[Relz] Bananasplit's Better Cities - Thread 38

Post » Wed Mar 09, 2011 5:46 am

Nothing to do with BC :)

Cylben Dolovas is a bodyguard to Seridur, so spends his time in Seridur's house. The mod "Vampire Hunting - Order Of The Virtuous Blood" contains a quest script renaming "Seridur's House" to "Cylben Dolovas' House" at stage 5 of the mod-added quest "The Dangers of Traveling", so you have completed stage 5 of that quest in your game.

So that's one issue resolved. As for the other, BC does not replace any vanilla interiors, and does not contain an NPC named Ivan Beauvais. Find the NPC, open the console and click upon him. His Form ID will be displayed on-screen, and you should note down the first two characters of this ID. Then quit to desktop, launch Wrye Bash and check the second column for those two characters. This will tell you which ESM or ESP added this NPC into the game. There's also a modding tool named RefSkope or similar, which appears to have magical abilities to provide detailed information in-game, however as I've never downloaded it, I don't know how user-friendly it is.
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Tyrel
 
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Post » Wed Mar 09, 2011 6:16 am

Nothing to do with BC :)

Many thanks for the help and resolving the IC house name change for me.

I use FormID Finder, which is very easy to use and works very well. Only problem is that I can’t find an NPC called Ivan Beauvais in the game – might have another look. I did load all active mods with TES4Edit and tried to find Ivan Beauvais, but did not see any entries for him after checking every single entry for NPCs.

Thanks for confirming that BC is NOT involved – I will see if I can come across Ivan in-game otherwise I will post somewhere else – don’t want to generate off-topic posts :)
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Ashley Campos
 
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Post » Wed Mar 09, 2011 12:53 am

Try http://www.tesnexus.com/downloads/file.php?id=21862, maybe if you use it in the interior, it'll tell you something?
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Krystina Proietti
 
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Post » Wed Mar 09, 2011 3:41 am

What should be install order for BBC, B&M and CUO? Want to use all of then (because of the patches in BBC...), unless especified/pointed here something bad will happen...
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Rebecca Dosch
 
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Post » Wed Mar 09, 2011 3:42 am

What should be install order for BBC, B&M and CUO? Want to use all of then (because of the patches in BBC...), unless especified/pointed here something bad will happen...

I haven't been around since the end of August, so unless CUO has been updated... CUO doesn't have any conflicts with BC that I am aware of, but if it does BC should overwrite it. BC also needs to overwrite B&M and then the BC+B&M files will overwrite the necessary files. I'm pretty sure I installed it 1) B&M 2) CUO 3) BC (oldest files to newest files.)
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Ymani Hood
 
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Post » Tue Mar 08, 2011 10:21 pm

Tnx again Tomlong.

Now a report, using OBMM:

Error in script
Invalid argument to Copyplugin
File '33 CUO Chorrol\Better Cities Full B&M - CUO Chorrol Patch.esp' is not part of this plugin on line 822.
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Barbequtie
 
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Post » Wed Mar 09, 2011 10:02 am

Tomlong75210, there are three CUO Cities mods, each conflicts with BC, so each has a compatibility patch provided with BC.

What should be install order for BBC, B&M and CUO? Want to use all of then (because of the patches in BBC...), unless especified/pointed here something bad will happen...


I don't think installation order matters, only load order of the ESPs. CUO Cities should precede B&M, and B&M should precede BC, then the BC patches for CUO should load last.

CUO Cities
B&M
BC
BC CUO Patches

If you use BOSS, it will set the load order correctly.

Tnx again Tomlong.

Now a report, using OBMM:

Error in script
Invalid argument to Copyplugin
File '33 CUO Chorrol\Better Cities Full B&M - CUO Chorrol Patch.esp' is not part of this plugin on line 822.


Thanks, there used to be three versions of the patch depending upon how BC is installed, but I made this unnecessary, now there is only one patch for all versions. Obviously the OMOD install script didn't get updated to reflect this :)
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danni Marchant
 
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Post » Wed Mar 09, 2011 2:47 am

Now I'm a bit confused, Only one will work for all versions? Which one? Yesterday I've copied manually the 'Better Cities - CUO Chorrol Patch.esp' (because no Chorrol patchs were installed). Should I dumb it out because the original (using the merged esp) does the job??
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Yonah
 
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Post » Tue Mar 08, 2011 11:02 pm

Now I'm a bit confused, Only one will work for all versions? Which one? Yesterday I've copied manually the 'Better Cities - CUO Chorrol Patch.esp' (because no Chorrol patchs were installed). Should I dumb it out because the original (using the merged esp) does the job??


