Ok, lovely mod, but there's one big issue that's holding it back a bit.
In the town of Cromford, there's an armourer which has nothing for sale, I mean the shelves are literally empty, no idea if this is exclusive to this one locale or if it's an issue with other armourer's.
Howdy, this is a bug in the base game in the data it is detected as a gemstore believe it or not, but marked as a armourer
simply changing the type of store its recognized as is however did not fix this error in the modding tools. this error requires manually adding it into each towns code, which is more for something like BCOD/BVOD to do.
Yeah i don't think the base game shrubs have a climate swap for winter, its not something i could fix myself with my skills, but definitely something det or dream could do.
Just updated from an older version, and I think I'm having some issues. For one thing, many armorer blocks in High Rock are not overhauled - e.g. Vintage Smith in Daggerfall City appears unchanged. I went around several towns and only found vanilla armorer blocks.
However, I did find a non-vanilla armorer block in Baghada, Tigonus - very much not in High Rock. Weirdly, the UESP says that this town in vanilla has zero armorers. The ones here seem to be... not-quite-right, too. There's a building which looks like a tavern, but is functionally an armorer (albeit a useless once since there aren't any shelves). Nearby, there's a building which has a Weaponsmith sign (not armorer) in front, but the interior is just a common residence. An adjacent house looks like a common residence, but is marked as an Armorer with an interior matching the third screenshot shown on the Images page for this mod. The shelves are interactable, but there are no items for sale. Any idea what's going on here?
I'm also using Beautiful Villages of Daggerfall, World of Daggerfall, Taverns Redone, Finding My Religion, Soldier's Luxury, Lively Cities, and your own Thieves Guild overhaul. idk if any of them are likely to be conflicting.
Howdy, so yes make sure Cities Overhauled : Armourers out of those mods is LAST in the load order. or it other mods will load after it and overhaul those very same blocks leading to a vanilla approach.
Their shouldn't be any of the Redguard/Hammerfell blocks being overhauled (as i didn't include the files to physically do so) however its not impossible that Baghada is using the High Rock Blocks and just changing the climate textures.
Also certain locations such as Daggerfall city use entirely unique blocks already under the CUSTAA RMB Prefix these are fully custom blocks already, and not necessarily in the scope of this exact mod.
The one with mis matching buildings sounds quite strange? as i've taken the vanilla data I did adjust one building to be an armourer when it was marked as a house 2 as it was clearly an armourer based off of the interior.
As for the tavern in that RMB I chose not to modify that as adding too many services when a city isn't expecting it quickly leads to disappearing cities.
I moved Cities Overhauled : Armourers to the end of my load order; the armorer blocks in High Rock now are properly appearing, including Vintage Mail in Daggerfall City. I'm glad it was just a simple load-order mistake on my part!
It looks like Baghada - and seemingly all swamp/jungle towns - use the same blocks as High Rock, and thus include these new Armorers.
The issue with the tavern: removing Cities Overhauled : Armorers from the load list leaves me with two services in the module it replaces in the northeast corner of Baghada: an armorer called Dict's Arsenal, and a tavern called The Dwarf and Helm. With Cities Overhauled : Armorers installed, there is a building which looks like a tavern, but is labeled as Dict's Arsenal and the "innkeeper" acts as an armorer, a building which has the exterior of a weaponsmith but functions as a residence, and a building which has the exterior of a residence but functions as an armorer called Doctor Rochem's Armory. There's no sign of The Dwarf and Helm as a functional building anywhere in the module.
The mismatching buildings issue: Lively Cities had the same issue in its 1.3.0 release, specifically when that version was installed onto existing savegames (as I did with this latest version of Cities Overhauled : Armorers), but it was fixed in the 1.3.1 version. Cliffworms might be the guy to ask about this issue; it looks like maybe the same thing is happening here.
Oh, btw: it's a comparatively small thing, but I noticed that a couple of the Armourers which were otherwise functioning as intended erroneously had weaponsmith signs outside. They're admittedly pretty interchangeable services, but it'd still be nice to have them properly marked!
I don't believe i touched the WEPAM Blocks at all, but i'll double check i used the right sign in my resources when i release the high rock update,
as for the services matching up it could be a incompatibility between myself of Carademono's BCoD (not a game breaking or quest breaking one thankfully but moreso a visual annoyance in fringe scenarios) we both did discuss it, that block is according to the game data meant to have a Gem store, but for some reason is an armourer block with a non marked tavern.
