[Relz]Bananasplit's Better Cities

Post » Mon Mar 14, 2011 9:50 pm

But
Spoiler
When I was in the thieves guild, I could go in there without issue. I'm not in the guild, and they keep screaming at me to get out - and it doesn't need a key to get in. That's the one?

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Sierra Ritsuka
 
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Post » Mon Mar 14, 2011 9:24 pm

yeah thx a lot for this must have mod from me as well :-)...I am using this from the first versions released on the German Sharesoft Forums ( long time ago) and it is very impressing to see how it looks now...you really did an amazing job ! What I would like to see in the future are more functioning guilds ( thieves, smugglers, necromancers, trading guilds, ranger etc etc), a bit more industry and trade, small maybe repeatable quests and town related dialogues ( lore backgound, new rumors, guild related dialogues, directions etc etc )...special events on different days would be cool as well like markets ( like at the waterfront)...featuring jugglers and fortune tellers...maybe special markets like sheep markets...

regards

onra


Could anyone from the Better Cities team give their views on if this is possible or not?
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Setal Vara
 
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Post » Mon Mar 14, 2011 2:02 pm

Many fine suggestions from onra
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Emmie Cate
 
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Post » Mon Mar 14, 2011 1:47 pm

I also would like to say thank you for doing this Metallicow :foodndrink:


Big agree. I used Better Cities in the past. It truly adds enormously to the game (as do many mods such as UL, MM, OOO, the list is endless : ).
But, I've kept from installing it in my current game due to fps hits on my rather meager computing hardware (I'll get a new computer next fall, really I will). If some optimization will help in the fps category, then I'll immediately add it into my game again. I pretty much consider it a "must have" (other than hardware issues which keep me from doing quite a bit, but o well).

Thanks again to Ismelda, Metallicow, and everyone else on the Better Cities team for working on this great mod. All the mod creators/team members in Oblivion (along with Morrowind, FO3, etc.) are what really make this the best gaming experience at this point in time. For me at least : )

Tarl
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LuBiE LoU
 
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Post » Tue Mar 15, 2011 2:24 am

But
Spoiler
When I was in the thieves guild, I could go in there without issue. I'm not in the guild, and they keep screaming at me to get out - and it doesn't need a key to get in. That's the one?


Probably. You'd need to ask Nernie, since that's from one of her mods which we integrated into Better Cities. I've never played the quest so have absolutely zero idea what happens/where to go/what you do/what you get. All I know is there's only one thief-related hideout added to Bravil by BC, so that's likely to be the right one for whatever you might need to do there. Some day I'll get around to investigating what that quest is all about, but I don't have time just now.


Could anyone from the Better Cities team give their views on if this is possible or not?


Anything is possible, given enough time, resources and skilled modders.
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Ron
 
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Post » Mon Mar 14, 2011 3:57 pm

Anything is possible, given enough time, resources and skilled modders.


Yeehaw, I'm glad to know that :P
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Austin Suggs
 
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Post » Mon Mar 14, 2011 9:27 pm

Yeehaw, I'm glad to know that :P


Such a shame about the lack of time, resources, and other skilled modders (working on Better Cities) these days.
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Jesus Sanchez
 
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Post » Mon Mar 14, 2011 11:40 pm

Minor incompatibilities with Thermae Bath mod in the Waterfront District. Just throwing it out there for those who may use it. Mostly just a landscape issue. :)
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Nicole Elocin
 
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Post » Tue Mar 15, 2011 4:20 am

Well, I reinstalled OB recently to switch overhauls, and I'm getting a problem with BC I never had before. So far its the only problem I've found in my whole install, so that's pretty good :) But, the IC Market district has the wrong heightmap or something. All the buildings and objects look like they are in the right place, but the ground is too low, about a foot or 2 too low in places so there are world tears and NPCs can't follow the pathing.

Anyone have any ideas? Sorry for yet another help me post, but I tried disabling a few things I thought it could be to no avail and bash doesn't report a conflict.

