15097 comments

  1. Vorians
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    GREETINGS! Welcome to Better Cities!

    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.
    Spoiler:  
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    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:

    • Arboretum: Floating bench behind a tree, facing the south-east gate
    • Waterfront: Sheeva in The Learnéd Warlock never offers any services

  2. jatkinson85
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    Sheeva from The Learned Warlock is not offering her services (Training and Spells).  On my current playthrough it is 12:30 pm and while her husband Sarmane is available for trading she is currently fast asleep, even though she is supposed to wake at 8 am.  According to her uesp.net page she should be offering services from 10 am to 2pm, and 4pm until midnight where she then sleeps. From 2pm to 4pm she has lunch at Juno's Guesthouse.

    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!

    1. Vorians
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      Thanks for letting me know, I have fixed this for the next release.
    2. jatkinson85
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      You're welcome!
  3. daglez
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    Does it work on remaster?
    1. nobleboivin
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      I hope this gets imported to remaster :3
    2. Vorians
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      I certainly intend to make the attempt, however I don't own Oblivion Remaster and the price is too steep for my liking, so until I get the game, I cannot look into what is currently doable.
    3. gccoverman
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      That would be awesome if this got ported!
    4. SpiderAkira
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      Someone donate them a copy. If your paypal is hooked up, I can send you some DP.
    5. triada17
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      Have you got the game? Spider here is ready to donate. 
    6. Vorians
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      Any donations are always welcome, most of my mod pages have the PayPal donation button, and if I am sent Nexus DP, I can convert them into US dollars (1,000DP equals $1).

      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.
    7. Heemeyer
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      Epic man cant wait for the port!
    8. Vorians
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      Thanks to the kindness of strangers, I now do own Oblivion Remastered, so soon I shall be able to start looking into what can and cannot presently be done with mods.
    9. yibbitsmrbubbles
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      Amazing! This mod is so badly needed on the remaster. 
    10. Vorians
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      After some experimenting, I'm fairly confident that it is not possible to edit the landscape or move/disable any object placed by the base game's ESM/P files, as newer Unreal Engine files override all ESM/P files.

      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.
    11. LvxMagick
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      This by far my favorite mod for Oblivion, & among my favorite mods in general. Thank you for the work youre doing.
  4. Garlica01
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    ok, been getting a pretty weird crash on Bravil Bayside Inn. happens right after i got out of the basement, trying to leave the place and do some quests.

    Here's what the crashlogger says (dont know if this is the right log, but lemme know if i should send another log):

    Spoiler:  
    Show
    Calltrace:
       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
    1. Vorians
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      I don't see how the basement visit could be anything more than coincidence.

      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.
    2. TheRomans
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      I cannot reproduce crash going in and out of said basement.  No familiar with the crash logger report, but the assets referred to in the log may have something to do with a graphics mod.
    3. Garlica01
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      @Vorians
      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
  5. XGN02
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    There is a sizable ground torn on the pathway to the south east border of Elyweyr and Leyawiin. It smoothes out when I disable better cities.
    Are there any patches out there for Elsweyr the Deserts of Anequina and Better cities merged version?
  6. Vassala
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    I seem to have a problem with the added diplomatic district being there but... not being there. As in, it's there, the extra little island or whatever you call it is there, but when I go inside there's nothing but a few trees, a some floating doors, and some wandering NPCs. Literally nothing else it's just... empty. No idea what could be causing this.
    1. Vorians
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      You need EngineBugFixes, please refer to the list of recommended utilities in the stickied post and on the mod description page.
  7. redgreenandblue
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    You know what would be cool? Since the Skingrad Suburbs are one of the most hardware-demanding parts of this mod, they could be their own package, kinda like the IC Waterfront, so people who want to switch them off could still have the rest of Skingrad (I know that the palisades can be switched on, but this would be one step further).

    Just a thought. Probably too much work to disentangle this, at this point...
  8. icirsevo
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    This mod, which greatly elevated Oblivion's lackluster world, is one of the reasons I'm not interested in the remaster. 
  9. hafizlordfeast
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    I downloaded patches for compability with OOO(Updated), but it's still doesn't solve the mod conflict around the Market District. Where the objects floating and clashing with each other. Is this Better Cities really compatible with OOO(Updated)?
    1. Vorians
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      I'm not aware of any conflicts with OOO in the IC Market District, please describe the conflict or provide a screenshot.
    2. hafizlordfeast
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      I have used the RefScope mod to find the source of this:
      Spoiler:  
      Show


    3. Vorians
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      Your load order is wrong. Move OOO's ESP to load before all BC ESPs.
  10. redgreenandblue
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    I noticed this mod uses farm animals from Mr_Siikas farm animals. I have two questions about this:

    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)
    1. Vorians
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      I wasn't aware of that bug until now, yes it is in BC, but it won't be in the next release.
      I have never used Mr_Siikas' Farm Animals so have no idea about possible conflicts, try and see.
    2. redgreenandblue
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      Hi. Thanks for the quick answer. There's a reason why I asked this. I'll PM you about it. 
  11. LordInqusitor
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    >Armour - Cuirass of the White Stallion missing mesh restored

    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.
    1. Vorians
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      Yes, that's how updates work You uninstall the old version, and install the new version.
    2. LordInqusitor
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      The thing is that I took .bsa archives and Better Cities.esm, and installed them on my game, because there are textures and meshes, but I had a strange glitch, and the armor had an old path to meshes, I thought that everything should work, but no, had to completely reinstall the mod
    3. Vorians
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      You also need to replace the ESPs as well. It's best to use a mod manager like Wrye Bash or Mod Organizer 2 as then you can also use the script installers to help ensure no files are missed when installing, and this also provides a clean way to uninstall a mod too.
    4. LordInqusitor
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      Thanks for the reply!