Yeah, all the blocks with weaponsmiths that I saw seemed to actually be armourers (at least, judging by the shop names), and just had the wrong sign asset out front. I'm not using Beautiful Cities of Daggerfall, but I am using Beautiful Villages of Daggerfall. I guess it's safe to say that incompatibility is present with either mod. The main issue is that - at least in the one in Baghada - the armorer-which-looks-like-a-residence doesn't actually sell anything; the shelves are empty.
By the way, can I just say how much I love this Cites/Locations Overhauled project of yours? Of all the in-development Daggerfall mods, yours are the ones I'm always most excited for whenever I see a new update/release. You're doing Dibella's work here, making the cities of the Illiac Bay truly beautiful!
I seem to be missing some textures. Obviously downloaded the RMB Resource Pack and sorted my mods. Not sure what's causing this and no one else seems to have encountered it yet.
Thats definitely lively cities after reviewing the stall there, but the globe being too big is something to do with dream (which it appears to be what you are using for textures, send a photo on king of worms mod page to let him know :)
Honestly more hands, more cities overhauled/style of content, I'm happy to teach people how to mod and help them get setup and i'm quite pleased for some upcoming work thats been a collab with another author for Cities Overhauled but also for Orsinium.
Rumor has it that the one of the stablehands saw a beggar at midnight entering the guard tower by the city gate with a large sack, then leaving empty handed.
I wonder what the beggar the was giving the guard.
He's a fairy tale. The Knights pretend there is a thief king named the Gray Fox who controls all the thieves in the Iliac Bay. Of course it's all just made up to give them an excuse to keep us down.
Few things to mention, bugs mentioned have been patched including the vanishing cities/falling through terrain some people have mentioned. With the advent of updates to RMB resource pack I've been able to do even more to cities.
2.0 only effects Highrock, 2.2 will be the update adding Hammerfall blocks RMB resource pack has added some fantastic domes and assets that can really take Hammerfall to the next level so I want to do it right.
Static NPC's outside is not currently interactable, I had observed an error in 1.3 Armourers where beggars would have the same name so I have avoided using the flags until I can work with other authors to make a resource for how they work so exterior npcs have unique names.
And lastly anyone who is interested in learning this kind of modding whether that is overhauling existing blocks in DFU or creating new locations and interiors, feel free to reach out I'm happy to help folks get setup and troubleshoot.
In some cases, in large cities, Cities Overhaul - Armorers prevents part of the city from loading. These parts usually hosts armorers. Paved paths between buildings can be seen, but no buildings are there. Saving and reloading the game from outside or inside a building doesn't solve the problem. Disabling the mod solves the problem. Issue observed around metalsmith in Daggerfall: Whitewood Borough. DFU 1.0.0, Windows.
Edit: Next time it occurs, I'll take a screenshot to show you what it looks like.
The version is DFU 1.0.0 and latest version of each mod from NexusMods. Here are the mods list that I'm using: https://pastebin.com/hsVz5WzP Everything seems to work as intended except Darker Dungeons that doesn't fully work for some reason but whatever.
I hadn't tried on a new save since it can't be reproduced at will. Also, there was about 47% free video memory remaining and more than enough free RAM.
Weird i've seen a similar issue before when i was working on CO Orsinium wherein orsinium vanished because i hadn't put a block in the right folder/forgot to put det in my mods folder for my testing.
But since its only effecting existing saves i'm unsure what i could do to fix the bug, its usually happens when the games code for that city wants to reference something but its not there so it just doesn't place anything.
I think i've found your issue This isn't one of my RMB's it looks to belong to Red Lantern, do you have all of the resources red lantern uses? I recognize this is a custom RMB based on the rotation of the buildings on the left and the pixels in the top left indicating a fence and small tower.
Probably you could dump a log that would help the DFU programmers help me check it out
https://docs.unity3d.com/Manual/LogFiles.html after you create a log it will appear here %USERPROFILE%\AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity\Player.log
I disabled Red Lantern from outside the city chunk(s) and it reappeared. One could make a quest with a fantom city that only appears once a year :D
Edit: I note it here for reference, as seen with the author of the Red Lantern Guild mod, It seems that the issue could be the compatibility patch for Cities Overhaul (not Overhauled) and Red Lantern Guild that I use by mistake.
Great mod running into some issues where I'm spawning beneath the world map when fast traveling, ran through disabling all mods individually and found this to be the mod that specifically affects it. Don't use any maps that affect the height map of the world. Perhaps this was designed with one of those mods in mind? Listed the locations I found this issue with.
