[Relz]Bananasplit's Better Cities

Post » Mon Mar 14, 2011 2:21 pm

http://tinyurl.com/BetterCities31

"This is a translation of Bananasplit's awesome Better Cities mod, which aims at making all the cities in the game more beautiful.
All credit goes to Bananasplit for the creation of his mod, I merely translated some names and the new Guide to Skingrad."
SATU


As you know we took over the job started by Satu with Skingrad and Bravil. The following cities from Bananasplit's Better Cities were also translated:
- Imperial City Market
- Chorrol
- Anvil
- Leyawiin
Then we added Reckless' Better City Cheydinhal, Wolfslady's Better City Bruma & Better Arboretum, SilentResident's ImpeREAL, jf2ln Anvil Bay and Bravil Dock and finally OnWard Softworks (aka TheXanadu & TheLastVoice) 's Leyawiin Port.

All these files are in the same pack in http://www.tesnexus.com/downloads/file.php?id=16513.
Expect new Patches/Fixes/Enhancements every Now and Then

Find the http://www.scharesoft.de/joomla/forum/showthread.php?t=18464.
Find the http://tesall.ru/files/oblivion/betcities/.

_______________________________________________________
Technical Features:
Unique range of formID for each City/district:
Allow the merging of the esp while using TES4Gecko to never change any formID and thus banishing forever the need of clean saves between different version (started on version 4.3.0). This step was needed because of the Modularity of the mod. [Tool used: TES4Edit]
Modularity:
Each city and each IC District is offered in two ways: as a separate ESP on its own, or as part of two merged Full ESPs. This allows users to pick and choose which cities/Districts to use, so if they don't like one they can choose not to use it, or if a city or District conflicts with another mod they use, they can choose not to use it. Yet if you do want to use all cities, there's a single ESP for all, and if you want all IC Districts, there's a single ESP for all, which helps reduce the number of active ESPs in your load order if you do want every city and every District. We expand this concept into the City Defences ESPs - separate ESPs for each city, or a single Full ESP for all of them. And then again with the FPS patch ESPs as well! [Tool used: Brains!!!]
Unique worldspace in the Imperial City:
Allow to have a separate Map for the Imperial City and also to banish any conflict with any mod dealing with the Imperial Isle (Unique Landscape Imperial Isle and others) as the districts do not share their landscape edition with the Imperial Isle anymore. The drawback is that the Better Imperial City needs to be loaded last (or so) in your load order to ensure that no mod is resetting the IC to its initial worldspace. You also can't fast travel outside the city (Speed is Limited!) but you need to get out of the IC to be able to fast travel to other places outside the IC. [Tool used: TES4Edit]
Way of dealing with Doors:
We replace the doors by BC version of the same doors when we have to move them from their vanilla position. The vanilla doors are disabled and made non persistent so that their state wont be kept in your saved game and if you remove Better Cities, the vanilla doors will automatically be back at their right place without any issue. [Tool used: Brains!!!]
Customization:
Nearly each city/district has its own customization based on the users preferences on gore, FPS issue and compatibility with other mods. The customization comes in 2 different way: In Game Menu for those who use OBSE (which is recommended also to use Streamline and lower the FPS hit of Better Cities) and Manual where the user needs to enter some console commands to achieve the customization desired. [Tool used: OBSE and Brains]
BAIN & Scripted Installation:
The installation which comes in 3 archives (Mains files with the esp/esm, Main resources with the bsa archives and Update to the Resources if and when needed) is all scripted to facilitate an omod installation with Oblivion Mod Manager. In the same way, the archives are packaged to allow an easy BAIN Installation when Using Wrye Bash. [Tool Used: OBMM and Wrye Bash]
Cleaned ESP:
All our plugins are cleaned with TES4Edit to limit the conflicts with Oblivion Vanilla and Other mods. Of course this doesn't mean that others mods wont conflict with Better Cities but just that we took extreme precautions to limit those conflict as much as we could. Before reporting any conflict, make sure that Better Cities is loaded after the mod you think is conflicting. [Tool used: TES4Edit]
PiFFYed Meshes:
All our meshes are PyFFIed and further stripped of useless data to ensure an optimum performance in game. [Tool used: PyFFI]
BSA Archives:
All the main resources are then packaged into BSA archives (when this is possible) to allow an easy install/uninstall. The BSA are separated into different categories for customization purposes (B&M or vanilla Bravil textures for instance) and translation purposes (English Names on Textures and English Dialogs which can be replaced by their translated version for any other language). [OBMM BSA Creator]
An ESM (A Master):
Early on we found that some new resources were being used by more than one city. Without an ESM, this means duplication of base objects in each ESP - not very tidy! So we adopted a single ESM to contain base records for all cities and Districts to reference as needed. Dialogue also goes into the ESM, as some of our dialogue is voiced, but voice files are stored in the Data folder based upon the ESM or ESP they are used by - since BC is modular, this gets messy as the same dialogue used by Better Cities - Chorrol.esp is needed by Better Cities Full.esp. So to avoid duplication of MP3s, the dialogue was moved into the ESM, allowing the MP3s to be stored once for use by the ESM only. Also (!) we store ALL interiors in the ESM instead of in each city or District ESP which makes creation of AI packages simpler as they can safely reference interiors from multiple cities or Districts. At the same time, this allows for the possibility of other ESPs to use the BC interiors without needing to be dependent on the BC ESPs. This means more to modders than mod users of course! [Tools used: TES4Edit and Brains!!!]
Built-in compatibility with other popular mods:
(Where possible)
Better Cities is specially tweaked in some locations to enable compatibility with other conflicting mods, without the need for patches. Examples include Bravil for Lost Spires, Bruma for Heart of the Dead, and the Arboretum for Let the People Drink. Lost Spires moved the city walls and raised some land up beside the Chapel to place a new building. Better Cities also moves the city walls to match Lost Spires, and raises the land height, so that Lost Spires' new building fits in perfectly. Yet this area is NOT left empty if you don't use Lost Spires. Without Lost Spires, you'll find a burnt out house ruin on the same spot, so you won't realize the area is reserved for Lost Spires. We do this for other mods as well! [Tool used: Brains!!!]