How is this confusing? There's only one in the archive, so that's the one to use. It's in the folder named "33 CUO Chorrol"
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Lynette Wilson
 
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Post » Tue Mar 08, 2011 8:10 pm

Tnx, was just thinking that maybe the original was the only one necessary after your change. Crystal clear now.
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Miragel Ginza
 
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Post » Tue Mar 08, 2011 11:54 pm

Hi,
There seems to be a slight conflict with the following mod : http://www.tesnexus.com/downloads/file.php?id=20684
During the first quest it is almost impossible to get their hands on the poles that are typically found in the landscape such as rocks or houses. And it seems that the post outside the city suffers the same problem but it is the unique landscape I guess.
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Bitter End
 
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Post » Wed Mar 09, 2011 7:38 am

Hi,
There seems to be a slight conflict with the following mod : http://www.tesnexus.com/downloads/file.php?id=20684
During the first quest it is almost impossible to get their hands on the poles that are typically found in the landscape such as rocks or houses. And it seems that the post outside the city suffers the same problem but it is the unique landscape I guess.


No, there is no conflict between Skingrad Market and either BC or UL. If you use the MoC version, there will be some conflict with BC, but using the normal version there is no conflict at all. Outside Skingrad, Skingrad Market does nothing more than add a number of containers to be collected, these are all placed in locations fully compatible with BC and fully compatible with UL.
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Len swann
 
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Post » Wed Mar 09, 2011 8:26 am

I use the normal version of Skingrad's Market and I tried once to change its location in the load order with Wrye Bash. Can matter where he is from BC I still have the same problems with the poles for the ads. Below is a screenshot of one found near the chapel :
http://img822.imageshack.us/i/bbcskingradsmv10.jpg/

And I will say without doubt that my game is in French ... I installed BC in English.
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Celestine Stardust
 
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Post » Tue Mar 08, 2011 11:42 pm

Ah, I see, two persistent objects, no wonder I didn't detect them before. Okay, that conflict will be resolved in our next release.

As for UL Skingrad Outskirts, where is this conflict?
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Celestine Stardust
 
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Post » Wed Mar 09, 2011 3:50 am

I disabled BC and UL - Skingrad and I found all 5 posts and I noticed references to their location through Great. Here are their locations:
1) is located at skingrad (0001C31D)
cell (-19, 0)
position (-65339, 2871, 6774)

2) is located at skingrad (0001C31D)
cell (-19, 1)
position (-70236, 5283, 6542)

3) is located at skingrad (0001C31D)
cell (-19, 0)
position (-71096, 208, 6814)

4) is located at skingrad (0001C31D)
cell (-18, 2)
poistion (-68773, 8748, 6750

5) est located at World 'Tamriel' (0000003C)
Cell (-19,0)
position (-72342, 3418, 5900)

I then reactivated the mods in question and all the posts except No. 3 are found under rocks that seem to come from Better Cities. [My reflex was silly to consider that outside City = Unique Landscapes]
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bimsy
 
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Post » Wed Mar 09, 2011 1:32 am

Every so often, someone grumbles about the number of map markers appearing when viewing the world map in the Imperial City. Personally I cannot see what the issue is, there are so few of them and they're all spaced out nicely.
So here's a bit of detail with regards the map markers and how they're placed and why.

Here is how the world map looks when in the Imperial City and when not using Better Cities: http://bettercities.free.fr/Maps/Van-WorldMap-Markers.jpg.
Here is how the world map looks when in the Imperial Cty and when using Better Cities: http://bettercities.free.fr/Maps/BC-WorldMap-Markers.jpg (compiled from multiple screenshots due to large scale).

For BC, we provide a new world map when in the Imperial City - this is necessary and unavoidable due to the way we have ensured zero conflict with any mod editing the land height around the IC (excluding the Waterfront).
Our world map shows the entire Imperial City in close-up rather than showing Cyrodiil from afar. Our world map is also large, so that the entire city can be viewed in detail.

As you can see, in each District I placed a map marker in front of each gate which leads either to another District or out of the city. The Elven Gardens also kept its original marker placed by the outer wall even though there is no gate there.
This means that there are two markers for each gate which passes from one District to the next; one on each side of the gate, one in each District. This allows the player to Fast Travel to any District within the city, and to arrive in front of whichever gate they wish to be nearest to.
The map markers do not overlap, indeed there is a reasonable space between them due to the thickness of the walls between each District.
They are also labelled so as to clearly state which District they are in, and which District the gate leads to - such as "Imperial City Palace, Elven Gardens Gate" and "Imperial City Palace, Market Gate".


