Added compatiblity with Daggerfall Expanded Textures 1.0.0 and later versions.
Daggerfall Expanded Textures (DET) was recently updated to 1.0.0 with its main change being renaming the texture IDs. This was made because it was discovered that textures with numbers prior to 1024 could cause issues with areas not loading when fast travelling, which was most often caused by travelling after visiting a Lively Cities Marketplace. This update also resulted in several mods that used DET's pre 1.0.0 update to break cities that had DET's textures, including this one.
Note that while I updated all of my mods to use DET 1.0.0, other mods that didn't update require DET Legacy, available from the mod's download page in the optional files. If you previously downloaded DET Legacy, keep it.
Hello, could you please fix this one? Sometimes in Lively Cities instead of mood ("weary", "spry", "suspicious", etc...) NPCs are described like this... moreover, often these NPCs are not Redguards at all. Just in case, I use a mod that enables more detailed descriptions, probably this mistake went out of the spotlight because of this
This seems to be a behavior with how the mod you use acts with Lively Cities NPCs. They are all part of the People of Cybiades faction, a region inhabited by Redguards. They need a faction otherwise they can't be interacted with. I chose that region because there are no settlements there.
I'm afraid there's nothing to do here. Just an odd behavior between 2 mods. It's something that can't be noticed without that mod that describes NPCs.
Hi, is the marketplace guaranteed to show up on every playthrough? Because for me, on one save the Daggerfall marketplace appears but on another save it doesn't. I have no real way of knowing whether this works or not. Much thanks
Beautiful Cities used to do that to the marketplaces to create some more variations, but its latest update reverted the change because it could cause visual issues. If you update Beautiful Cities, you should see the marketplace in all cities. :)
Hi again, apologies if I come off as pestering. But after some investigating I've found that the marketplace only appears in one city, Chesterwark, for me. Granted I didn't investigate every city, but I've used two characters and in both the same city has the marketplace. The Daggerfall City marketplace doesn't appear in either as well. I've had the latest Beautiful Cities (v 0.5.0) since first installation and DET 1.2.0. Do the contents of this mod only appear in select cities? Not a big deal if I don't see it all the time but I would love to see every major city more lively, especially Daggerfall.
I'm in the process of updating my Android mod list to the new DET. I notice your Android release is still the original version uploaded before the DET upgrade although you mention your mod has been upgraded.
Can you clarify for me which version of DET does your Android release uses? If its still the Legacy, will you plan to update your Android release?
I'm also confused about your suggestion on keeping the Legacy version loaded if you have previous mods that haven't been updated. I've tried and both the new DET and the Legacy have the same mod name on the mod list so they override. I'm under the assumption you have to pick one or the other. How do you have both on your mod list?
Looking forward to being able to update my Android build to the new DET. So many mod updates now require this file and your amazing mod is the only thing holding me back. Unfortunately this isn't a mod that can be removed mid game without memory wiping my locations first.
Yes the Android version requires DET Legacy at the moment. I'll update it when I'll be able to do more testing. Since I don't have an Android device, it takes more time to make sure the update worked fine.
Regarding Legacy, even if they have the same name, they don't have the same ID numbers for DET's models and textures. This makes running Legacy and the update work correctly, providing compatibility to mods that use the old ID numbers from Legacy while also working with mods that updated to the newest DET versions.
Thank you for the feedback! I hope you will update the android version eventually. Your mod is the only android version that hasn't updated and I'm trying to find a work around without having to removing your mod in order to update everything else.
Should I rename the DET Legacy to a different mod name? When I try to import both versions of the DET, they seem to replace each other. I'm not sure how to get both versions of the DET to load in the mod list on android. Please advise. Thank you.
Hi! I noticed I'm having an issue with some missing painting textures (pink rectangles on the walls of the main room and one of the bedrooms) in the inn northwest of the marketplace area, the same as Red Lantern. I am playing on a Mac, so I'm not sure if that's part of the problem. Trying to do a run without Red Lantern guild, but may reinstall that and the patch as I'm not having issues with that interior.