_______________________________________________________
Requirements
Official Oblivion Patched with http://static.gamesas.com/Oblivion/Oblivion_v1.2.0416English.exe (or whichever version you need for your language.

_______________________________________________________
Video Preview
http://www.youtube.com/watch?v=A9Iu5Mu22sQ by mrcrusty. Thanks!!!
You can also http://www.tesnexus.com/downloads/file.php?id=14584 to get a better quality.

http://www.youtube.com/watch?v=4Ajw0xdSCOg
http://www.youtube.com/watch?v=bdz3nwPw7S8
http://www.youtube.com/watch?v=MSz3WoNrYTw
http://www.youtube.com/watch?v=Qh4wwpDXVjM
http://www.youtube.com/watch?v=0Q8DQkT2TPQ
http://www.youtube.com/watch?v=-zBpGMyIEnw
http://www.youtube.com/watch?v=41ryK572TkY
http://www.youtube.com/watch?v=zMarn0-gblQ
http://www.youtube.com/watch?v=7FlqGNQbsIw
http://www.youtube.com/watch?v=cGGmbXUbwIM
http://www.youtube.com/watch?v=GzCHYT1tR7E
http://www.youtube.com/watch?v=bNlqwF41bX4
http://www.youtube.com/watch?v=usNORqG7V-I
http://www.youtube.com/watch?v=WrFgnwf7ems

_______________________________________________________
Compatibility Patches & Fixes
Textures mods: No textures is altered by these mods so any mod changing the textures is compatible.
Unofficial Oblivion Patch: This mod is recommended with Better Cities because it fixes many things like for instance the giant scrying balls being handled as static without havoc which comes handy around Bruma, plus many other things that should have been addressed by Bethesda.

