File information

Last updated

Original upload

Created by

dotWayton

Uploaded by

dotWayton

Virus scan

Safe to use

293 comments

  1. LadyEklipse
    LadyEklipse
    • member
    • 0 kudos
    The mod is last in my mod list, I'm using the correct version of DET, but I still consistently get all Armories as Residences, hence making them unusable and very difficult to sell loot armor.
  2. LERN2SPLLE
    LERN2SPLLE
    • member
    • 1 kudos
    Waiting patiently for next update to be compatible with latest DET:)
    1. dotWayton
      dotWayton
      • premium
      • 48 kudos
      I have recently received a script that the wonderful Carademono has made to help switch all assets from pre 1.0 to post 1.0 ID's 
      I pretty much just need to set aside a good hour to figure out how to run it and test it before i can do a patch :) 
    2. LERN2SPLLE
      LERN2SPLLE
      • member
      • 1 kudos
      Sounds good sire
  3. FerrumXIII
    FerrumXIII
    • member
    • 0 kudos
    Not sure if its this mod quite yet but the armorer and the Tavern swapped, and when you go into the armorer you cant buy anything off the shelves and you can ask the smith for food and drink
    1. FerrumXIII
      FerrumXIII
      • member
      • 0 kudos
      I lowered the mod in the load order as someone else did in the comments and it fixed. sorry for the trouble
    2. dotWayton
      dotWayton
      • premium
      • 48 kudos
      No worries :) 

      It was if I recall correctly a vanilla bug, I elected to not change it as Daggerfalls location data is a fine patchwork
  4. Orcsbreath
    Orcsbreath
    • member
    • 0 kudos
    EDIT: Never mind, I found the source of the problem. and it wasn't DET: somehow the mod SphincterVision Paint the Town had gotten moved to after this mod in my load order.  Moving it earlier in the load order resolved the issue.

    Both this mod (v2.2 and v2.1) and Locations Overhauled - Thieves Guild have stopped working for me; I'm just seeing the vanilla city blocks where these should be.  I suspect the recent DET update is the cause; that's the only thing of note I've changed in my load order -- and that's with the DET "Legacy" patch enabled.

    I've got DET's latest version near the top of my load order, then DET Legacy after that, and your mods below it.  Is that how I should have it?  Am I missing something?
    1. dotWayton
      dotWayton
      • premium
      • 48 kudos
      im not too sure yet im new to how the det/legacy situation works
    2. Orcsbreath
      Orcsbreath
      • member
      • 0 kudos
      DET/Legacy seems to be working fine for now; the issue I was having turned out to be an unrelated load order conflict.
    3. Orcsbreath
      Orcsbreath
      • member
      • 0 kudos
      DET/Legacy seems to be working fine for now; the issue I was having turned out to be an unrelated load order conflict.
  5. grandvil
    grandvil
    • member
    • 11 kudos
    I followed your instructions, kept your mod at the bottom, have beautiful cities and villages and it's requirements all updated, but I'm getting entire sections of cities go missing.
    1. grandvil
      grandvil
      • member
      • 11 kudos
      I didn't install legacy det properly, my fault
    2. dotWayton
      dotWayton
      • premium
      • 48 kudos
      no worries cheers for letting me know so i didn't embark on a goose chase :) 
  6. Orcsbreath
    Orcsbreath
    • member
    • 0 kudos
    Ok, these new desert armourers are gorgeous!  I love the domes!

    I did notice some Z-fighting, though: the blue rug with the tambourine kid and the Michael Kirkbride wizard.
    1. dotWayton
      dotWayton
      • premium
      • 48 kudos
      Thanks for the headsup, will check for this once i redo all the det stuff in 2.3 
  7. LizTheWanderer
    LizTheWanderer
    • member
    • 0 kudos
    Ok, lovely mod, but there's one big issue that's holding it back a bit.

    In the town of Cromford, there's an armourer which has nothing for sale, I mean the shelves are literally empty, no idea if this is exclusive to this one locale or if it's an issue with other armourer's.
    1. dotWayton
      dotWayton
      • premium
      • 48 kudos
      Howdy, this is a bug in the base game
      in the data it is detected as a gemstore believe it or not, but marked as a armourer

      simply changing the type of store its recognized as is however did not fix this error in the modding tools.
      this error requires manually adding it into each towns code, which is more for something like BCOD/BVOD to do.


  8. borok
    borok
    • premium
    • 31 kudos
    Nice mod, cities look much more livable with it. Tested it a bit - everything looks good so far. The only small complain - green plants in winter.
    1. dotWayton
      dotWayton
      • premium
      • 48 kudos
      Yeah i don't think the base game shrubs have a climate swap for winter, its not something i could fix myself with my skills, but
      definitely something det or dream could do.
  9. Orcsbreath
    Orcsbreath
    • member
    • 0 kudos
    Just updated from an older version, and I think I'm having some issues.  For one thing, many armorer blocks in High Rock are not overhauled - e.g. Vintage Smith in Daggerfall City appears unchanged.  I went around several towns and only found vanilla armorer blocks.