In dragontail, I can't seem to enter the taverns in the marketplace areas, I can enter the taverns nearby though. Game just tells me that there is nothing of value. Currently on the android version. Would love to see the interiors as you did such a wonderful job on the mod.
Not sure if this has been brought to attention but, after fiddling with my mod list, it appears that this one is making it so that some or all buildings in a location are just missing. Like in the city of Daggerfall for example, half of the city is there and the other half is a flat empty plane. I am unsure why a mod that alters NPCs would do this but, only with this mod disabled, does it fix itself. Any pointers to how I can fix this issue with this mod enabled, if possible, would be appreciated, this mod looks really good.
The mod is now compatible with Daggerfall Expanded Textures 1.0.0 or later. While I updated all of my mods to work with Daggerfall Expanded Textures 1.0.0 or later, if you have mods from other authors that are not compatible with it you will need to also keep Daggerfall Expanded Textures Legacy.
A hopefully quick question before I start troubleshooting my load order: are some markets simply not re-done by this mod? I'm in Sentinel province right now and have stumbled across one that looks entirely vanilla (city of Isfijer). It could be a conflict with the many mods I'm running, but other regions seem to work fine, so I just wanted to check if it's possible some will still be vanilla with this mod or not before I started troubleshooting for potential conflicts.
Great mod btw, really enjoying it in general. Also love seeing that you are so active in this mod community, I remember chatting with you back in the day on the Morrowind mod forums on the bethsoft forums, so it's cool to see some of the old guard are still around and going strong. Love the work you do man.
EDIT - Of course, as soon as I ask the question, I find the answer. It seems like Fixed Desert Architecture is the culprit, even with lively cities overriding it, it makes sentinel markets no longer appear correctly. Any chance of a compatibility patch since they're both your mods?
EDIT2 - Disregard, I see you are aware of the issue. Sorry for bothering you. I'll wait for a patch.
Hi! The desert marketplaces from FDA have yet got the Lively Cities treatment yet. It's on my to-do list of many things to do though. I preferred to have the desert marketplaces stand out because, otherwise, they'd be filled with Bretons instead of Redguards. :)
Hi! I was testing my mod-list and noticed that when playing with Transparent Windows, horses in the stables in front of marketplaces tavern show up inside. And a lamppost. I tested with these two mods only and there doesn't seem to be any other conflict at play. Please don't let the horses drink beer, we really don't need drunk horses.
No chances I'm afraid. It implies retouching each interiors and exteriors to make sure they look nice together. That'll be too time consuming. But hey, drunk horses in taverns! ;)
I see other people posting about the falling into the void issue, which I was also having. It turns out, for me at least, it was the combination of Lively Cities with Beautiful Cities of Daggerfall. I was completely unable to travel to Balfiera specifically, every time it would consistently dump me into the void. The issue didn't happen with just Lively Cities enabled, only when Lively Cities and BCoD are both enabled at the same time. Hope this helps!
The mod is now compatible with Daggerfall Expanded Textures 1.0.0 or later. Daggerfall Expanded Textures (DET) was recently updated to 1.0.0 with its main change being renaming the texture IDs. This was made because it was discovered that textures with numbers prior to 1024 could cause issues with areas not loading when fast travelling, which was most often caused by travelling after visiting a Lively Cities Marketplace. It also seemed to impact mostly desert regions and eastern regions. This is now fixed in the latest update.
While I updated all of my mods to work with Daggerfall Expanded Textures 1.0.0 or later, if you have mods from other authors that are not compatible with it you will need to also keep Daggerfall Expanded Textures Legacy.
Hello, This mod is very lovely but I'm having an issue where the inns affected by this are not enterable, giving the "This house has nothing of value" message, which if I understand correctly, means that there is no interior data linked for a door transition. Do you have any ideas what might be causing this? It happens even on a new game, with this and its prerequisites as the only mods loaded. Maybe something is going on with those? Other altered locations seem to work fine, it's just the inns. I'm using the Android versions.
