[Relz]Bananasplit's Better Cities

Post » Mon Mar 14, 2011 2:24 pm

look in the Better_Cities_Resources files for the bsa's

I can't see that either..

Do I need Resources Update from v4-3-2 to v4-4-2

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

As well as Better Cities 4-4-2?
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Angela
 
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Post » Mon Mar 14, 2011 6:57 am

I can't see that either..

Do I need Resources Update from v4-3-2 to v4-4-2

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

As well as Better Cities 4-4-2?


I had issues until I upgraded both to 4-4-2. As far as I know, they should both be 4-4-2.
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Nathan Risch
 
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Post » Mon Mar 14, 2011 2:28 pm

It's okay - hopefully getting the Better Cities Resources 4-3-2 will do, then just patch them up to the 4-4-2.
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Miss Hayley
 
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Post » Mon Mar 14, 2011 5:38 pm

Hmm. I must be doing something wrong - because although the REadme says, 'J ) From the folder "00 Core" copy all three files ("Better Cities .esp", "Better Cities - Meshes.bsa", "Better Cities - Textures.bsa") into the Oblivion\Data\ folder.'

I can only see in the file 00Core see the .esm file... :blink:



It's okay - hopefully getting the Better Cities Resources 4-3-2 will do, then just patch them up to the 4-4-2.


Maybe what you did wrong was skipping step I) ? It's pointless following step J) if you didn't bother with step I).
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Zoe Ratcliffe
 
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Post » Mon Mar 14, 2011 5:31 am

Open Better Cities thread is closed because I stopped supporting it, it is a dead project right now. The mod itself would not be causing crashes, and the screenshots you show from the Cheydinhal worldspace show exactly what should appear in the Cheydinhal worldspace when using Open Better Cities (edits to the land height WILL appear in the city worldspaces).

My guess would be that a mesh from another mod, or some AI or script conflict from another mod, is probably causing the crashes. Try disabling OBC Cheydinhal temporarily and see if the crashes continue. This is all the support I will offer :)

I tried disabling OBC Cheydinhal, like you suggested (I really should've tried that earlier, but I hate messing with activating/deactivating OMODs). The game runs fine with normal, closed, Cheydinhal. I found another OMOD that I didn't know I'd had, though - MMM (with no version number), which was running alongside MMM 3.6.3. I got rid of that, but unfortunately, it doesn't seem to be the culprit - I reinstalled OBC Cheydinhal and I'm still getting the crashes, though it seems slightly more stable than before. I'll keep poking around and see what I can find, but I guess OBC wasn't it either. Thanks anyway. :)
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Daniel Holgate
 
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Post » Mon Mar 14, 2011 8:54 am

Launch the CS, put a tick beside our ESP containing the Market District, but do not activate the ESP. Activate your new ESP if it already exists, or otherwise start a new ESP. Now you need to avoid a bug in the CS which causes it to crash on save when another ESP is loaded. Open the Tamriel worldspace, and place a rock somewhere (drop it in the ocean far off the coast west of Anvil). Now save. The point of this is to ensure that your ESP contains edits to the Tamriel worldspace - this is a requirement to avoid the CS bug.

Now load the Market District worldspace and place your door. Do NOT edit anything placed by Better Cities, because the CS won't record that you've edited the object - instead it will duplicate the object.


Thank you very much! It works.
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Mason Nevitt
 
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Post » Mon Mar 14, 2011 4:47 pm

One of the pathgrids in the market district appears to run underneath an added wall/statue by the Mystic Emporium.
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katsomaya Sanchez
 
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Post » Mon Mar 14, 2011 9:55 am

One of the pathgrids in the market district appears to run underneath an added wall/statue by the Mystic Emporium.


