[Relz] Bananasplit's Better Cities - Thread 38

Post » Wed Mar 09, 2011 11:55 am

*Reminds me of the fact that I still have that testing overdue - sorry Vorians, haven't played the game for a week now - wife is a lil' mad at Oblivion :slap: *

Yeah, they tend to get that way.. :nuke: (must be a Jealousy thing)
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Tue Mar 08, 2011 11:07 pm

If AmpolX's textures are higher resolution than the vanilla ones then yes they might have an impact.
If you only installed RAEVWD (I hope you chose that version, not one of the older ones) purely to resolve meshes appearing yellow from afar, then ensure that you only use the parts of RAEVWD which replace vanilla meshes, and not any of the additional new meshes which will negatively affect FPS when used in conjunction with other mods which affect FPS.
Most likely QTP3R is the problem (did you try QTP3R&R instead?), being used with BC as well as your other mods. Consider dropping the texture replacer or disabling LOD if you want to use BC IC Waterfront, at least until we either come up with a solution, or give up trying to find FPS improvements here.

when you mention QTP3R&R did you mean http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3985 It was the only one i could find when i did a google search. Or is there a better one out?
EDIT: of course now I can't get the thing to download. It's taking forever to do anything.
EDIT 2: never mind I got it downloaded finally. gonna try it out now.
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Wed Mar 09, 2011 9:04 am

Thank you for this amazing mod. I can't play this game without it!
User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Tue Mar 08, 2011 9:30 pm

Hi, I installed BC (omod way) and everything is running just fine and beautiful except for one thing. I can't see the archers at the walls even though I enable them.
User avatar
Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Wed Mar 09, 2011 11:49 am

Are you inside the city worldspaces, or are you outside the city? They only appear in the city worldspaces, and there are none in the Imperial City nor in Cheydinhal.
Did you enable Open Better Cities? There are no wall archers when using Open Better Cities.
Did you enable them for every city? Have you checked every city (excluding Cheydinhal and the Imperial City)?
User avatar
Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Wed Mar 09, 2011 7:44 am

Are you inside the city worldspaces, or are you outside the city? They only appear in the city worldspaces, and there are none in the Imperial City nor in Cheydinhal.
Did you enable Open Better Cities? There are no wall archers when using Open Better Cities.
Did you enable them for every city? Have you checked every city (excluding Cheydinhal and the Imperial City)?


Oh, so you can only see them when you are inside the city. I was looking up from outside the city. Let me check again.


UPDATE: Yes, that was it.
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Tue Mar 08, 2011 11:20 pm

Hello BBC Team,

http://tesnexus.com/downloads/file.php?id=13099 's readme states

"If you do not already have a mod that adds the Palace Tower and walls, then ACTIVATE and use the 24HrArenaAliveV2Towers ESP file.
Otherwise, ACTIVATE and use the 24HrArenaAliveV2 ESP file."

II'm using BC and I don't know if your mod adds those viewable-when-in-the-Arena Palace Tower and walls, can you let me know?

Thanks :)
User avatar
Lisa
 
Posts: 3473
Joined: Thu Jul 13, 2006 3:57 am

Post » Wed Mar 09, 2011 8:59 am

BC does NOT add those into the Arena cell.
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Wed Mar 09, 2011 12:46 am

Hello BBC Team,

http://tesnexus.com/downloads/file.php?id=13099 's readme states

"If you do not already have a mod that adds the Palace Tower and walls, then ACTIVATE and use the 24HrArenaAliveV2Towers ESP file.
Otherwise, ACTIVATE and use the 24HrArenaAliveV2 ESP file."

II'm using BC and I don't know if your mod adds those viewable-when-in-the-Arena Palace Tower and walls, can you let me know?

Thanks :)

That's an interesting mod. Too bad my character is so powerful that all it takes is one hit to kill anything. The spectators won't be getting there money. It's like the people who go to a tyson fight expecting a long one and all it is is a one hit KO.
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Tue Mar 08, 2011 9:05 pm

That's an interesting mod. Too bad my character is so powerful that all it takes is one hit to kill anything. The spectators won't be getting there money. It's like the people who go to a tyson fight expecting a long one and all it is is a one hit KO.

Bump up the difficulty slider. It is amazing how going from 50% to 60%, and it is almost impossible to kill some monsters (OOO ancient gargoyles) then...
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Wed Mar 09, 2011 11:59 am

I start a new game yesterday and tried some different, tried Better Cities (all cities) and Unique Landscapes (all landscapes). I never tried none of this big mods.

After get out of sewers, a big smile appear in my face.

Now I am super impressed. Just amazing. I only see until now Imperial City and Chorrol. Each change in city is just superb.