148 comments
Daggerfall Expanded Textures (DET) was recently updated to 1.0.0 with its main change being renaming the texture IDs. This was made because it was discovered that textures with numbers prior to 1024 could cause issues with areas not loading when fast travelling, which was most often caused by travelling after visiting a Lively Cities Marketplace. This update also resulted in several mods that used DET's pre 1.0.0 update to break cities that had DET's textures, including this one.
Note that while I updated all of my mods to use DET 1.0.0, other mods that didn't update require DET Legacy, available from the mod's download page in the optional files. If you previously downloaded DET Legacy, keep it.
Cheers!
This seems to be a behavior with how the mod you use acts with Lively Cities NPCs. They are all part of the People of Cybiades faction, a region inhabited by Redguards. They need a faction otherwise they can't be interacted with. I chose that region because there are no settlements there.
I'm afraid there's nothing to do here. Just an odd behavior between 2 mods. It's something that can't be noticed without that mod that describes NPCs.
For your reference this is my current load order:
"Advanced Dialogue",
"Airships",
"Aquatic Sprites",
"Archaeologists",
"Arena's Adventures",
"Argonians Remastered",
"BasicRoads",
"Autosave",
"UBLaMF - Map Blocks addon",
"Unofficial Block, Location and Model Fixes",
"RoleplayRealism",
"TravelOptions",
"RoleplayRealism-Items",
"Climates & Calories",
"RMB Resource Pack",
"daggerfall expanded textures",
"New Paintings",
"Taverns Redone",
"Lively Cities",
"Betony Restored",
"Finding My Religion",
"Soldier's Luxury Overhaul ",
"Fixed Desert Architecture",
"Windmills of Daggerfall",
"Beautiful Cities of Daggerfall",
"Beautiful Cities - Archaeologists Guild Patch",
"ImmersiveTravel",
"Beautiful Cities - ImmersiveTravel Patch",
"Critical Hits",
"Birds in Daggerfall",
"Beautiful Villages of Daggerfall",
"Beautiful Villages - Archaeologists Guild Patch",
"Bestiary",
"Improved Interior Lighting",
"Darker Dungeons",
"Bestiary - DREAM Patch",
"Bottled Blood Ingredients",
"Combat Log",
"ConvenientQuestLog",
"Climates Travel Map",
"BloodFall",
"Daggerfall Enemy Expansion",
"Vanilla Combat Event Handler",
"Daggertalk",
"Harvestable Crops",
"DET Harvestable Crops",
"DIEP - Rosy's Resources",
"Expanded Info",
"Detailed City Walls",
"Convenient Clock",
"Decorator",
"World of Daggerfall - Biomes",
"World of Daggerfall",
"Vanilla Enhanced - Base",
"Diverse Weapons",
"ambienttext",
"Dress Code System",
"DraftySecretDoors",
"Hot Key HUD",
"Dungeon Loot",
"Dynamic Skies",
"Dynamic Skies - Pixel Edition",
"Immersive Journal",
"Elves & Beastfolk - Resources",
"Falling Down",
"Famous Faces of the Iliac Bay",
"Lagless",
"First-Person-Lighting",
"Killable NPCs",
"Fixed Dungeon Exteriors",
"Handheld Torches",
"Flat Replacer",
"Kites",
"Gotta Pet'Em All",
"Races Framework Redone",
"Lootable Villagers",
"Imperial Race",
"Guaranteed Ingredient Lootdrops",
"Landlord",
"Jobs of the Thieves Guild",
"Khajiit modesty Fix",
"Language Skills Overhaul",
"NoMoreLEDLights",
"Vampiric Options",
"Location Loader",
"Lives of Raiders - Banditry Events",
"Main Quest Reputation Fix",
"Leveling Inspiration",
"Medical Emergency",
"Map Hours",
"Mod Issue Checker",
"Monster Rebalance",
"MultiQS",
"OpenCages",
"Orsinium Belongs to the Orcs!",
"Paperdoll Overhaul",
"Parallax Dungeon Doors",
"Piece of Chalk",
"Paints And Dyes",
"Preserve Last Spell",
"Quest Actions Extension",
"Quest Offer Locations",
"Quest Pack 1",
"Random Little Quests",
"Readied Spellcasting Hands",
"Reanimated Animals",
"Rituals And Rites",
"Red Brick Replacer",
"Redguards of Hammerfell - Resources",
"Regional NPCs - Resources",
"Remember Transport Mode",
"RandomStartingDungeon",
"Real Grass",
"RestWarningIfUnwell",
"ScrollableInteractionModes",
"Shield Widget",
"Skyrim Adventures",
"SphincterVision Paint the Town",
"Start Saver",
"Thieves Guild Pimps And Pushers",
"Taverns Renamed",
"TemplesCurePoison",
