anvil docks, Open Cities Classic doesn't affect that part of Anvil. If they're at the IC Waterfront, you're fine. Anywhere else and it again depends on where the NPCs are expected to be.

If it ends up needing a patch and one doesn't exist yet, just ask and I'll see what I can do.
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Eliza Potter
 
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Post » Mon Dec 12, 2011 3:15 pm

3. Open Cities movies the cities into the main worldspace. Search TESNexus and read the mods page. You want Open Cities Classic.


Yes, I read the readme, but I didn′t quite understand if it completly rebuilds the cities, as there are a lot of compability patches, or if the just move them and most mods that places npcs in cities will still work.


I'd be very wary about using any other resource for an FCOM installation than the official thread here on the Bethesda forums.
Independent sites and threads do have a tendency to carry outdated (and on occasions) even incorrect information.


The guide links to the official FCOM guide. The guide is also very new, the latest update was of the liquid water shader. I followed his morrowind guide, left me with a very good looking morrowind :)
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Robert Jr
 
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Post » Tue Dec 13, 2011 4:21 am

Re: Open Cities.

How "broken" other mods that use the cities are depends on where their changes are added. If the NPCs are outside and you're expected to find them outside, you'll need a patch if one exists. I have tons of patches here: http://www.tesnexus.com/downloads/file.php?id=32925

If the NPCs are added indoors, and they only pass through the city to reach other indoor areas, they're fine and you won't need a patch.

You specifically mentioned a pirate mod. If those pirates are found out on the Anvil docks, Open Cities Classic doesn't affect that part of Anvil. If they're at the IC Waterfront, you're fine. Anywhere else and it again depends on where the NPCs are expected to be.

If it ends up needing a patch and one doesn't exist yet, just ask and I'll see what I can do.



It is this mod http://www.tesnexus.com/downloads/file.php?id=33626

To start this game simply load the esp and head towards Anvil. Once you enter the town of Anvil it will be a matter of seconds before you are introduced to the quest line.


Seems like it is in the town. I′m currently finishing up the modguide mentioned and will be looking for OC patches. Thanks for the offer.


Some googling for the pirate mod and OC:

Thanks Kafana! That worked great.

I dont know if its possible, or if it would work, but maybe if Tanya spawns first in a inn, then leaves to go wandering around Cheydinhal, it'll make her fully open cities compatible. I mean Im not 100% sure but I think if a npc enters a building, when they leave it, they'll end up in whatever world space the door is connected to.

Just idea, great mod, I cant wait to get out on the high seas :)

Edit> Looks like another open cities problem, I cant get to hides all day because the terrace hes on is probably in the skingrad world.


http://www.thenexusforums.com/index.php?/topic/225885-the-golden-crest-endorsemants/page__st__1500
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Julie Ann
 
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Post » Mon Dec 12, 2011 12:19 pm

I'm aware of that one and have a patch in the works for it already, but it's quite complex and will take time to complete, especially since it needs a variation for Open Cities Reborn as well.
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BrEezy Baby
 
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Post » Mon Dec 12, 2011 5:28 pm

Ok, very cool and good to know :)
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maya papps
 
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Post » Mon Dec 12, 2011 4:04 pm



The guide links to the official FCOM guide. The guide is also very new, the latest update was of the liquid water shader. I followed his morrowind guide, left me with a very good looking morrowind :)


The guide links to the FCOM Wiki site, which does not hold the current version and download links.
As I say, presently the only up to date site is found here on the forums.
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SUck MYdIck
 
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Post » Tue Dec 13, 2011 3:51 am

Oh okay, guess you were right :)

One last question, to make sure I understand it correct:

When I use "Merge patches" in wrye it basically means I can deactivate the plugin in the list, because it is now contained in bashed_patch.esp, correct?
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Leanne Molloy
 
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Post » Mon Dec 12, 2011 10:54 pm

Using Boss will tag your plug-ins correctly if they haven't been previously.
Bash will automatically deactivate anything that is merged when building the bashed patch, so normally you have little to worry about.
The FCOM thread covers only the basics required for an FCOM build. I'd suggest strongly referring to Warudders guide found at the very end of the opening post here http://www.gamesas.com/index.php?/topic/1204436-relz-wrye-bash-thread-70/ for details of a comprehensive and detailed patch build.
If you've further questions on FCOM can I suggest asking in the home thread where you'll be advised by users and modders familiar with the mod.

edit - spelling and grammer. Oh, skool days. :rolleyes: :whistling:
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jesse villaneda
 
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Post » Tue Dec 13, 2011 1:10 am

Ok, thanks :)
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Alan Whiston
 
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