These two mods are much more than I have expected.
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Wed Mar 09, 2011 1:12 am

http://www.tesnexus.com/downloads/file.php?id=16513.

The main update in this release is making BC Skingrad optionally Open, for those who want Open Better Cities (console command "startquest OBCSkingradToggleQuest")
All our compatibility patches for BC Skingrad have been updated to also work with the Open version.
The FPS patch for IC Waterfront has been updated to take into account the recent integration of Reaper's IC Waterfront mod, so for some people who suffer FPS issues with the new Waterfront this should help slightly.
The compatibility patch for the Waterfront and Unique Landscapes: Imperial Isle has been added to the main download archive.
It should now be possible to start the "Delivery Job" Gold Horse Courier quest-line if you've spoken to one of the branch owners outside the Imperial City before speaking with the branch owner in the Imperial City (this might have been in our previous release actually, I can't remember!).
There is no longer a toggle command for Skingrad and Clocks of Cyrodiil, the conflict has been removed.
BC Bravil: Blood & Mud fixes the conflict between Blood & Mud and BC IC Waterfront.
Several other small adjustments and fixes have also been made, some relating to reports from users of Better Cities. Hopefully we didn't miss any reports.

Here's the actual changelog for this release:
v4.8.1:
-Skingrad can now be toggled to be an Open City
-Addition of a Patch for the UL Imperial Isle
-Removal of the dependency of UL Cheydinhal falls patch to Cheydinhal
-Removal of the dependency of UL Skingrad Outskirts patch to Skingrad
-Removal of the dependency of Skingrad Outer District to Skingrad
-Modification of Mr Siika Dwemer Subway patch
-Fixed a script issue with the OBSE menu of Bruma
-Fixed the Gold Horse Courier quest line (hopefully)
-Removed Skingrad conflict with Clocks of Cyrodiil - so there's no longer a toggle command to enable compatibility
-Updated the Waterfront FPS patch to take into account the integration of Reaper's Waterfront
-Resolved conflict between Bravil B&M and IC Waterfront
User avatar
Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Wed Mar 09, 2011 12:07 pm

http://www.tesnexus.com/downloads/file.php?id=16513.
It should now be possible to start the "Delivery Job" Gold Horse Courier quest-line if you've spoken to one of the branch owners outside the Imperial City before speaking with the branch owner in the Imperial City (this might have been in our previous release actually, I can't remember!).

Thanks for the update!

This issue above was already sorted out in the previous release :)
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Wed Mar 09, 2011 12:30 am

The FPS patch for IC Waterfront has been updated to take into account the recent integration of Reaper's IC Waterfront mod, so for some people who suffer FPS issues with the new Waterfront this should help slightly.
The compatibility patch for the Waterfront and Unique Landscapes: Imperial Isle has been added to the main download archive.

Thanks for this. Now i can play with the full BC mod. I've noticed an improvement in my game and now i can run through there and not have to worry about the game crashing for some reason.

On a side note, It's a bad idea to do any kind of downloading and updating of mod and trying to test them at 12:30 in the morning when you are tired. I just spent the last 30 minutes trying to get my game to work after updating this and the game kept crashing seconds after the Bethesda screen. Turns out i forgot to rebuild my bash patch. GO ME!! Off to bed before I pass out at the computer.
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Tue Mar 08, 2011 9:02 pm

http://www.tesnexus.com/downloads/file.php?id=16513.

Here's the actual changelog for this release:
v4.8.1:
-Skingrad can now be toggled to be an Open City


I think something may be amiss here. Just installed 4.8.1 (after removing 4.8.0 and making a clean save) and I've noticed a couple of problems in Skingrad. Firstly, wandering around the city does not cause any of the normal map-markers BC Skingrad normally adds to be found. Secondly, I went into Hammer and Tongs to do a little trading, but when I left it was not to the Skingrad I was originally in - it looked very like the "shell" city that is placed in the Tamriel worldspace for VWD purposes. Fast-travelling to one of the Skingrad gate markers brought me back to the "real" Skingrad.

I've not toggled Skingrad to be open - or indeed customised BC in any way beyond the defaults. I'm only using BC Chorrol, Skingrad, Cheydinhall, Bravil and the IC.
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Wed Mar 09, 2011 7:28 am

The BC-added Skingrad map markers no longer exist. I removed them for this release, so it's right that they would not be visible.

I'll check the door to Hammer & Tongs, I might have gotten the toggle for OBC back-to-front there possibly.

EDIT
Yes, I missed a tick-box for the door linking to OBC Skingrad from the H&T interior, so it was enabled by default when it should have been disabled by default. There'll likely be a hotfix for this and the OBSE menu soon (mentioned on Nexus after latest release).