    However, I did find a non-vanilla armorer block in Baghada, Tigonus - very much not in High Rock.  Weirdly, the UESP says that this town in vanilla has zero armorers.  The ones here seem to be... not-quite-right, too.  There's a building which looks like a tavern, but is functionally an armorer (albeit a useless once since there aren't any shelves).  Nearby, there's a building which has a Weaponsmith sign (not armorer) in front, but the interior is just a common residence.  An adjacent house looks like a common residence, but is marked as an Armorer with an interior matching the third screenshot shown on the Images page for this mod.  The shelves are interactable, but there are no items for sale.  Any idea what's going on here?

    I'm also using Beautiful Villages of Daggerfall, World of Daggerfall, Taverns Redone, Finding My Religion, Soldier's Luxury, Lively Cities, and your own Thieves Guild overhaul.  idk if any of them are likely to be conflicting.
    1. dotWayton
      dotWayton
      • premium
      • 48 kudos
      Howdy, so yes make sure Cities Overhauled : Armourers out of those mods is LAST in the load order.
      or it other mods will load after it and overhaul those very same blocks leading to a vanilla approach.

      Their shouldn't be any of the Redguard/Hammerfell blocks being overhauled (as i didn't include the files to physically do so) however its not impossible that Baghada is using the High Rock Blocks and just changing the climate textures.

      Also certain locations such as Daggerfall city use entirely unique blocks already under the CUSTAA RMB Prefix these are fully custom blocks already, and not necessarily in the scope of this exact mod.

      The one with mis matching buildings sounds quite strange? as i've taken the vanilla data I did adjust one building to be an armourer when it was marked as a house 2 as it was clearly an armourer based off of the interior. 

      As for the tavern in that RMB I chose not to modify that as adding too many services when a city isn't expecting it quickly leads to disappearing cities. 
    2. Orcsbreath
      Orcsbreath
      • member
      • 0 kudos
      I moved Cities Overhauled : Armourers to the end of my load order; the armorer blocks in High Rock now are properly appearing, including Vintage Mail in Daggerfall City.  I'm glad it was just a simple load-order mistake on my part!

      It looks like Baghada - and seemingly all swamp/jungle towns - use the same blocks as High Rock, and thus include these new Armorers.

      The issue with the tavern: removing Cities Overhauled : Armorers from the load list leaves me with two services in the module it replaces in the northeast corner of Baghada: an armorer called Dict's Arsenal, and a tavern called The Dwarf and Helm.  With Cities Overhauled : Armorers installed, there is a building which looks like a tavern, but is labeled as Dict's Arsenal and the "innkeeper" acts as an armorer, a building which has the exterior of a weaponsmith but functions as a residence, and a building which has the exterior of a residence but functions as an armorer called Doctor Rochem's Armory.  There's no sign of The Dwarf and Helm as a functional building anywhere in the module.

      The mismatching buildings issue: Lively Cities had the same issue in its 1.3.0 release, specifically when that version was installed onto existing savegames (as I did with this latest version of Cities Overhauled : Armorers), but it was fixed in the 1.3.1 version.  Cliffworms might be the guy to ask about this issue; it looks like maybe the same thing is happening here.

      Oh, btw: it's a comparatively small thing, but I noticed that a couple of the Armourers which were otherwise functioning as intended erroneously had weaponsmith signs outside.  They're admittedly pretty interchangeable services, but it'd still be nice to have them properly marked!
    3. dotWayton
      dotWayton
      • premium
      • 48 kudos
      I don't believe i touched the WEPAM Blocks at all, but i'll double check i used the right sign in my resources when i release the high rock update,

      as for the services matching up it could be a incompatibility between myself of Carademono's BCoD (not a game breaking or quest breaking one thankfully but moreso a visual annoyance in fringe scenarios) we both did discuss it, that block is according to the game data meant to have a Gem store, but for some reason is an armourer block with a non marked tavern.
    4. Orcsbreath
      Orcsbreath
      • member
      • 0 kudos
      Yeah, all the blocks with weaponsmiths that I saw seemed to actually be armourers (at least, judging by the shop names), and just had the wrong sign asset out front.
      I'm not using Beautiful Cities of Daggerfall, but I am using Beautiful Villages of Daggerfall.  I guess it's safe to say that incompatibility is present with either mod.  The main issue is that - at least in the one in Baghada - the armorer-which-looks-like-a-residence doesn't actually sell anything; the shelves are empty.

      By the way, can I just say how much I love this Cites/Locations Overhauled project of yours?  Of all the in-development Daggerfall mods, yours are the ones I'm always most excited for whenever I see a new update/release.  You're doing Dibella's work here, making the cities of the Illiac Bay truly beautiful!
    5. dotWayton
      dotWayton
      • premium
      • 48 kudos
      I'll fix the signs i just realised i've been using the wrong sign this entire time and didn't realise 
      thank you for the headups
  10. Trollvaldr
    Trollvaldr
    • member
    • 0 kudos
    I seem to be missing some textures. Obviously downloaded the RMB Resource Pack and sorted my mods. Not sure what's causing this and no one else seems to have encountered it yet.
    1. dotWayton
      dotWayton
      • premium
      • 48 kudos
      Have you got the latest version of the RMB Resource pack and Daggerfall Expanded Textures? there was an update recently
    2. Trollvaldr
      Trollvaldr
      • member
      • 0 kudos
      I think I did but there are 2 files and the most recent one was today, but there's one for yesterday too.

      Edit: Somehow accidentally downloaded the OSX version. Fixed now. The labeling wasn't as clear when I downloaded it.