Active Mod Files:00  Oblivion.esm01  Jog_X_Mod.esm02  EnhancedWeather.esm  [Version 1.3.5]03  Cobl Main.esm  [Version 1.72]04  Enhanced Daedric Invasion.esm05  CyrodiilUpgradeResourcePack.esm06  Toaster Says Share v3.esm07  HorseCombatMaster.esm08  Better Cities Resources.esm09  Colourwheels sixy Female NPCs.esp0A  nVidia Black Screen Fix.esp  [Version 1.0.0]0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0E  Better Cities .esp0F  EnhancedWeather.esp  [Version 1.3.5]++  EnhancedWeather - Darker Nights, 80.esp  [Version Final]10  IWR-Lights.esp11  IWR-Shutters.esp12  Harvest[Containers].esp13  Harvest[Containers] - Flat-Top Barrels Add-on.esp14  Living Economy.esp15  Living Economy - Items.esp16  FF_Real_Thirst.esp17  FF_Real_Thirst, Cobl.esp18  DLCHorseArmor.esp19  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]1A  DLCOrrery.esp1B  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1C  DLCVileLair.esp1D  DLCVileLair - 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Shivering Isles.esp  [Version 3.0.0]56  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]57  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]58  Drop Lit Torches Weight.esp  [Version 1.6]59  Dungeon Actors Have Torches 1.6 CT.esp5A  Exterior Actors Have Torches 1.3 CT.esp5B  Salmo the Baker, Cobl.esp  [Version 3.08]5C  ScriptIcon_Replacer.esp5D  RealisticFatigue.esp5E  RealSleepExtended.esp  [Version 2.3.4]5F  SetEssentialActors.esp60  Syc_AtHomeAlchemy.esp61  EnchantmentRestore.esp62  EnchantmentRestore_Wells.esp63  sycHearNoEvil.esp  [Version 1.0]64  sycSHOUT.esp  [Version 1.02]65  Denock Arrows.esp66  Duke Patricks - Fresh Kills Now Alert The NPCs.esp67  RealisticLeveling.esp68  immersive_caves_auto.esp69  TSS Custom Companion  Template.esp6A  IWR-Windows.esp6B  VaultsofCyrodiilBC.esp6C  Toaster Says Share Faction Recruitment.esp6D  LetThePeopleDrink.esp  [Version 2.5]6E  Better Cities - Full City Defences.esp6F  Better Cities Full.esp70  Better Imperial City.esp71  Better Cities - 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Nicole Kraus
 
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Post » Mon Mar 14, 2011 4:08 pm

Anyone have any ideas?
Yes, you could follow BC's readme and ensure that Better Imperial City.esp loads late in your load order. ;) Things like what you describe happens if another, later-loading mod edits the IC.
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SEXY QUEEN
 
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Post » Tue Mar 15, 2011 2:03 am

Anyone have any ideas? Sorry for yet another help me post, but I tried disabling a few things I thought it could be to no avail and bash doesn't report a conflict.

Yes; undoubtedly TheNiceOne has hit on the problem. You need to fix your load order.

Which is now as simple as running http://www.tesnexus.com/downloads/file.php?id=20516
(And be sure to post any Unknown mod files on http://www.gamesas.com/bgsforums/index.php?showtopic=1070108&st=160, so they can be added in correctly as well.)

Let us know is the problem persists after that. ;)
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StunnaLiike FiiFii
 
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Post » Mon Mar 14, 2011 10:16 pm

Yes; undoubtedly TheNiceOne has hit on the problem. You need to fix your load order.

Which is now as simple as running http://www.tesnexus.com/downloads/file.php?id=20516
(And be sure to post any Unknown mod files on http://www.gamesas.com/bgsforums/index.php?showtopic=1070108&st=160, so they can be added in correctly as well.)

Let us know is the problem persists after that. ;)


Is 4.41 or 4.42 compatible with the new version of moDem's City Life 2.2?

I am getting crashes near the waterfront.
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Jason King
 
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Post » Tue Mar 15, 2011 3:10 am

Is 4.41 or 4.42 compatible with the new version of moDem's City Life 2.2?

I am getting crashes near the waterfront.


As I recall, crashes around the Waterfront have long been a known issue with moDem's City Life.
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Music Show
 
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Post » Mon Mar 14, 2011 9:30 pm

From the AWLS thread, pvssyr got side-tracked into BC territory, so pulling the relevant posts here before continuing this. First post is purely related to AWLS, but the following ones are about BC:
We discovered two wrong meshes in the folders
"51 Bravil B&M QTP3 Windows & Chimneys"
"61 Bravil QTP3 Windows & Chimneys"
"61 Bravil QTP3 Windows Only"
"71 Bravil Vanilla Windows & Chimneys"
"71 Bravil Vanilla Windows Only"

BravilHernanstirHouse (missing wall at the bottom):
http://www.pic-upload.de/view-4570449/Mesh-Fehler-AWLS.jpg.html

BravilFightersGuild (missing bottom stuff):
http://www.pic-upload.de/view-4570538/Bravil-FightersGuild-Mesh.jpg.html

This leads to landscape holes in Bravil (and harbor), if one uses AWLS with e.g. B&M and QTP3 (at least with the german town package).
I am using AWLS, Better Cities with B&M, but without QTP3 and everything is fine.

