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Tags for this mod
- Compilation
- Lore-Friendly
- Replacer
- English
- Voice Acting
- Terrain
- Models/Meshes
- Textures
- Related to vampires
- DLC: Shivering Isles
- Guilds / Factions
- Quests
- Scripted Events
- Books
- Items - Furniture
- Locations - Buildings
- Locations - Player-Owned
- Locations - Caverns
- Locations - Dungeons
- Locations - World Map
- NPC Trainers
- NPC Vendors
- NPCs
- Foliage (Plants)
- Items - Clutter
- Oblivion Script Extender (OBSE)
- AI-Generated Content
15097 comments
Visit the Better Cities Wiki on UESP, and feel free to add any information which is currently missing.
Also, please read the readme and also our FAQ before posting any possible issues.
If you find a need to post your load order here, please use spoiler tags to compact it down to a few lines. You can do this by typing [ spoiler ] above your load order and [ /spoiler ] below your load order (remove the spaces inside the square brackets to make the tags work). People who fail to use spoiler tags may find their long posts get removed.
Oblivion.esm
Better Cities Resources.esm
Better Cities .esp
Better Cities Full.esp
Better Cities - IC Imperial Isle.esp
Better Imperial City.esp
Recommended Utilities
LINK to enable an in-game menu to access Better Cities' configuration options.
OBSE to enable the Gold Horse Courier quest line.
EngineBugFixes to fix various engine bugs, including one which can cause objects in the IC Diplomatic District and Skingrad Outskirts to disappear. Requires OBSE.
Blue's Engine Fixes to fix more engine bugs, specifically one which tends to cause crashes when transitioning between interior and exterior cells (like the Waterfront Tunnel). Requires OBSE.
MoreHeap to increase the size of the memory block used by the game. Recommended to set both values in INI to 512.
Oblivion Display Tweaks for a more accurate tick count and other things I don't understand but sound good. Requires OBSE.
slowLODGen - Object LOD Generator to generate automatically the DistantLOD related to your current list of mods (does not touch distant land height, but rather handles distant placement of objects like buildings and trees as well as creating more efficient merged meshes of the distant objects).
NOT Recommended
Oblivion Stutter Remover is old, and is not compatible with Windows 10 or Windows 11. It's more likely to create problems than solve them.
Currently known issues (as of version 6.5.0) which will be fixed in our next release:
If I wake her up she gives her usual conversation but does not offer training or spells, she then goes back to sleep in her bed after exiting conversation
If I wait 1 hour she initially wakes up, moves towards her cauldron but then she turns around and goes back to sleep in her bed.
If I wait 2 hours they both leave for their lunch after telling me to leave.
If I wait 5 hours, Sarmane is back behind the counter but Sheeva is not in the shop, but if I head to Juno's Guesthouse I find her still there despite the fact she should have left an hour ago.
Checking in Tes4Edit I have no mods that ovewrite her packages, but in her BANICWaterfrontSheevaServices Package (XX00d0dd) under PSDT - Schedule the Time and Duration are both set to 0. Meanwhile Sarmane uses a vanilla Package aaaServicesEditorLocLockAtEndStandStill (00009d8e) and under PSDT - Schedule, Time is set to -1 and Duration 0.
So I decided in Sheeva's BANICWaterfrontSheevaServices Package to set her Time to -1 and then load my savegame, and sure enough she gets out of bed and moves to her cauldron and starts making potions and giving services: BUG FIXED!
While this is potentially shooting myself in the foot, I feel obligated to state that Nexus rules forbid solicitation, so all donations must be given in recognition of a modder's past efforts, not with an expectation to receive anything in return.
It looks to me like all placed statics have been combined (baked) together along with the land records themselves into single large meshes, and it also appears that there may be one single large mesh per worldspace. If I'm right, then we need a tool similar to Skyrim's DynDoLOD but for the close-up stuff instead of for LOD, with each player running this tool to generate personalised land/world meshes based on their selection of mods. This may however strip out much of the extra environment clutter like small rocks, broken branches etc. which didn't exist in the original Oblivion.
Activators, containers, doors from the base game remain separate objects in the world, however I also wasn't able to move any of these either using only an ESP. New objects can be placed in the world.
I have no knowledge of UE editing tools, though I have installed some to attempt to look at the new files, which is how I believe I have identified the baked worldspace land meshes (encrypted so I couldn't view them to confirm what they are).
If I'm right, then at this time Better Cities, Unique Landscapes, Open Imperial City cannot be ported across to Oblivion Remastered, it may never be possible.