Already Compatible
http://www.tesnexus.com/downloads/file.php?id=11495 OK (Arrival at Leyawiin Harbour possible by Robert Evrae. This requires OBSE v14+)
http://www.tesnexus.com/downloads/file.php?id=19039 OK (created compatible by RGM)
http://www.tesnexus.com/downloads/file.php?id=12016: OK (special version of Bravil)
http://www.tesnexus.com/downloads/file.php?id=9858: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=12249 (aka MMM, OOO, Fran & Warcry): OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=7825: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=9724: OK (source Lyre)
http://www.tesnexus.com/downloads/file.php?id=13692: OK (version 1.3+)
http://www.tesnexus.com/downloads/file.php?id=15617: OK (source Greenwarden & IceMan80)
http://www.tesnexus.com/downloads/file.php?id=14829: OK (source SheerShaw)
http://www.tesnexus.com/downloads/file.php?id=7902: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=11249: OK (source Bluepie)
http://www.tesnexus.com/downloads/file.php?id=6895 OK (Compatible esp created by Geniel)
http://www.tesnexus.com/downloads/file.php?id=17201 OK (Compatible esp created by Lametrie)
http://www.tesnexus.com/downloads/file.php?id=14425: OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=17644 OK (created compatible via quest by AlexKnight1978)
http://www.tesnexus.com/downloads/file.php?id=16316 OK (created compatible by Ervvyn with OBSE v0014a+ detection)
http://www.tesnexus.com/downloads/file.php?id=6846: OK (source Bluepie)
http://www.lostspires.com: OK
http://www.tesnexus.com/downloads/file.php?id=9655: OK (source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=19628 OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=13303: OK integrated in Better Cities IC Market and Temple Districts.
http://www.tesnexus.com/downloads/file.php?id=19589: OK Integrated in Better Cities.
http://www.tesnexus.com/downloads/file.php?id=10256: OK Integrated in Better Cities IC.
http://www.tesnexus.com/downloads/file.php?id=14957: OK Integrated into Better Cities IC Market District.
http://www.tesnexus.com/downloads/file.php?id=3868: OK Integrated into Better Cities IC Talos Plaza.
http://www.tesnexus.com/downloads/file.php?id=3771: OK Integrated into Better Cities IC Palace.
http://www.tesnexus.com/downloads/file.php?id=4620: OK Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=4650: OK Integrated into Better Cities IC Temple District.
http://www.tesnexus.com/downloads/file.php?id=4651: OK Integrated into Better Cities IC Temple District.
http://kvatch.net/forum/viewtopic.php?t=887: OK (Source BBC Team)
http://www.tesnexus.com/downloads/file.php?id=22226: OK (Source Ismelda)
http://www.tesnexus.com/downloads/file.php?id=6779: OK (Source Vorians)
http://www.tesnexus.com/downloads/file.php?id=11999: OK (Source Vorians)
http://theelderscrolls.info/?go=dlfile&fileid=349: OK (BG2408)

Minor Issues
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=991: OK except for few floating signs (source Whitestrake)
http://www.tesnexus.com/downloads/file.php?id=14853: OK need to disable a wine barrel with the console (source Vorians)

Incompatible
http://www.tesnexus.com/downloads/file.php?id=14442: NO but Better Cities have their own City Defenses now.
http://www.tesnexus.com/downloads/file.php?id=11333: NO with IC Market only (source 2Cold Scorpio-RGc1)
http://www.leiawen.net/ceedee/BabSite/html/addons.html: NO with IC Market only (source wmj)
Artifacts of the Ancestors with Blood & Mud and thus with Blood & Mud Editions of Better Cities.
http://www.youtube.com/watch?v=me4S61gySF4: NO, Never Ever This WIP from the creator of a lengthy list of dirty mods wont be compatible with Better Cities of course.