E.g. the bravil fighters guild of the BBC Bravil B&M EV 4.4.1 looks funny, when using QTP3 meshes of AWLS (folder 51):
http://www.pic-upload.de/view-4571091/BravilFightersguildMeshproblem.jpg.html
http://www.pic-upload.de/view-4571104/Bravilfightersguildmeshproblem2.jpg.html

With a correct mesh it looks like this:
http://www.pic-upload.de/view-4571299/BravilMeshrichtig1.jpg.html
http://www.pic-upload.de/view-4571300/BravilMeshright2.jpg.html

Best regards,
ThreeD

The UOP includes a replacer mesh for the Bravil FG building, stripping that bottom section out. It's fine for the game's vanilla use of the mesh, but a real pain when used in mods. AWLS must have used the UOP version of the mesh, hence the gap underneath where the mesh is used by BC. This was in fact resolved in more recent versions of BC, so only those using old versions should still be seeing that gap :)

Are you sure? The screenshots were made with the EV 4.4.1 and changelog of 4.4.2 doesn't state anything about any change in Bravil, so I assume, that there'll be still a gap with such a mesh.

Is there any chance, that AWLS will use a mesh with the bottom section of those two meshes in the next release?

Best regards,
ThreeD

I'm certainly sure I fixed it. BC contains a duplicate of the vanilla mesh as an alternate instead of a replacer. I do hope it hasn't unfixed itself somehow - this sort of behaviour has happened in the past.

You mean the static BCRBravilfightersguild, correct? This is not referenced in the Bravil B&M esp of the current version 4.4.2.
Instead the vanilla static Bravilfightersguild is referenced six times (and this mesh is replaced by AWLS).

Best regards,
ThreeD

Until I get home I cannot look into this (and this really should be in the BC thread by now) but BC should be using the alternate mesh at least twice. It was when I set this up several versions ago.


As I feared, this fix has disappeared in BC Bravil: B&M. There were quite a number of edits I'd made to this ESP which I found some time later had gotten lost somehow and had to redo, this is clearly one I missed. I'll have to fix it for the next release.

Thanks for spotting it :)
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Craig Martin
 
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Post » Tue Mar 15, 2011 3:39 am

Ok, good to know, that this one is fixed now :)

Best regards,
ThreeD
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Stryke Force
 
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Post » Tue Mar 15, 2011 2:20 am

Ok, good to know, that this one is fixed now :)

Best regards,
ThreeD

Ok after careful investigation here is the result:
1 - Blood and Mud recolors the fighters guild
2 - Blood and Mud does not use the UOP cut meshe
3 - We do not change the meshe from UOP as it is correct for our purpose in Better Cities Blood & Mud version
4 - You seem to have a vanilla colored version of the Fighters Guild meshe
5 - The version of the meshe in Better Cities Bravil (without Blood and Mud) is the new one we use with a path specific to Better Cities so there is no issue in this version

the issue is with AWLS which has an UOP meshe of the fighters guild in the B&M QTP3 while it shouldn't.
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Brentleah Jeffs
 
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Post » Mon Mar 14, 2011 11:18 pm

Ok, good to know, that this one is fixed now :)

Best regards,
ThreeD


In fact turns out this isn't a mistake in Better Cities at all! It really is a mistake in AWLS, so back to that thread you go :D
B&M replaces the vanilla mesh, BC uses the original meshes (replaced by B&M). These meshes are the full mesh, not the cut-down UOP version.
Since some people insist on using the QTP3-retextured-back-to-vanilla replacer meshes instead of the much cooler darkened B&M meshes, AWLS includes QTP3 vanilla-textured B&M replacers which accidentally used the UOP mesh instead of the vanilla mesh (for windows and chimneys only. Windows has correct mesh).
So only people using the QTP3 B&M patch and the corresponding QTP3 B&M AWLS FG mesh (need more acronyms!!!!!) with BCB:B&M (yay!) will have some buildings seemingly floating. Solution: AWLS needs to swap the QTP3 B&M FG mesh for a non-UOP mesh. Which Ismelda is now working on.
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Zosia Cetnar
 
