Hi, I'm the guy who reported that bug where inner doors of the tavern and traders don't open, apologies, I've been a bit busy since then so I wasn't able to respond. I'm not sure what the problem exactly is caused from but I'm pretty certain i shouldn't have any incompatibilities unless Oscuro's oblivion overhaul alters it in some way, or the really textured normal maps.
It was the silverhome on the water, and the two traders right next to it, by that northern gate. I also noticed a floating poster near Henantier's house. I don't have unique landscapes or open cities, or better cities in my list, primarily just retextures. I installed primarily Bevilex's mod list along with the rest of the New City series currently released
Edit: hold up...perhaps oblivion uncut is the issue?
I've visited those three locations in-game and had no issues using the doors to exit again, so definitely not an issue with this mod, something else in your Data folder is conflicting.
I uninstalled Oblivion Uncut and that's not what's causing it, im really unsure what it could be, 90% of what i have is retextures, i didnt use the mesh improvement mod, the only overhauls i have are Maskar's and Oscuro's
Keep disabling other mods until the problem stops. Also take into account that some retextures contain replacement meshes, so check those too in case one has altered the collision for a vanilla mesh. Also if you use Unofficial Oblivion Patch test without that too, it contains a lot of replacement vanilla meshes and those replacements cause issues with mods trying to use those objects.
I'm having a similar bug where the prompt to interact with doors that lead to other cells doesn't show up. It occurs in Silverhome and the Lonely Suitor Lodge. All other interior doors seem to work fine (although the exterior door to the pharmacy has no prompt either). I don't have OOO but I do have Ascension, Really Textured Normal Maps Updated and UOP. I can look at the IDs of the doors, then copy it into TES4Edit to see what else affects it, right?
That sometimes works, but if the problem is a replaced mesh, then the Form ID won't reveal anything about mods which ONLY replace the mesh without also including any ESM/P edits to the placed object or base object.
Had the same problem, took me forever to find the solution. It was NewCity Waterfront and NC Bravil, make sure all files from Bravil overwrite NC Waterfront, I'm talking about assets, not esp. I had Waterfront lower and couldn't exit from Silverhome on Water (for example).
I have now uploaded v1.3 of New City: IC Waterfront, fixing the mesh used in both NC Bravil and NC IC Waterfront which prevented exiting Silverhome on the Water if both mods were used together.
The only UL which could be considered "mine" is Skingrad Outskirts (and only partially since I finished the mod when the original author was unable to). The others I merely maintain for the original authors. All NC mods are fully compatible with all UL mods.
Today I tested a new modlist and found a land seam on the road, right in front of the city entrance, where the Bravil Barrowfields end and NC_Bravil begins. Other than that, they work fine together.
Yes, sorry I hadn't realised NC Bravil made edits that far from the north entrance, there's also a land tear on an island to the south where NC Bravil adds a lighthouse.
EDIT I've released v1.1 which removes the small land tears (north of city gate, around lighthouse, west of city walls). I've also created a compatibility patch which resolves the larger land tears at the docks.
Okay, I've noted a few bugs: the Dark Altars of Spells and Enchanting, and the wheel that opens the doors to the cannibals' lair; can't be used. Activating them just brings up a notification with some gibberish.
Please explain what you mean by "some gibberish" - is something not translated into English from the original Russian mod?
I have checked both scripts for the Dark Altars, and they each should display a message box (which has been translated into English) if your fame is equal to or greater than your infamy. On the other hand, if your infamy is greater than your fame then instead of a message box you will be able to use the Dark Altars.
The Turn Wheel script also should display a message box (which has been translated into English) if you do not carry the required item (as stated in the message box). On the other hand, if you have the required item, then instead of a message box the door will open.
Thanks, that's strange. You're seeing what would appear if the text in the script had not been translated into English, but it is translated. Maybe I forgot to recompile the scripts afterwards, I'll do some testing.
Alright, this is driving me insane; how do I progress the vampire quest? I'm stuck at the gate separating the lairs from the rest of the catacombs; and from what I can tell the activator is on the other side.
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I have a request.
You won't like it, though.
Would it be possible to split Blood & mud from Better cities, and actually add this mod in his place? It's way way better. Please, consider it.
It was the silverhome on the water, and the two traders right next to it, by that northern gate. I also noticed a floating poster near Henantier's house. I don't have unique landscapes or open cities, or better cities in my list, primarily just retextures. I installed primarily Bevilex's mod list along with the rest of the New City series currently released
Edit: hold up...perhaps oblivion uncut is the issue?
Oscuro's has some kind of alteration to bravil in the BSA files
maybe someday there will be a patch for it, the new city stuff is really good, specifically Anvil
P.S. Does Cyrodiil Rebuild II also work out-of-the-box with UL?
EDIT
I've released v1.1 which removes the small land tears (north of city gate, around lighthouse, west of city walls). I've also created a compatibility patch which resolves the larger land tears at the docks.
I have checked both scripts for the Dark Altars, and they each should display a message box (which has been translated into English) if your fame is equal to or greater than your infamy. On the other hand, if your infamy is greater than your fame then instead of a message box you will be able to use the Dark Altars.
The Turn Wheel script also should display a message box (which has been translated into English) if you do not carry the required item (as stated in the message box). On the other hand, if you have the required item, then instead of a message box the door will open.
Here's a screenshot.
I am really impressed with what you've accomplished so far. Can't wait to see the others.