Users Fixes and Patches
http://www.tesnexus.com/downloads/file.php?id=4954: OK (Fix by StarLion) http://rapidshare.com/files/77526935/IWR-Windows.esp.html.
http://tesnexus.com/downloads/file.php?id=11027: OK (fix by Trader01) http://www.tesnexus.com/downloads/file.php?id=14490.
http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=4513 http://www.tesnexus.com/downloads/file.php?id=17454: OK (Patch by Roxas116)
http://www.tesnexus.com/downloads/file.php?id=18203 OK (http://www.tesnexus.com/downloads/file.php?id=19263)

Patches & Fixes included in the Extras
http://www.tesnexus.com/downloads/file.php?id=14601: OK (BBC must be loaded after VHB to ensure highest compatibility) (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=3172: OK (Fix by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=11778 OK (fix by Vorians)
http://www.tesnexus.com/downloads/file.php?id=14939 OK (patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=13692: OK (fix by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=19228 OK (patch by Vorians)
http://www.tesnexus.com/downloads/file.php?id=10223 OK since version 2.4
http://www.tesnexus.com/downloads/file.php?id=9450: OK (source Vorians and Blupie fixes)
http://www.tesnexus.com/downloads/file.php?id=19058 OK (made compatible by Ismelda)
http://www.stephanewuttunee.net/tnr_tie.html: OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=3027: OK (Patch by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=7155: OK (Fix by Ismelda)
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=581: OK (fix by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=11598: OK (Patch by BluePie)
http://www.tesnexus.com/downloads/file.php?id=7663: OK (fix by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=8714: OK (Patch by Bluepie)
http://www.tesnexus.com/downloads/file.php?id=9357: OK (by Ismelda)
http://www.tesnexus.com/downloads/file.php?id=11189: OK (Patch by Vorians - get all Vorians http://www.tesnexus.com/downloads/file.php?id=13834).
http://www.tesnexus.com/downloads/file.php?id=5156: OK (Patch by Vorians) Load Better Cities after Thievery in the Imperial City and the patch after Better Cities.
http://www.tesnexus.com/downloads/file.php?id=3849: OK (Patch by Vorians)

_______________________________________________________
FPS Tips:
Use http://www.gamesas.com/bgsforums/index.php?showtopic=795779
You can alter your Oblivion.ini file (After a Backup) to change these settings (http://www.gamesas.com/bgsforums/index.php?showtopic=794126&st=129#)
fLODFadeOutActorMultCity: Default value is 1. Change it to lower the distance you see NPCs in the city. Suggestion 0.4 - 0.8
fLODFadeOutItemMultCity: Default value is 1. Change it to lower the distance you see items in the city. Suggestion 0.4 - 0.8
fLODFadeOutObjectMultCity: Default value is 1. Change it to lower the distance you see objects in the city. Suggestion 0.4 - 0.8
(I use it at 0.8 for the 3 of them).
_______________________________________________________
Possible Issues
You might encounter some items that are really out of place when you update your Better Cities.
I don't have any explanantion on why this happens but the only way to fix it is:
- Uncheck the Better Cities plugins (cities, fixes, patchs at additions).
- Save your game.
- Re-enable the better cities plugins and load the game.
All should be back to normal. As Better Cities are not a quest mod, you will loose nothing.
_______________________________________________________
Bug Reports
Read the http://www.gamesas.com/bgsforums/index.php?showtopic=449239 pinned in this forum.
- Try to make Beta Comments (Tracking Down Problems With Specific Mods in the Oblivion Mods FAQ)
- Post a picture of the issue if possible (we spent more time modding than actually playing. We test the stuff we just created but we are humans and still can't miss things).
- When taking a screenshot, open your console and type in
  • SDT 33 (then enter)
  • TDT (then enter and close the console)

This will bring to the screen coordinates, cell name and so on which helps to locate where you are and where your bug was found.
Open the console and type TDT again to remove all the info from your screen.
_______________________________________________________
Projects of Interest about Cities:
http://www.gamesas.com/bgsforums/index.php?showtopic=796509
http://www.gamesas.com/bgsforums/index.php?showtopic=817511

_______________________________________________________
Alternative Mods:
http://www.tesnexus.com/downloads/file.php?id=19589 by SilentResident