EDIT 2
v4.8.3 now uploaded, fixing the aforementioned door and an error in the BBC menu.
User avatar
Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am

Post » Wed Mar 09, 2011 12:32 pm

EDIT 2
v4.8.3 now uploaded, fixing the aforementioned door and an error in the BBC menu.

CRAP guess i should of waited to update until this morning. Good thing I got enough sleep so I'll remember to rebuild my patch.
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Wed Mar 09, 2011 1:18 am

If I am installing Better Cities for the first time
Do I still need the A and B resource files?
Just wondering because I see the A and B resource and then the newer one's
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Wed Mar 09, 2011 4:29 am

The resources have been changed to a Permanent Resources file which will no longer be updated along with a single updated resources package to help minimize DL times, now only one resources download is needed per major update if you already have the permanent resources.
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

Post » Wed Mar 09, 2011 11:08 am

Edited:
In the IC market district there is a floating skeleton
Is that right?
Also - when I fast travel within IC to the market district - I get stuck into a wall right next to the skeleton

(The skeleton is to the left of Renaolds (or however you spell his name - the shop keeper buying clothes from the guy who is getting them off the dead folks) place - just to try to clear that up a little
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Wed Mar 09, 2011 2:01 am

The resources have been changed to a Permanent Resources file which will no longer be updated along with a single updated resources package to help minimize DL times, now only one resources download is needed per major update if you already have the permanent resources.


I Have Better Cities 4.8.3
Better Cities Permanent Resources 4.7.0
Better Cities Resources 4.8.0

Do I need all three or can I get rid of one of them?
User avatar
J.P loves
 
Posts: 3487
Joined: Thu Jun 21, 2007 9:03 am

Post » Tue Mar 08, 2011 11:30 pm

I Have Better Cities 4.8.3
Better Cities Permanent Resources 4.7.0
Better Cities Resources 4.8.0

Do I need all three or can I get rid of one of them?

Swap Better Cities Resources 4.8.0 with Better Cities Resources 4.8.1
User avatar
Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Wed Mar 09, 2011 12:59 am

Edited:
In the IC market district there is a floating skeleton
Is that right?
Also - when I fast travel within IC to the market district - I get stuck into a wall right next to the skeleton

(The skeleton is to the left of Renaolds (or however you spell his name - the shop keeper buying clothes from the guy who is getting them off the dead folks) place - just to try to clear that up a little

That floating skeleton is a known issue with Better Cities, and comes from Warcry. There is an esp floating around to disable it, but I think it is a waste of an esp slot to add a mod for that. I don't think the BBC team has any plans to do anything about it, and I think it adds a quirk to the game.

PS: The shopkeeper is Thoronir, and that is spelled nothing like "Renoald" :)
User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Wed Mar 09, 2011 12:12 pm

I Have Better Cities 4.8.3
Better Cities Permanent Resources 4.7.0
Better Cities Resources 4.8.0

Do I need all three or can I get rid of one of them?


You need each file listed on Nexus as a "Main" file with the word "REQUIRED" printed underneath.
Currently, this is three files, and as ShinRA88 said, you don't have the latest BC Resources 4.8.1 archive, so get that and drop BC Resources 4.8.0

What is the label attached to the map marker you are Fast Travelling to when you get inside a wall?

That floating skeleton is a known issue with Better Cities, and comes from Warcry. There is an esp floating around to disable it, but I think it is a waste of an esp slot to add a mod for that. I don't think the BBC team has any plans to do anything about it, and I think it adds a quirk to the game.


Actually I consider it a known issue with Warcry, not with Better Cities, since Warcry adds that skeleton into the game and I think that skeleton is stupid. Stand in front of it, open the console, click on the skeleton and "disable" it. Close console, problem resolved!
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Tue Mar 08, 2011 9:13 pm

You need each file listed on Nexus as a "Main" file with the word "REQUIRED" printed underneath.
Currently, this is three files, and as ShinRA88 said, you don't have the latest BC Resources 4.8.1 archive, so get that and drop BC Resources 4.8.0

Okay - I"m getting the 4.8.1 now - but quick question: I create the OMOD with OBMM - is there an order in which I should active the three mods?
I have been activating them in this order:
Better Cities 4.8.3
Permanent Resources
BC Resources
Is that the right order?

What is the label attached to the map marker you are Fast Travelling to when you get inside a wall?

How do I find out what the label is? (Sorry for my ignorance in this area)


Actually I consider it a known issue with Warcry, not with Better Cities, since Warcry adds that skeleton into the game and I think that skeleton is stupid. Stand in front of it, open the console, click on the skeleton and "disable" it. Close console, problem resolved!

User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

PreviousNext

Return to IV - Oblivion

cron