You are using Thievery in the Imperial City, aren't you? The statue is from that mod, not BC.
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P PoLlo
 
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Post » Mon Mar 14, 2011 10:43 am

Ah, ok. Thanks!
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Josh Dagreat
 
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Post » Mon Mar 14, 2011 4:33 pm

Nice to know there's a heavy incompatability with the player house. It's one of the few houses that I downloaded and enjoyed. First mod actually I downloaded. There's a small incompatibility with the temple of the serpent race in the imperial city waterfront. In the water where there's "sunken" ruins there's a ship there. I think the modder eventually plans on putting a sunken city there eventually not sure. I forget if I brought it up or not.
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Francesca
 
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Post » Mon Mar 14, 2011 4:29 pm

So, what kind of frame rates are other people getting? Even with Streamline and Operation Optimization, along with a few others, I'm getting 10-20 fps inside cities, and I'm trying to decide if it's worth it. In the vanilla game I get 20-40 fps. I do really love the mod though. Excellent job. :goodjob:
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Anna Watts
 
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Post » Mon Mar 14, 2011 7:56 am

@powermapler- maybe u should try and see how you like the FPS patches then :P
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FABIAN RUIZ
 
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Post » Mon Mar 14, 2011 1:18 pm

@powermapler- maybe u should try and see how you like the FPS patches then :P

I've been using them... :wacko:

I'm the opposite of a lot of people I've talked to, though. I get pretty good framerates outside (~40), but it's in the cities where I have trouble.
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Lisha Boo
 
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Post » Mon Mar 14, 2011 1:15 pm

I'm having a problem.

I installed Better cities as an Omod and it worked fine, however, when I tried to install Better cities Resources the same way it doesn't work. The Omod simply won't activate (the little square is green even though I clicked activate and installed it)

So I tried the manual install, I moved all the BSA's I need (6 in total) to my data folder, but there's still missing meshes all over the Anvil dock (Only place I've visited so far)

Any ideas?

EDIT: I'm downloading the third file on the nexus page that I overlooked, this may just have been me being stupid. I'll edit again if it doesn't work.

Great mod, I suspect I was just being an idiot, I love the amount of detail you've got in this mod. It makes oblivion a whole new experience when using alternate start. :)

EDIT: Damn, still got mishing meshes.

EDIT: Fixed it, fantastic mod, Cheydinhal is amazing!
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Charlotte Lloyd-Jones
 
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Post » Mon Mar 14, 2011 1:35 pm

Yikes, even with the FPS patches I still get 30FPS in some towns. @_@
Then again, I'm using QTP3 as well...

Anyway, awesome mod.
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Stacyia
 
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Post » Mon Mar 14, 2011 11:40 am

Without patches I think I can still get 60fps still without problems and thats on full blown 1600 res and quality maxed out. Once I had it with quarls, and I think it maybe dropped to 40.
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Ally Chimienti
 
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Post » Mon Mar 14, 2011 1:14 pm

I'm having a problem.

I installed Better cities as an Omod and it worked fine, however, when I tried to install Better cities Resources the same way it doesn't work. The Omod simply won't activate (the little square is green even though I clicked activate and installed it)


You're having some problem with OBMM there, we can't really help with that I'm afraid. I'm pleased that you managed to install manually instead however :)


Yikes, even with the FPS patches I still get 30FPS in some towns. @_@
Then again, I'm using QTP3 as well...

Anyway, awesome mod.


You're funny. "even with the FPS patches I still get 30FPS in some towns". With FPS as good as that, why are you using the FPS patches? Take them out and enjoy Better Cities as it should be instead of cut-down to gain a few extra FPS.
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Eibe Novy
 
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Post » Mon Mar 14, 2011 3:41 pm

You're having some problem with OBMM there, we can't really help with that I'm afraid. I'm pleased that you managed to install manually instead however :)

Turns out I was being stupid again, I had forgot the patch to go from one version to the next. It worked prefectly once I activated that one first in OBMM.

