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#21
Arthmoor

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Flashing buildings has nothing to do with this mod. That's generally a problem with using Bloom lighting on an nVidia card. Try switching to HDR and see what that does for you. I realize it'll sacrifice the anti-aliasing, but it long ago solved the same problem for me.

#22
kompan

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hey

Maybe someone knows (hopefully) answer here. Whenever I go to Leyawiin some of buildings (like shops for example) are hidden in the ground too much. I mean they should be situated higher above the ground, but right now doors ale just a little bit above, half buried. It's hard to get in, but what is worse it's sometimes impossible to get out from this building. Did anyone see something like that?
Thnx!

My load order:

http://www.bethsoft....

screenshots:
http://img137.images...eenshot0md4.jpg

http://img92.imagesh...eenshot1fv9.jpg

http://img88.imagesh...eenshot3gy3.jpg

http://img159.images...eenshot2zt8.jpg

EDIT: I got it. Its because there are doubled buildings in this city. I disabled Cities alive at night mod and it works ;)

Edited by kompan, 25 April 2008 - 09:43 PM.


#23
Arthmoor

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Version 1.4 has been uploaded. If you saw the main description, tons of stuff is fixed for this release. It's amazing how many bugs one finds in things!

Also, I've updated several of the compatibility patches with safer versions that don't need to do extensive quest, script, and dialogue modifications. If you're using any of them, download the updates and read the short readme files they all have.

Also, I've added a proper fix for Knights of the Nine that works with both OCC and the older Open Anvil. This patch no longer requires that the UOMP be installed, and should not interfere with it if it is.

As always, any bugs, ideas, or just comments are welcome :)

#24
Vorians

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Would I need to add those grids to all of the wall sections or just a few?

My personal preference still leans toward providing my own defenders. The city defenses module is a great idea, but I don't want all of the other baggage that is required to use it since it requires the MMM master file to load, and that makes a bunch of other unrelated changes I don't want.


All wall sections would need pathgrids. It doesn't take too long to do, we added pathgrids to all walls in Better Cities (and we had the city worldspaces to do AS WELL as the Tamriel worldspace ones :))

Now since the walls in Open Cities are in exactly the same place as in the vanilla game, MMM CD should be 100% compatible, once the pathgrids are added. So while there's nothing wrong with creating your own version of CD, you should still provide compatibility for those who do want to keep using MMM CD.

#25
Arthmoor

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Yeah, I guess adding grids to the walls wouldn't take long. Do the wall guards in MMM-CD need to come down for AI, to eat/sleep/whatever at times? I've had my eye on plans to put doors into the towers so there's actually a way to reach those walls conventionally. I guess I need to do some poking around with MMM-CD to see if it already does this.

#26
katalysis

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The Prophet is not positioned in the Tamriel worldspace (but the vanilla Anvil one) no matter what I do. I have UOP v2.2.3, Open Cities v1.4, OCC-KOTN v1.1, and Unofficial Official Mod Patch v.1.2.

I've literally tried every combination of KOTN, OCC-KOTN, Unofficial KOTN, and Open Cities. HELP!!!

EDIT: NEVERMIND! I realized I had to wait/sleep sufficiently long enough so the game re-calculates the location of NPCs. Thanks!

Edited by katalysis, 06 May 2008 - 03:16 AM.


#27
Vorians

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Yeah, I guess adding grids to the walls wouldn't take long. Do the wall guards in MMM-CD need to come down for AI, to eat/sleep/whatever at times? I've had my eye on plans to put doors into the towers so there's actually a way to reach those walls conventionally. I guess I need to do some poking around with MMM-CD to see if it already does this.


MMM CD only places guards who wander along the wall tops. No doors, no AI packages, no eat/sleep routines. Just walk this way, then walk that way, then walk this way, then walk.... oh how dull life must be for a wall guard! We in Better Cities also intend to expand upon our own City Defences files by having the guards come down to rest and such. We've already placed our doors, just haven't gotten around to connecting them and AI'ing the guards. The first thing to do would be to place the pathgrids for MMM CD. Nothing else will be needed, just the pathgrids. Then when you have some time, start on your own version of CD complete with doors, schedules, tower interiors etc. and you'll already have the pathgrids ready for you :)

#28
Arthmoor

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RE: Vorians - Do I need to throw in subspaces to keep the guards from trying to jump? :)

RE: katalysis - Sure. Judging by the pics it wouldn't take more than a duplicate of the shop graphics and tweaking its door. 80MB is pretty huge for one shop!!

... And a bit later ( faster than the download even ) and your new patch is ready. It's with the other files.

Edited by scalonhulk, 08 May 2008 - 07:31 AM.


#29
katalysis

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RE: katalysis - Sure. Judging by the pics it wouldn't take more than a duplicate of the shop graphics and tweaking its door. 80MB is pretty huge for one shop!!

... And a bit later ( faster than the download even ) and your new patch is ready. It's with the other files.


OMG Thank you so much!!! I can't wait to go home and use BOTH.

#30
Anach

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Currently I get better FPS in the wilderness than I do in Cities, I'm thinking this would be bad for City FPS and Wilderness FPS when approaching Cities.

However, it looks fantastic, I really want to try it, but I think it will be the next time I need to strip and reinstall OB, as I dread having to modify all the mods I have installed. Hopefully by that time Ill have upgraded.

Keep up the good work. It would be very cool if this mod became a standard.




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