_______________________________________________________
Free Doors and Used Free Doors:

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ICMarketWestMap.jpg

Door 3 is reserved for the http://www.tesnexus.com/downloads/file.php?id=19058.
Door 4 is reserved for the http://www.tesnexus.com/downloads/file.php?id=3172.
Door 5 has an interior included in the ICMarket.
Door 6 is reserved for http://www.tesnexus.com/downloads/file.php?id=8714.
Doors 1 & 2 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ICMarketEastMap.jpg

Door 10 is reserved for the http://www.tesnexus.com/downloads/file.php?id=14957.
Door 11 is reserved for the http://www.tesnexus.com/downloads/file.php?id=7155.
Door 13 is reserved for the http://tesnexus.com/downloads/file.php?id=13692.
Door 14 is reserved for the http://tesnexus.com/downloads/file.php?id=13303.
Doors 7, 8, 9 & 15 are free.

http://bettercities.free.fr/2009/02/BBCMarketUpperLevelMap.jpg

Doors 16 & 19 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_AnvilMap.jpg - http://bettercities.free.fr/Maps/BC_Anvil_Map.jpg

Door 5 has an interior included in Anvil.
Doors 1, 2, 3 & 4 are free.

http://bettercities.free.fr/Maps/BC_Bravil_B&M_Map.jpg

No Free Doors

http://bettercities.free.fr/2008/11/FD_BravilNorth.jpg

No Free Doors

http://bettercities.free.fr/2008/11/FD_BravilSouth.jpg

No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_LeyawiinMap.jpg

Door 4 is reserved for http://www.tesnexus.com/downloads/file.php?id=8520
No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_LeyawiinDockMap.jpg

Doors 6 & 9 have interiors included in Leyawiin.
Doors 7 & 8 are free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_BrumaMap.jpg

No Free Doors

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_CheydinhalNorthMap.jpg
http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_CheydinhalSouthMap.jpg

No Free Doors.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_ChorrolMap.jpg

No Free Doors
Door 3 is reserved for http://www.tesnexus.com/downloads/file.php?id=7925 and http://www.tesnexus.com/downloads/file.php?id=8699

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_SkingradNorthMap.jpg

Door 4 is reserved for http://www.tesnexus.com/downloads/file.php?id=14601
Door 1 is reserved for http://www.tesnexus.com/downloads/file.php?id=8520
Doors 3, 5, 6, 11 & 12 have an interior included in Skingrad.
Door 2 is free.

http://ismeldalasombra.free.fr/2008/Oblivion/01/FD_SkingradSouthMap.jpg

No Free Doors.


_______________________________________________________
Injected Records
Bananasplit's Better Cities Team will use a range of Injected ID into Oblivion.ESM which is from
0000FB00 to 0000FBFF
It is a range of 256 records which are free in Oblivion.ESM that we will use for toggle items to ensure compatibility with other mods without having to make patches or dependent files.
Please do not use any ID from this range in your own mods.

_______________________________________________________
For Translators:
My psd files of the shop signs are http://www.megaupload.com/?d=LCL06VKL
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Mon Mar 14, 2011 12:05 pm

Thank you all who work on this great mod and for keep making it better with each day passing. A must have since it came out!


Cheers,
Pushkatu!
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Mon Mar 14, 2011 2:49 pm

Qouting myself from the last thread:

Better cities is just a mod I can't live without, Beth should actually hire you guys to do their cities

Anyway, is there any plan for more then one entrance to each city? It kinda ruins my immersion that I always have to walk past a ton of guards to a main entrance which is a killer for immersion =/

A way to get outside the prisons without going through the usual entrance would be cool too!

-----------------------

Is there any chance something like that might be added to each of the cities ? :)
User avatar
Liii BLATES
 
Posts: 3423
Joined: Tue Aug 22, 2006 10:41 am

Post » Mon Mar 14, 2011 11:43 am

valis123, we don't presently have any plans for alternate city access - though we have added an extra gate to Bravil, it is still guarded. TIE adds secret entrances to each city and is compatible with BC, and you are welcome to create a mod adding new secret entrances for BC (as long as you don't edit BC itself).