"True Ohmes-Raht Faces",
"Usable Starting Equipment",
"UsefulConsoleCommands",
"Seat of the Direnni",
"Shield Armor Improved",
"Vanilla Enhanced - Villains & Monsters",
"Skill Books",
"Sit and Loiter",
"Vanilla Enhanced - Villagers",
"Vanilla Enhanced - Masked Roads",
"Vanilla Enhanced - Snowless Swamps and Jungles",
"Vanilla Enhanced - Animated People",
"ViewableSkillProgress",
"Weapon Widget",
"The Red Lantern Guild",
"World of Daggerfall - Terrain",
"VillagerReactions",
"Wilderness Overhaul",
"Third Person Camera",
"Village of Fishguard",
"Wandering Foes",
"Warm Ashes - Dungeons",
"Warm Ashes - Ships",
"Warm Ashes - Wilderness",
"World Tooltips",
Can you clarify for me which version of DET does your Android release uses? If its still the Legacy, will you plan to update your Android release?
I'm also confused about your suggestion on keeping the Legacy version loaded if you have previous mods that haven't been updated. I've tried and both the new DET and the Legacy have the same mod name on the mod list so they override. I'm under the assumption you have to pick one or the other. How do you have both on your mod list?
Looking forward to being able to update my Android build to the new DET. So many mod updates now require this file and your amazing mod is the only thing holding me back. Unfortunately this isn't a mod that can be removed mid game without memory wiping my locations first.
Yes the Android version requires DET Legacy at the moment. I'll update it when I'll be able to do more testing. Since I don't have an Android device, it takes more time to make sure the update worked fine.
Regarding Legacy, even if they have the same name, they don't have the same ID numbers for DET's models and textures. This makes running Legacy and the update work correctly, providing compatibility to mods that use the old ID numbers from Legacy while also working with mods that updated to the newest DET versions.
Should I rename the DET Legacy to a different mod name? When I try to import both versions of the DET, they seem to replace each other. I'm not sure how to get both versions of the DET to load in the mod list on android. Please advise. Thank you.
Since DET has no Legacy version for Android, everything should be fine.
Thanks Cabra for helping while I was away. :)
Great mod btw, really enjoying it in general. Also love seeing that you are so active in this mod community, I remember chatting with you back in the day on the Morrowind mod forums on the bethsoft forums, so it's cool to see some of the old guard are still around and going strong. Love the work you do man.
EDIT - Of course, as soon as I ask the question, I find the answer. It seems like Fixed Desert Architecture is the culprit, even with lively cities overriding it, it makes sentinel markets no longer appear correctly. Any chance of a compatibility patch since they're both your mods?
EDIT2 - Disregard, I see you are aware of the issue. Sorry for bothering you. I'll wait for a patch.
Please don't let the horses drink beer, we really don't need drunk horses.
Yes using Transparent Windows can cause some oddities such as those. There's no available fix, however.
Hurray for drunk horses.
What are the chances of there ever being a fix or a compatibility patch made? What's the rub?
While I updated all of my mods to work with Daggerfall Expanded Textures 1.0.0 or later, if you have mods from other authors that are not compatible with it you will need to also keep Daggerfall Expanded Textures Legacy.
This mod is very lovely but I'm having an issue where the inns affected by this are not enterable, giving the "This house has nothing of value" message, which if I understand correctly, means that there is no interior data linked for a door transition. Do you have any ideas what might be causing this? It happens even on a new game, with this and its prerequisites as the only mods loaded. Maybe something is going on with those? Other altered locations seem to work fine, it's just the inns. I'm using the Android versions.
Thanks!