So with that in mind, what's the problem with the number of markers, and which ones would people want removed if any were removed? Let's see if more than zero people can come up with an answer, as no answer means everyone likes it and all can stay as it is, which would suit me fine, but isn't the response I'm after :)
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Sxc-Mary
 
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Post » Tue Mar 08, 2011 10:34 pm

Every so often, someone grumbles about the number of map markers appearing when viewing the world map in the Imperial City.
Personally, I can't stand the way the sun shines during the day and then has the temerity to go down at night.
So with that in mind, what's the problem with the number of markers, and which ones would people want removed if any were removed?
I think there should be 31 map markers in total. Any excess should be removed.

I didn't help, did I? :hubbahubba:

Vac
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Strawberry
 
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Post » Wed Mar 09, 2011 8:58 am

I don't mind the sun going down at night, it's the harshly excessive brightness when it's up that displeases me, can't it just settle for a mild-lit day?

Good counting though.

I disabled BC and UL - Skingrad and I found all 5 posts and I noticed references to their location through Great. Here are their locations:

I then reactivated the mods in question and all the posts except No. 3 are found under rocks that seem to come from Better Cities. [My reflex was silly to consider that outside City = Unique Landscapes]


Every single cell location you gave was wrong, so this took a bit longer to look into than it should have done, but I've now checked each sign. Some I can and have made adjustments for in BC so that they'll be reachable, others I have not. Those ones will just have to remain incompatible.
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JERMAINE VIDAURRI
 
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Post » Wed Mar 09, 2011 5:09 am

I'd like to say THANK YOU. For your dedication, hard work and imagination. You have breathed new life into this game's cities.

Now onto a small issue I have.

In the market district I have a box and some bags that just "float" there by the stairs in front of a store. I have read this site and others thoroughly and I don't see any posts related to it.

I have changed my load order, reinstalled, tried to save in a new slot, disable reload, etc. to no avail.

Please advise.

Once again, thank you for a great mod.

-Th3Sa1n7
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Doniesha World
 
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Post » Wed Mar 09, 2011 1:10 am

You posted this on the Nexus comments as well, where I already answered. Please don't cross-post the same issue in both locations, it just leads to confusion over where the responses will end up.
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Liv Staff
 
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Post » Wed Mar 09, 2011 2:45 am

@Vorians / display name is already in use
Thank you very much for what is already fixed. If you could explain in detail the method you used for the exact location of the panels because my account was not fair, I guess FORMID Finder is not a very good idea for this kind of thing.
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claire ley
 
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Post » Wed Mar 09, 2011 7:18 am

I've never used FormID Finder, so don't know how it works (refSkope is apparently even more capable than FormID Finder but I've never used that either). These tools are aimed more at mod users rather than mod makers.
The simplest method is to use the console to enable debug mode (command "tdt") then click on the object on-screen while the console is open. This should tell you which cell the object is in. What you gave me was at least one cell out of place for every sign, so you may have been noting down the cell YOU were standing in, rather than the object itself.
I personally loaded both mods into the Construction Set, created a new rock, and used the coordinates you provided for each sign to reposition that rock. Then I pressed "t" to focus the Render window on the moved rock. This showed me where the sign really was.

The sign outside the west gate is now uncovered. The sign beside the chapel is now uncovered. The sign slightly behind a bush is fully uncovered. The other two signs (one beside the inn, one below where BC adds a statue) remain covered, as uncovering them would spoil the look of BC.





Nobody has said anything in response to my comment about IC map markers (other than Vac, who shall not be counted), so I'm pleased to discover that nobody thinks there are too many map markers in BC IC.
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Emma Copeland
 
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Post » Wed Mar 09, 2011 3:53 am

You posted this on the Nexus comments as well, where I already answered. Please don't cross-post the same issue in both locations, it just leads to confusion over where the responses will end up.


Sorry about that. Will do.

Thank you for your quick response.

-Th3Sa1n7
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Lew.p
 
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Post » Wed Mar 09, 2011 6:32 am

This has probably been asked already somewhere but I have limited access to the internet so I can't waste what little time I do have looking for an answer.

What is the status regarding compatibility with [Name Undisclosed]'s mods (Kvatch Rising, Origin of the Mages Guild, etc.)?
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Mrs shelly Sugarplum
 
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Post » Wed Mar 09, 2011 4:21 am

There is a compatibility patch available for OMG.
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Melung Chan
 
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