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Post » Mon Mar 14, 2011 3:56 pm

Just a short throw-in:

Incompatible
Against the Zealots of the Nine: NO with Cheydinhal only (source TUPPSY & wmj)

I did remember there was a compatibility patch with the 4.4.2 version, omod installer from TESNexus.
Is it ok now to use the zealots of the nine mod with BC 4.4.2?
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Shianne Donato
 
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Post » Tue Mar 15, 2011 2:38 am

Just a short throw-in:

Incompatible
Against the Zealots of the Nine: NO with Cheydinhal only (source TUPPSY & wmj)

I did remember there was a compatibility patch with the 4.4.2 version, omod installer from TESNexus.
Is it ok now to use the zealots of the nine mod with BC 4.4.2?


Gosh, we just can't keep up with ourselves! Yes, that info your quoted is slightly out of date, we include a replacer ESP for the mod with Better Cities. So you still need to download Against the Zealots of the Nine and install it, but use our ESP instead of the original.
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Prue
 
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Post » Mon Mar 14, 2011 7:22 pm

hi is their a Sage's Skyrim Armory (SSA) patch for buma? the shop is overlapping with the castle

here is link to mod http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=4112
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FirDaus LOVe farhana
 
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Post » Mon Mar 14, 2011 4:48 pm

Is the Open City version of Better Cities still up to date or is it old and no longer updated.
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Leilene Nessel
 
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Post » Mon Mar 14, 2011 4:05 pm

I'm having a problem installing this mod - my experience using mods is limited - which is probably the problem.

I'm following the readme...

I've created an omod from the two folders and they activate but none of the instructions listed in the readme appear. For instance after activating the omod this: "Do you want the merged plugins of Better Cities?" never appears. Can anyone explain to me what I'm doing wrong? I'm guessing the installation script isn't activating or something.

Cheers
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George PUluse
 
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Post » Mon Mar 14, 2011 11:00 pm

1. Download the three archives

- Better Cities 4.4.2
- Better Cities Resources 4.3.2
- Better Cities Resources Update 4.3.2 -> 4.4.2

2. Open Oblivion Mod Manager

3. Click Create

4. Now add the Better Cities 4.4.2.7z Archive (not Folder or files)

5. Now OBMM should ask you to import the omod script

6. Click yes

7. Create the Omod

8. Repeat Steps 4-7 for the other two archives (Resources)
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Catherine Harte
 
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Post » Mon Mar 14, 2011 6:18 pm

hi is their a Sage's Skyrim Armory (SSA) patch for buma? the shop is overlapping with the castle

here is link to mod http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=4112


Well it can't possibly overlap with the castle since it's on the other side of the city from the castle. It might well overlap with the city walls, I guess? I'll download and take a look when I get home from work tonight.

Is the Open City version of Better Cities still up to date or is it old and no longer updated.


This is answered right at the top of the Open Better Cities Description page:
ATTENTION: Support for this mod is now discontinued, do not expect me to answer any queries in the Comments thread. I will not be responding to requests for support via PM either, so don't bother sending me PMs about OBC.

Thank you.



OPEN BETTER CITIES
Version: 3.1
Date: 19/06/2009
Author: Vorians
Better Cities version-comparison: Current release roughly equates to Better Cities version 4


So it's no longer up to date and is no longer updated :)

I'm having a problem installing this mod - my experience using mods is limited - which is probably the problem.

I'm following the readme...

I've created an omod from the two folders and they activate but none of the instructions listed in the readme appear. For instance after activating the omod this: "Do you want the merged plugins of Better Cities?" never appears. Can anyone explain to me what I'm doing wrong? I'm guessing the installation script isn't activating or something.

Cheers


Well, first, you mention making an OMOD from two folders. That's not what the readme says to do. Readme says to create three OMODs from the three archives, so you should have downloaded three files, then created an OMOD from each (no folders involved at all). When asked whether you want to use the OMOD install scripts say "yes". Then when you activate the OMODs, the main one will ask you the questions.
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dav
 
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Post » Tue Mar 15, 2011 12:23 am

sorry, i meant city walls :cryvaultboy:
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Natasha Biss
 
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