Let me know if you have any insight, thank you very much! Cities look so barren without this, so I am persevering.
Kozanset, Slurtten Orchard Kozanset, Ruins of Old Fichca's Farm
That error can be caused by a few factors some version of the mod have blocks that add custom buildings that tend to cause this error with fast travelling, usually older versions, make sure your up to date :) and thats the best way to avoid it.
I have this problem too, for Gavaudon's Gavaudon. In fact, when I try to fast travel there, it outright crashes my game during the loading screen. (Don't know why) When I travel by Mage Guild teleport I do get there, but I fall through a void. Using console commands, I can go up and land on the ground, but the whole city is surrounded by a cliff (with no other side see able) to the void.
I have the latest update. Love the mod, and this will not stop from loving it. Just you might wanna know. For now I will just avoid these locations, as I can't disable this :)
Are you able to download the new version i've just published :2.0 and remove your old version from your mods folder then try visit these locations again.
277 comments
In the town of Cromford, there's an armourer which has nothing for sale, I mean the shelves are literally empty, no idea if this is exclusive to this one locale or if it's an issue with other armourer's.
in the data it is detected as a gemstore believe it or not, but marked as a armourer
simply changing the type of store its recognized as is however did not fix this error in the modding tools.
this error requires manually adding it into each towns code, which is more for something like BCOD/BVOD to do.
definitely something det or dream could do.
However, I did find a non-vanilla armorer block in Baghada, Tigonus - very much not in High Rock. Weirdly, the UESP says that this town in vanilla has zero armorers. The ones here seem to be... not-quite-right, too. There's a building which looks like a tavern, but is functionally an armorer (albeit a useless once since there aren't any shelves). Nearby, there's a building which has a Weaponsmith sign (not armorer) in front, but the interior is just a common residence. An adjacent house looks like a common residence, but is marked as an Armorer with an interior matching the third screenshot shown on the Images page for this mod. The shelves are interactable, but there are no items for sale. Any idea what's going on here?
I'm also using Beautiful Villages of Daggerfall, World of Daggerfall, Taverns Redone, Finding My Religion, Soldier's Luxury, Lively Cities, and your own Thieves Guild overhaul. idk if any of them are likely to be conflicting.
or it other mods will load after it and overhaul those very same blocks leading to a vanilla approach.
Their shouldn't be any of the Redguard/Hammerfell blocks being overhauled (as i didn't include the files to physically do so) however its not impossible that Baghada is using the High Rock Blocks and just changing the climate textures.
Also certain locations such as Daggerfall city use entirely unique blocks already under the CUSTAA RMB Prefix these are fully custom blocks already, and not necessarily in the scope of this exact mod.
The one with mis matching buildings sounds quite strange? as i've taken the vanilla data I did adjust one building to be an armourer when it was marked as a house 2 as it was clearly an armourer based off of the interior.
As for the tavern in that RMB I chose not to modify that as adding too many services when a city isn't expecting it quickly leads to disappearing cities.
It looks like Baghada - and seemingly all swamp/jungle towns - use the same blocks as High Rock, and thus include these new Armorers.
The issue with the tavern: removing Cities Overhauled : Armorers from the load list leaves me with two services in the module it replaces in the northeast corner of Baghada: an armorer called Dict's Arsenal, and a tavern called The Dwarf and Helm. With Cities Overhauled : Armorers installed, there is a building which looks like a tavern, but is labeled as Dict's Arsenal and the "innkeeper" acts as an armorer, a building which has the exterior of a weaponsmith but functions as a residence, and a building which has the exterior of a residence but functions as an armorer called Doctor Rochem's Armory. There's no sign of The Dwarf and Helm as a functional building anywhere in the module.
The mismatching buildings issue: Lively Cities had the same issue in its 1.3.0 release, specifically when that version was installed onto existing savegames (as I did with this latest version of Cities Overhauled : Armorers), but it was fixed in the 1.3.1 version. Cliffworms might be the guy to ask about this issue; it looks like maybe the same thing is happening here.
Oh, btw: it's a comparatively small thing, but I noticed that a couple of the Armourers which were otherwise functioning as intended erroneously had weaponsmith signs outside. They're admittedly pretty interchangeable services, but it'd still be nice to have them properly marked!
as for the services matching up it could be a incompatibility between myself of Carademono's BCoD (not a game breaking or quest breaking one thankfully but moreso a visual annoyance in fringe scenarios) we both did discuss it, that block is according to the game data meant to have a Gem store, but for some reason is an armourer block with a non marked tavern.