Here's what the crashlogger says (dont know if this is the right log, but lemme know if i should send another log):
ebp | Function Address | Function Name | Source
0x0FFFFB5C | Oblivion (0x007ECC84) | sub_7ECC60+0x24 |
0x00000000 | ntdll (0x10053B6B) | RtlEnterCriticalSection+0x1B |
================================
Registry:
REG | Value | DEREFERENCE INFO
eax | 0x0FFFFB90 |
ebp | 0x1DB80C00 | 0x00A912B4 ==> Class: ShadowSceneLight:
ebx | 0x1DB80C00 | 0x00A912B4 ==> Class: ShadowSceneLight:
ecx | 0x00000000 |
edi | 0x1E87B758 | 0x00A91384 ==> RTTI: BSShaderPPLightingProperty
edx | 0x1DB80C00 | 0x00A912B4 ==> Class: ShadowSceneLight:
eip | 0x007ECC84 |
esi | 0x1E87B758 | 0x00A91384 ==> RTTI: BSShaderPPLightingProperty
esp | 0x0FFFFB4C |
================================
Stack:
# | Value | DEREFERENCE INFO
0 | 0x1DB80C00 | 0x00A912B4 ==> Class: ShadowSceneLight:
1 | 0x2207D28C |
2 | 0x1E87B598 | 0x00A91384 ==> RTTI: BSShaderPPLightingProperty
3 | 0xFFFFFFFE |
4 | 0x00000000 |
5 | 0x776A3B6B |
6 | 0x0FFFFB88 |
7 | 0x776E5FF1 |
8 | 0x00B3FA00 |
E | 0x1E87B690 | 0x00A7ED5C ==> RTTI: NiTriShape
17 | 0x3904CF60 | 0x00A80984 ==> RTTI: NiPropertyState
21 | 0x1CFDFCA4 | 0x00A7E38C ==> Class: NiNode: Name: "FadeNode Rot"
27 | 0x222B33E4 | 0x00A3F944 ==> Class: BSFadeNode: Name: "BASE BetterCitiesResources\Clutter\XiaFullWineRacks\xiawinerack02.nif"
2D | 0x1CEDB6AC | 0x00A7E38C ==> Class: NiNode:
33 | 0x181DDD04 | 0x00A7E38C ==> Class: NiNode:
39 | 0x1D2301E0 | 0x00A7E38C ==> Class: NiNode:
3F | 0x18B82F50 | 0x00A7E38C ==> Class: NiNode: Name: "ObjectLODRoot"
4B | 0x189FEA14 | 0x00A904B4 ==> Class: ShadowSceneNode: Name: "shadow scene node"
54 | 0x1CA93690 | 0x00A43044 ==> Class: NiPointLight: Name: " PtLight"
56 | 0x1E7D9ABC | 0x00A7E38C ==> Class: NiNode: Name: "BASE Fire\FireCandleFlame.NIF"
62 | 0x19B0B494 | 0x00A46C44 ==> Class: TESObjectREFR: ID: 0100396D () : (Plugin: "Better Cities Resources.esm")
BaseForm: ID: 01003298 () : (Plugin: "Better Cities Resources.esm")
65 | 0x19925C04 | 0x00A4319C ==> Class: TESObjectLIGH: ID: 01003298 () : (Plugin: "Better Cities Resources.esm")
74 | 0x216152A4 | 0x00A85B0C ==> Class: NiParticleSystem: Name: "FlameParticles"
78 | 0x1CF1A500 | 0x00A7ED5C ==> RTTI: NiTriShape
98 | 0x1859D48C | 0x00A45134 ==> Class: NiBillboardNode: Name: "FireCandleFlame"
9E | 0x00A4027F | 0x7463656A ==> String: "ject for region %s (%d) without an object."
CD | 0x0931E250 | 0x00A3CCB0 ==> RTTI: NiTPointerMap<class NiObject *,class NiObject *>
CE | 0x0931D9A0 | 0x00A3CCD0 ==> RTTI: NiTPointerMap<class NiObject *,bool>
D6 | 0x182E3EA0 | 0x00A7E38C ==> Class: NiNode: Name: "BASE Fire\FireCandleFlame.NIF"
E0 | 0x12003460 | 0x00A36D5C ==> Class: QueuedReference: ID: 0100396D () : (Plugin: "Better Cities Resources.esm")
BaseForm: ID: 01003298 () : (Plugin: "Better Cities Resources.esm")
E2 | 0x11000084 | 0x00A37088 ==> Class: BackgroundCloneThread:
================================
Process' Memory:
Physical Usage: 877.45 MiB / 15.71 GiB (5.46%)
Virtual Usage: 1.50 GiB / 4.00 GiB (37.38%)
to be clear, i have installed Blue's Engine Fixes, EngineFixes, and AveSithis Engine Fixes. do not know if that's relevant or not, but might as well just state it lmeo
I've never used crashlogger and have no clue what the log report is trying to say. You'd need to ask the author of crashlogger to decipher the log and then tell you if it's trying to say something useful.
ok, i've tried the same steps as i did before to reproduce the crash, and yea it was just a weird crash. cannot recreate the same crash again, just a one time thing. was pretty weird but oh well, sorry to waste your time my good sir.
@TheRomans
might be so yea, but i do not have any other graphics mods other than ORC. tho im not surprised if ORC's the one acting up, cause my game's been on a pretty weird state after installing it.
well, might've just been my game all along. sorry y'all
Are there any patches out there for Elsweyr the Deserts of Anequina and Better cities merged version?
Just a thought. Probably too much work to disentangle this, at this point...
1. Is the idle sound bug described on Mr_Siikas' page fixed for the animals included in this mod?
2. Is it known whether the animals added by Mr_Siikas' mod are in locations that conflict with this mod? (on his page it is reported that there are no problems with Unique Landscapes, but Better Cities is not mentioned)
I have never used Mr_Siikas' Farm Animals so have no idea about possible conflicts, try and see.
Where is mesh? I don't have it in the archive with the mod(6.5.0)
It's not in the game.
up.
I was playing on version 6.4.5, I had to uninstall the old version and install the new one, while not doing a clean save, the meshes for the armor showed up.