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Funposter

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Funposter

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15 comments

  1. Funposter
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    Probably worth mentioning that this mod is very much an "as is" release at this point, since I do not play with Open Cities Reborn, or indeed Crowded Cities, any longer. OCR is just too performance intensive and incompatible with other mods, so I'd only recommend it for a playthrough that is otherwise 100% vanilla.

    If anyone wants to take up the mantle for any reason, or have a look at the issues some users reported (I swear to God it unironically worked on my machine) then feel free to contact me.
  2. CmdCuddles
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    This patch has what seems to be an erroneous cell overwrite at coordinates 29,23. The part of the river and the pond in NE Cheydinhal, which causes land tearing/ leaves the wall behind the city awkwardly floating in midair. Very easy to remove through TES4 Edit by deleting the record from the worldspace section. Nonetheless, I really appreciate this patch. Open Cities Reborn is such a step up from the game's original means to handle cities.
  3. SleepyChipmunk
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    I'm experiencing a crash when loading up the game when using the No Imperial City and the Unique Landscapes Patch. It's crashing right before I can get to the main menu.

    The crash isn't caused Crowded Cities Redone, as the game loads fine without the patches. It crashes with the No Imperial City Open Cities patch on its own, with the Unique Landscapes patch on its own, and with both patches loaded together. The names of the patches are green in Wryebash and not showing any possible conflicts, and I've fidgeted with my load order plenty to no avail. I've double checked that I installed the No Imp patch and not the Imp patch on accident, as I use Better Cities' Imperial City (JUST the Imperial City, everything else is Open Cities Reborn), and it is indeed the right file. I have also tried uninstalling Better Cities on the off chance that it is causing the problem even though I only use the Imperial City, but the crashes still occur. Other mods I use that affect characters but would be too much of a pain to uninstall and test are Oblivion Character Overhaul 2, MOO, and OOO.

    I'm not entirely sure what's going on here, and I'd really appreciate any possible suggestions! If I ever manage to fix it I'll edit this comment to say what I did, just in case someone else runs into the same issue. Crowded Cities Redone looks like a nice mod, and it's a shame that I can't get these patches to work.
  4. AHOwitch
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    The unique landscape patch doesn't work for me. Still get mismatching terrain
    1. Funposter
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      Where does the mismatch occur? The fix specifically applies to north gate and area around it. It might still look a bit wonky, because iirc I didn't do a great job, but there shouldn't be any tears. Screenshots would be appreciated.
  5. kennyk
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    Anyone know if OCR and CC play nicely with Radiant AI?  Also, I have significant tears around Battlehorn castle (entrance mostly).  I'm not sure what mod is responsible, but I imagine OCR and Unique Landscapes not playing nice?  Any help is appreciated.
    1. Funposter
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      Radiant AI will involve NPCs going in and out of the AI doors, because so many of the new AI packages involve wandering at X markers or engaging in activities at specific X markers (like shooting arrows at a target). I was looking into, and did start, development of an OCR patch for it, but it fell to the wayside as I ditched OCR for my personal load order and lost interest in modding Oblivion more generally. CC on its own with closed cities will work perfectly fine, since Mixaa is developer of both and CC itself is a pretty simple mod.

      Battlehorn Castle and Unique Landscapes are not compatible out of the box, iirc since Battlehorn makes significant edits to the landscape. I certainly didn't touch any of the landscape which would be affecting it - Chorrol landscape edits were limited to the north gate, especially since the original patch for OCR+UL still has some minor landscape tears to this day.
  6. Pr0ph3t
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    Thank you for the update :)
  7. Funposter
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    0.9 is out, which I consider to be a finished product! Please report any and all issues you find. Everything (landscape edits, pathgrids, AI packages) should be up to date and working properly, but there may be things that I have overlooked. Bring these to my attention and I will fix them ASAP.

    The AI packages are all following the basic set out in the original Crowded Cities Redone, and this does mean that they will occasionally group up in one spot and kill performance, especially with Open Cities. I will be looking at changing these behaviours in an optional plugin, but right now this is a straight port of Crowded Cities Redone with the exception of:

    1. Skingrad Bunkhouse, which was added to depopulate the Two Sisters in Skingrad, which had an NPC wandering around at night with no bed to sleep in, and
    2. The Retired Adventurer home in Chorrol, which was moved to the Upper Class district for reasons concerning space available. As a result, edits were made to the NPCs to reflect both their new "upper class" status as well as their status as former adventurers, as well as to their home's interior space which has a few valuable items. This WILL conflict with vanilla game balance. The home was also given a flavourful name rather than simply being called "Commoner Home". I'm happy to revert these specific changes if they bother people.

    This mod doesn't touch any of the NPCs added to the Imperial City, but you still need the IC version of Crowded Cities Redone due to issues surrounding FormIDs. The non-IC version of the plugin simply deletes those NPCs and new related interior spaces.
  8. Funposter
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    0.6 is out, all cities now covered with basic functionality. Ensure that your load order is:

    Crowded Cities
    Open Cities Reborn
    Crowded Cities + OCR Patch

    The original Crowded Cities Reborn has landscape edits around Leyawiin with OCR must be able to override. Previous versions of the patch had them listed as masters in the wrong order. Furthermore, a patch has been released for (merged) Unique Landscapes to fix landscape tears at the Chorrol North Gate, as this mod overrides the provided patches for OCR+UL. It's not pretty, but it does the job.
  9. Funposter
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    0.5 is out, Anvil and Cheydinhal are now fully covered, minus some landscape edits like adding rocks around houses as decorations etc. This leaves only Leyawiin left to sort out, then after I've fixed up any extra interiors that are required, this will be all done. After that, I'll move on to naming all of the NPCs and updating their schedules to be a little bit more interesting. Beyond that, who knows?
  10. Funposter
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    Bravil now fully covered. Fixed an AI package issue with the female Fighter's Guild apprentice in Chorrol where she would get stuck in place because she was set to wander around the wrong marker. Uploaded some images of the changes to Bravil and Skingrad.
  11. Funposter
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    0.3 is out - Some upgrades to the path grids in Chorrol as NPC were getting stuck trying to enter the shared quarters building. The newly added upper class home for the Retired Adventurers now has what I would describe as a complete interior, although the basement has still not been touched. I also need to update ownership on all of the items in there - minor issue.

    Skingrad is now fully implemented. The Skingrad Scouts that would sleep at the Two Sisters, along with the Skingrad Battlemage, have been moved to a "bunkhouse" in the southwest corner of the city. The Two Sisters was too crowded and was missing a bed, so there was always someone wandering around the top floor at night. This problem is now alleviated, which means there is also enough room there for Vandorallen Trebatius to move in should the player purchase Rosethorn Hall. The Skingrad Bunkhouse has complete ownership on all items etc. The Scouts and Battlemage will eat breakfast there, eat lunch at the Two Sisters as before and the Scouts will eat dinner in the bukhouse while the Battlemage dines in the Castle as per his original AI package.

    Please report any issues you spot. This is still very much a work in progress, but hopefully work will be quicker on the rest of the towns if I don't need to create any new interior spaces.