Also, we won't be editing any of the prisons in each city, as we try not to make edits to anything in the game which is outside the scope of the Better Cities project - editing the prisons is something for a stealth mod or prison-break mod to deal with :)
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Mon Mar 14, 2011 4:44 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
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm

Post » Mon Mar 14, 2011 2:22 am

Markets on special days would be really cool, that would really be something that should be included in the mod. :celebration:
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Mon Mar 14, 2011 4:00 pm

valis123, we don't presently have any plans for alternate city access - though we have added an extra gate to Bravil, it is still guarded. TIE adds secret entrances to each city and is compatible with BC, and you are welcome to create a mod adding new secret entrances for BC (as long as you don't edit BC itself).

Also, we won't be editing any of the prisons in each city, as we try not to make edits to anything in the game which is outside the scope of the Better Cities project - editing the prisons is something for a stealth mod or prison-break mod to deal with :)

Okay, thanks for the reply! =)
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Mon Mar 14, 2011 1:15 pm

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

Things are going slowly on Better Cities so this update is just to fix some (if not all) of the issues reported from the last version aka:

- UL patch for Cheydinhal Falls not being updated at the last version
- Still an error with the NPC selling the sailing boat in Anvil

Plus some other stuff like:

- a missing merchant container for one NPC in the Waterfront
- an obsolete pathgrid edit in the Kinghtly Armory patch

And finally we restored some of the vanilla stone walls around the poorer houses and the graveyard in Chorrol.

ENJOY!!!
User avatar
Stat Wrecker
 
Posts: 3511
Joined: Mon Sep 24, 2007 6:14 am

Post » Mon Mar 14, 2011 8:17 am

Great to see progress still being made (albeit slowly) on this great mod. I tried something lke version 3.1 when it was current, but removed it from my game, mainly because my graphics card at the time simply wasn't up to the job. With a new rig I installed version 4.4.1, the improvement over the 3.1 version is huge.

Anyway, on to my question.

I installed 4.4.1 full, making two Omods. I love most of it but I really don't like the Arcane University, firstly it crucifies my framerate, but also it just doesn't fit in with my tastes. I would like to revert to vanilla Arcane University. Is there any way this can be achieved by removing bits and pieces from within the Omods without borking the whole BC mod?

I am aware that BC is modular and that I could install just what I need, but this would seem to use up a large number of ESP slots compared to the full package. I will go this route if necessary, but thought I would try the long shot of messing with the full version first.

Edited, for clarity
User avatar
jasminε
 
Posts: 3511
Joined: Mon Jan 29, 2007 4:12 am

Post » Mon Mar 14, 2011 6:48 am

Happy newyear to you too!

After rewatching the youtub clip, I realised I've always wated this md, but didn't get it in fear of the FPS hit.
Figured it can't hurt to try.
Here's hoping for a dream come true!
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Mon Mar 14, 2011 6:08 am

Your solution is to create a Better Imperial City without the Arcane University. TES4Gecko can merge esp (and it is exactly what I use to make the merged files) so just use it to do a merging of just the files your need. For this you need to fiddles through the archive and get the files your need then merge them and after creating your merged file, you can always just put it back in the archive and then omod it (as long you don't change any name but just replace the files you want to change with a newer version). After that you can have your regular omod install but with exactly the files you wanted in the merged IC.
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Connie Thomas
 
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Joined: Sun Nov 19, 2006 9:58 am

Post » Mon Mar 14, 2011 12:06 pm

Thanks for the fast reply Ismelda.

Gulp. Tes4Gecko is not a tool I have used. Looks like it's time to expand my Oblivion technical knowledge.
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Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Mon Mar 14, 2011 5:23 am

Bananasplit's Better Cities is one amazing mod :nod:

Downloading the new version now, thanks BBC team :clap:
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Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Mon Mar 14, 2011 8:22 am

impeREAL reminds of the mod i was planning, before i lost interest in Oblivion.

http://i45.tinypic.com/kafe9y.jpg

this is kinda rework of it, done in MSpaint while waiting for stuff to load.
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Chris Cross Cabaret Man
 
Posts: 3301
Joined: Tue Jun 19, 2007 11:33 pm

Post » Mon Mar 14, 2011 6:32 pm

impeREAL reminds of the mod i was planning, before i lost interest in Oblivion.

http://i45.tinypic.com/kafe9y.jpg

this is kinda rework of it, done in MSpaint while waiting for stuff to load.