Once again, thanks for this mod, it's made Oblivion so much more exciting, when I stepped off the boat in Anvil I couldn't believe my eyes...then when I fixed all the missing meshes it was still pretty damn cool :P
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phillip crookes
 
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Post » Mon Mar 14, 2011 8:06 am

Sorry about the double post, but I've found a very strange bug.

For some reason, duplicate versions of doors are just floating around a few feet outside the originals. For example, I was leaving the borhterhood sanctuary, and outside the broken gate I saw a second version of the boarded up door just floating in the air. I disabled it with the console and didn't think much about it untill i saw that several other doors had been copied like that as well. I saw at least two more in Cheydinhal and Bruma looked like it was being invaded by flying doors!

I'm disabliing them whenever I see them, so it's nothing major, but it's immersion breaking to say the least and I thought I should let you know.
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Setal Vara
 
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Post » Mon Mar 14, 2011 9:10 pm

Sorry about the double post, but I've found a very strange bug.

For some reason, duplicate versions of doors are just floating around a few feet outside the originals. For example, I was leaving the borhterhood sanctuary, and outside the broken gate I saw a second version of the boarded up door just floating in the air. I disabled it with the console and didn't think much about it untill i saw that several other doors had been copied like that as well. I saw at least two more in Cheydinhal and Bruma looked like it was being invaded by flying doors!

I'm disabliing them whenever I see them, so it's nothing major, but it's immersion breaking to say the least and I thought I should let you know.


Uh oh, I hope you still have a save from before you started disabling doors! This is a common issue that some users experience shortly after installing the mod for the first time, and always resolves itself after a short period of time. We typically advise people who experience the door duplication to leave the cities, wander off into the wilderness, then save, exit to desktop, and reload that newest save. The doors should have fixed themselves.
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Chris Jones
 
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Post » Mon Mar 14, 2011 10:40 am

Uh oh, I hope you still have a save from before you started disabling doors! This is a common issue that some users experience shortly after installing the mod for the first time, and always resolves itself after a short period of time. We typically advise people who experience the door duplication to leave the cities, wander off into the wilderness, then save, exit to desktop, and reload that newest save. The doors should have fixed themselves.

Ah I see, well the disabling doesn't seem to have caused any problems as they were duplicates, any building I've done it to has worked fine afterwards. But I'll test a few of the buildings I know I disabled duplicate doors on just to make sure, thanks for the quick reply :)
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Ellie English
 
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Post » Mon Mar 14, 2011 7:19 am

To Madame Ismelda, Mayor:

Madame mayor, as you are aware, Veritas Secreto released his TIE 126.
Nasty.

Corepc is preparing TIE4MODS based upon TIE 126.
Even nastier.

As a greedy taxpayer (ask the city guard if I pay my taxes on time according to Enhanced Economy 3.3.4 by the Nice One) , I hope there will be a compatibility patch?
You see, it was Corepc who told me to ask the question, it's not as if it is my fault!
So, a tiny little patch?
Please?

With best regards: Blade of Mercy,
taxpayer and general pain in the bum :D
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sw1ss
 
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Post » Mon Mar 14, 2011 4:50 pm

http://www.stephanewuttunee.net/tnr_tie.html: OK (by Ismelda)


Will this get updated for TIE 1.26


Corepc is preparing TIE4MODS based upon TIE 126.
Even nastier.

You see, it was Corepc who told me to ask the question, it's not as if it is my fault!
So, a tiny little patch?


There is a TIE Compatiblity Patch listed for TIE but for 1.22 Version not the new 1.26 Version, and TIE4MODS is stripped down version of TIE , but the worldspace changes, cell changes, etc are the still the same.

That is reason why I directed blade of mercry here..It the current patch works with TIE 1.26..
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Dorian Cozens
 
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Post » Mon Mar 14, 2011 7:57 pm

A quick question on the effects of console disabling things added by BBC.

