Hello, i am getting empty cities. no walls, no houses, just the flat terrain. I tried to disable all my mods but no the dependencies for Beautiful Cities and still dont work.
in the description it states FDA is a required mod. Than further down bellow, it states that "this mod integrates Fixed Desert Architecture" - so is it integrated and thus not needed? Like the other mods in the section of integrated mods (Soldiers Luxury, Taverns, Detailed city walls...)
Another question - with Rosys Resources now being required mod, it gets a bit confusing: Daggerfall Interior Enrichment Project requires Elves & Beast Folk That mod required NPC Flat replacer & Regional NPCs mods.
Is that right?
So for this update we additionally need: - Rosys resources - Elves and Beast folk - NPC flat replacer - Regional NPCs
So in total, 10 (11 - if FDA is not integrated) mods to run this. Correct? Thank you
Honestly I can't remember if you still need FDA or if it's totally integrated at this point. I'll have to look into it but for now keeping FDA won't hurt anything.
You do not need anything except for Rosy's Resources. No E&B. No Flat Replacer. No Regional NPCs. They are however fully compatible.
Is Rosy's Resources (Daggerfall Interior Enrichment Project) required or is it not? The description for the mod says it is and when installed using the mod manager and opened in DFU's modpage it does give the error "Failed to retrieve mod diep - rosy's resources." But the actual nexus requirements drop down menu doesn't have Rosy's Resources. This is also true for Beautiful Villages of Daggerfall.
Could you give us access to the older archives for download? Trying to download the 0.4.0 android version before you made the update to DET 1.0.0. Would it be possible to do this for you villages mod as well?
Knightsville Heath in Northmoor has incorrect terrain: half the city is floating, other half is submerged in the floor. I have a big modlist so issue could be incompatibility.
Edit: Without world of daggerfall - terrain enabled, the issue is resolved. Anybody know any fix to this incompatibility?
After loading savegames made with BC 0.32 + Lively Cities with BC 0.41 + Lively Cities market place layout changes to something less populated and more boring.
I'm not sure if this is expected behavior or a bug. On first sight it looks like a bug to me, especially considering the marketplace related change in 0.41. So I thought it might be a good idea to post it here. Example (captured in Midbury) below, also observed with another savegame in another city.
That's what "varying bustle" means. Midbury is a smaller city so it gets a less bustling marketplace than Daggerfall or Wayrest. Still, I'm thinking of reverting this because it mostly seems to be confusing players.
I see. Maybe you could at least make it optional. For my taste the market places looked just right before, filled with life like one would expect a market to look regardless of city size. I get the intention behind the new feature, but to my eyes the less bustling markets don't really look like what I would expect a market to look like at all anymore.
Anyway, thanks for the explanation. I for one will stick to the older version I have for now and hope you decide to make this optional in future builds.
Yes it is. Havestable crops is listed as requirement for DET Harvestable crops, but it isn't required. Install the android version of DET harvestable crops.
Getting purple smoke with the Android port. By the sounds of another comment you made, the problem could be with the Android version of your RMB Resource Pack?
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Edit: the Villages version is working fine.
Was having issues with a different mod all along and just dopey-brained past it while trouble shooting for weeks. D'oh
in the description it states FDA is a required mod.
Than further down bellow, it states that "this mod integrates Fixed Desert Architecture" - so is it integrated and thus not needed? Like the other mods in the section of integrated mods (Soldiers Luxury, Taverns, Detailed city walls...)
Another question - with Rosys Resources now being required mod, it gets a bit confusing:
Daggerfall Interior Enrichment Project requires Elves & Beast Folk
That mod required NPC Flat replacer & Regional NPCs mods.
Is that right?
So for this update we additionally need:
- Rosys resources
- Elves and Beast folk
- NPC flat replacer
- Regional NPCs
So in total, 10 (11 - if FDA is not integrated) mods to run this.
Correct? Thank you
You do not need anything except for Rosy's Resources. No E&B. No Flat Replacer. No Regional NPCs. They are however fully compatible.
I have a big modlist so issue could be incompatibility.
Edit: Without world of daggerfall - terrain enabled, the issue is resolved. Anybody know any fix to this incompatibility?
I'm not sure if this is expected behavior or a bug. On first sight it looks like a bug to me, especially considering the marketplace related change in 0.41. So I thought it might be a good idea to post it here. Example (captured in Midbury) below, also observed with another savegame in another city.
Anyway, thanks for the explanation. I for one will stick to the older version I have for now and hope you decide to make this optional in future builds.