That looks interesting, did it ever go beyond planning and MSPaint concepts?

EDIT
Actually that looks more like a proper CS map export rather than just MS Paint editing.
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El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Mon Mar 14, 2011 8:14 am

no it never got anywhere other then pre-planning in paint, on some map i found on the net (teswiki?).

just some idea how and where i should have placed the suburbs/poor parts/apartments and surrounding support-villages.

but you have to agree it looks like a real Imperial capitol then Beth managed to do.

the un-walled part right from the bridge was supposed to look like cheydinhal (nice, quiet town) outside the gates into IC, and progress into a rowdy shanty town the further towards the harbor you got.

harbor is kinda expanded, and the part around the Arcane University is where the apprentices and mages lives in appointed apartments.

the Palace is grown and green emperor way is now foreign embassies and offices for the wheels of the empire, law-men, generals, clerks etc.

the part with the curved wall in that new northern district was supposed to be the headquarters for the legion.

just something i did while planning out where to put all the housing and how it would look.
no quests was planned, just some more housing and scenery to walk through.

feel free to use it as you wish, it will prob be some 10 years before i reinstall Oblivion again, when some Ultimate Super Mod comes out that includes all the great mods (better cities, combat mods, NPC reworks, old style text dialogue, scenery mods, bigger world etc) it works flawlessly. :P
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u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Post » Mon Mar 14, 2011 8:11 am

I love Better Cities. It's one of those works that just makes the game better by its mere existence. The only part of it that's really a frame rate killer for me is the Waterfront District in the IC for some reason. Other than that I have no problems with it. I'm using the entire 4.4.1, with UL patches, and it runs great. I may wait to install 4.4.2 until I think I'm having issues. Or should I just bite the bullet and update?
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Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Mon Mar 14, 2011 7:26 am

Hi, i use BBC for a long time now. i like it very much. Thank You!

i made an interior designed to be inside a tower in the market district. how would i go about connecting it to a door in bbc market district ?
i've tried loading all the bbc stuff, setting the esp that contains my interior to active and adding a new door on top the fake barred door of a tower.
i connected the door to my interior and it works fine, but if i try to save my esp the cs always crashes.
is there something i need to do like setting some bbc esm or bsa as master to my esp or something?
i think i'm totally missing something here, i've never before made an interior for another mod.

i'd like to create my interior in its own esp and not touch any of the bbc files, is that possible?

thx 4 reading, any answer is apreciated.
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loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Mon Mar 14, 2011 3:26 am

no it never got anywhere other then pre-planning in paint, on some map i found on the net (teswiki?).

feel free to use it as you wish, it will prob be some 10 years before i reinstall Oblivion again, when some Ultimate Super Mod comes out that includes all the great mods (better cities, combat mods, NPC reworks, old style text dialogue, scenery mods, bigger world etc) it works flawlessly. :P


Such a shame you don't have an abandoned WIP ESP lying around for us to swipe :sad:

I love Better Cities. It's one of those works that just makes the game better by its mere existence. The only part of it that's really a frame rate killer for me is the Waterfront District in the IC for some reason. Other than that I have no problems with it. I'm using the entire 4.4.1, with UL patches, and it runs great. I may wait to install 4.4.2 until I think I'm having issues. Or should I just bite the bullet and update?


You can see from Ismelda's post that there isn't much added in v4.4.2 since v4.4.1. If you want to purchase the ship in Anvil Bay, yes update. Otherwise, just stay with v4.4.1 and wait for our next release :) This update was mainly for the increasing number of people reporting the Anvil ship being unavailable for purchase.