Great mod, love it, I have the conplete version. Unfortunately I don't like the look of the Arcane University. I had considered a complete reinstall of all the separate components of the mod, with the exception of the AU, bit then I got lazy.

I noticed that the changes to the AU grounds seemed to be mostly additions to the vanilla stuff rather than alterations, so I did a lot of clicking and disabling via console. I have only done the 'open' bit of the grounds because I'm not yet an AU member, but I disabled the floating bricks on top of the pillars, the pillars themselves, the Ayleid screens, the Welkind Clusters round the door to the Archmage's lobby, the arch around that door, the mystical glow above the two wells. Also the 'portico' structure just inside the entrance to the university grounds and the light suspended from it. Also the fire breathing dragon (and its fire)

I haven't touched any of the plants. In my opinion everything looks much better (more austere) now.

Am I likely to have broken something, I've noticed no problems with my game, but I do have multiple save games from berfore my disabling frenzy to fall back on if necessary?

Final question. Are the disabled objects really gone, so that I should start noticing a graphical boost, or are they still there in some way affecting GPU performance.

Depending on the answers I may get cracking on the interior half of the AU grounds and try to make it look more like the vanilla AU.
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Amber Hubbard
 
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Post » Mon Mar 14, 2011 10:20 pm

To Madame Ismelda, Mayor:

Madame mayor, as you are aware, Veritas Secreto released his TIE 126.
Nasty.

Corepc is preparing TIE4MODS based upon TIE 126.
Even nastier.

As a greedy taxpayer (ask the city guard if I pay my taxes on time according to Enhanced Economy 3.3.4 by the Nice One) , I hope there will be a compatibility patch?
You see, it was Corepc who told me to ask the question, it's not as if it is my fault!
So, a tiny little patch?
Please?

With best regards: Blade of Mercy,
taxpayer and general pain in the bum :D


v1.22 was fully compatible with Better Cities, there is no patch for that version. Unless later versions of TIE have repositioned the secret entrances placed especially for Better Cities in the TIE ESP (they shouldn't have been moved, but who knows? Since Ismelda placed them for him, we haven't had any further contact with Veritas Secreto) then compatibility still remains fine with no need of a patch.

A quick question on the effects of console disabling things added by BBC.

Great mod, love it, I have the conplete version. Unfortunately I don't like the look of the Arcane University. I had considered a complete reinstall of all the separate components of the mod, with the exception of the AU, bit then I got lazy.

I noticed that the changes to the AU grounds seemed to be mostly additions to the vanilla stuff rather than alterations, so I did a lot of clicking and disabling via console. I have only done the 'open' bit of the grounds because I'm not yet an AU member, but I disabled the floating bricks on top of the pillars, the pillars themselves, the Ayleid screens, the Welkind Clusters round the door to the Archmage's lobby, the arch around that door, the mystical glow above the two wells. Also the 'portico' structure just inside the entrance to the university grounds and the light suspended from it. Also the fire breathing dragon (and its fire)

I haven't touched any of the plants. In my opinion everything looks much better (more austere) now.

Am I likely to have broken something, I've noticed no problems with my game, but I do have multiple save games from berfore my disabling frenzy to fall back on if necessary?

Final question. Are the disabled objects really gone, so that I should start noticing a graphical boost, or are they still there in some way affecting GPU performance.

Depending on the answers I may get cracking on the interior half of the AU grounds and try to make it look more like the vanilla AU.


You probably haven't broken anything, but I can only say "probably", since I don't know what you've disabled :) If you didn't disable any doors, gates, NPCs or containers, then I doubt anything is broken. Supposedly, just disabling an object in place can give an FPS boost. I've never seen this myself when disabling things, but this is what others claim, so it may be true.

You would do better to revert to a previous save and either:
1) Use TES4Gecko to merge just the BC IC Districts you actually want into a single ESP
2) Open the BC IC ESP in the CS, go to the IC AU worldspace and delete from there the things you don't like
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Matthew Barrows
 
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