I'm not using Beautiful Cities of Daggerfall, but I am using Beautiful Villages of Daggerfall. I guess it's safe to say that incompatibility is present with either mod. The main issue is that - at least in the one in Baghada - the armorer-which-looks-like-a-residence doesn't actually sell anything; the shelves are empty.
By the way, can I just say how much I love this Cites/Locations Overhauled project of yours? Of all the in-development Daggerfall mods, yours are the ones I'm always most excited for whenever I see a new update/release. You're doing Dibella's work here, making the cities of the Illiac Bay truly beautiful!
thank you for the headups
Edit: Somehow accidentally downloaded the OSX version. Fixed now. The labeling wasn't as clear when I downloaded it.
Wayton, your work is phenomenal.
Honestly more hands, more cities overhauled/style of content,
I'm happy to teach people how to mod and help them get setup and i'm quite pleased for some upcoming work thats been a collab with another author for Cities Overhauled but also for Orsinium.
But it's illegal to be a vagrant in or around cities
I wonder what the beggar the was giving the guard.
Thank you all for your support.
Few things to mention,
bugs mentioned have been patched including the vanishing cities/falling through terrain some people have mentioned.
With the advent of updates to RMB resource pack I've been able to do even more to cities.
2.0 only effects Highrock, 2.2 will be the update adding Hammerfall blocks RMB resource pack has added some fantastic domes and assets that can really take Hammerfall to the next level so I want to do it right.
Static NPC's outside is not currently interactable, I had observed an error in 1.3 Armourers where beggars would have the same name so I have avoided using the flags until I can work with other authors to make a resource for how they work so exterior npcs have unique names.
And lastly anyone who is interested in learning this kind of modding whether that is overhauling existing blocks in DFU or creating new locations and interiors, feel free to reach out I'm happy to help folks get setup and troubleshoot.
These parts usually hosts armorers.
Paved paths between buildings can be seen, but no buildings are there.
Saving and reloading the game from outside or inside a building doesn't solve the problem.
Disabling the mod solves the problem.
Issue observed around metalsmith in Daggerfall: Whitewood Borough.
DFU 1.0.0, Windows.
Edit: Next time it occurs, I'll take a screenshot to show you what it looks like.
or does the same bug occur on a new save and which version are you using?
These two details can help me narrow it down and try see about a patch if its something i can patch.
or does the same bug occur on a new save and which version are you using?
These two details can help me narrow it down and try see about a patch if its something i can patch.
Here are the mods list that I'm using: https://pastebin.com/hsVz5WzP
Everything seems to work as intended except Darker Dungeons that doesn't fully work for some reason but whatever.
I hadn't tried on a new save since it can't be reproduced at will.
Also, there was about 47% free video memory remaining and more than enough free RAM.
But since its only effecting existing saves i'm unsure what i could do to fix the bug, its usually happens when the games code for that city wants to reference something but its not there so it just doesn't place anything.
Player position: Daggerfall: Grimfort
After reloading a quick save, city disappeared
well... most of it (zoom x6):
In the middle of the only city block that have been loaded:
This isn't one of my RMB's it looks to belong to Red Lantern, do you have all of the resources red lantern uses?
I recognize this is a custom RMB based on the rotation of the buildings on the left and the pixels in the top left indicating a fence and small tower.
https://docs.unity3d.com/Manual/LogFiles.html
after you create a log it will appear here
%USERPROFILE%\AppData\LocalLow\Daggerfall Workshop\Daggerfall Unity\Player.log
One could make a quest with a fantom city that only appears once a year :D
Edit: I note it here for reference, as seen with the author of the Red Lantern Guild mod, It seems that the issue could be the compatibility patch for Cities Overhaul (not Overhauled) and Red Lantern Guild that I use by mistake.
did you load the save originally with the new mods inside the city walls?
Please take a look at the edition I made to my previous post while you were answering.
I'll keep you informed of my findings.
Let me know if you have any insight, thank you very much! Cities look so barren without this, so I am persevering.
Kozanset, Slurtten Orchard
Kozanset, Ruins of Old Fichca's Farm
I have the latest update. Love the mod, and this will not stop from loving it. Just you might wanna know. For now I will just avoid these locations, as I can't disable this :)
the bug should be fixed let me know if it is not.