Hi, i use BBC for a long time now. i like it very much. Thank You!

i made an interior designed to be inside a tower in the market district. how would i go about connecting it to a door in bbc market district ?
i've tried loading all the bbc stuff, setting the esp that contains my interior to active and adding a new door on top the fake barred door of a tower.
i connected the door to my interior and it works fine, but if i try to save my esp the cs always crashes.
is there something i need to do like setting some bbc esm or bsa as master to my esp or something?
i think i'm totally missing something here, i've never before made an interior for another mod.

i'd like to create my interior in its own esp and not touch any of the bbc files, is that possible?

thx 4 reading, any answer is apreciated.


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.
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Myles
 
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Joined: Sun Oct 21, 2007 12:52 pm

Post » Mon Mar 14, 2011 6:27 pm

I love Bananasplit's Better Cities. I have updated to the 4.4.2. I use almost all of the unique landscapes including Cheydinhal Falls. I was seeing missing water in the Cheydinhal Falls UL. I fixed this by adding the bash tag {{BASH:C.Water}} to the Cheydinhal Falls patch that I use which is BCCheydinhalFULLB&M - Cheydinhal Falls.esp. Could you please add the bash tag to this patch in your next release and/or add it to your readme.
Thanks for all your hard work that you put into Better Cities.
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mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Mon Mar 14, 2011 4:43 pm

QQuinx is working on amazing project, rocking boats.

- http://www.gamesas.com/bgsforums/index.php?showtopic=979090&st=20&start=20

This is something I would love to see implemented to the ships at the docks of Bananasplit's Better Cities. :angel:
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CArla HOlbert
 
Posts: 3342
Joined: Wed Feb 21, 2007 11:35 pm

Post » Mon Mar 14, 2011 3:52 am

I've got an issue relating to Open Better Cities. Since the last Better Cities thread was locked due to post count and no one's started a new one, I'm just posting here with the hopes that maybe someone can help me (and my problem might just be related to OC anyway).

So... I've been experiencing crashing problems around Cheydinhal. Not in any particular spot - just all over; inside and outside the city. It usually occurs when I get to within a hundred feet or so of the wall; sometimes I can make it clear inside the city before I crash, sometimes at the gate, etc. Sometimes the game just locks up entirely.

I popped over to the closed version of Cheydinhal to track down an NPC, and I saw the ravine added by Better Cities (seen http://project-phoenix.wikidot.com/local--files/files/Cheydinhal1.JPG and http://project-phoenix.wikidot.com/local--files/files/Cheydinhal2.JPG), minus the bridge and prison. Those aren't supposed to be showing up in the closed worldspace. Is this a result of the combination of mods I'm using (Open Cities 3.1 and Better Cities 4.4.1), or is a bug with BC, or is it something else entirely?
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Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Mon Mar 14, 2011 10:39 am

I've got an issue relating to Open Better Cities. Since the last Better Cities thread was locked due to post count and no one's started a new one, I'm just posting here with the hopes that maybe someone can help me (and my problem might just be related to OC anyway).

So... I've been experiencing crashing problems around Cheydinhal. Not in any particular spot - just all over; inside and outside the city. It usually occurs when I get to within a hundred feet or so of the wall; sometimes I can make it clear inside the city before I crash, sometimes at the gate, etc. Sometimes the game just locks up entirely.

I popped over to the closed version of Cheydinhal to track down an NPC, and I saw the ravine added by Better Cities (seen http://project-phoenix.wikidot.com/local--files/files/Cheydinhal1.JPG and http://project-phoenix.wikidot.com/local--files/files/Cheydinhal2.JPG), minus the bridge and prison. Those aren't supposed to be showing up in the closed worldspace. Is this a result of the combination of mods I'm using (Open Cities 3.1 and Better Cities 4.4.1), or is a bug with BC, or is it something else entirely?


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 :)
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Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Mon Mar 14, 2011 9:27 am

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:
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Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Mon Mar 14, 2011 2:20 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:

look in the Better_Cities_Resources files for the bsa's
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Danny Blight
 
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