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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
15143 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:
I then did the same, this time I moved Mazoga with me, had her die by using the "kill" console command, now hastily did the dialogue and...It works.
Why would Mazoga being alive be a problem? Does she get the armour too, equips it via script but for some reason, in my game, it has to get frozen?
Also, is there any problem in killing her momentarily then reviving her?
By the way, with the dead-then-up Mazoga, I gave her the armour manually and made her equip it, nothing wrong at all.
At the end of Strumpf's dialogue quest stage 15 is trigggered, which gives Mazoga her armour and equips it on her. A previous report of a crash at this point was believed to be due to Mazoga being dead somewhere in their game, so I added a condition that her armour only be given to her if she's alive (and so she should still be held in the game's memory).
I've tested this several times without issue, but she was always alive in my tests, except the last test where I did as you have done, teleported her beside me, killed her, then claimed the armour. I've never tested with her having died somewhere else some time ago.
I should have mentioned, I just remembered that when I first saw Mazoga, she was using Iron Armour except for the Greaves being Steel, so I gave her Steel Boots and Cuirass and made her equip that, all via console command of course. Could that be related?
Even when loading your mods last the other mod simply overrides the merge tags in yours making it so the bashed patch just simply grabs the data from the other mod and overrides everything coming after it.
Your problem is that the ESP for Complete Clutter and Crop Ownership gets completely merged into the Bash patch as it doesn't contain any "new" records (that's why in Wrye Bash it displays in green text).
You could try adding the NoMerge bash
patchtag, which is supposed to prevent an ESP from being merged into the Bash Patch (I cannot recall how reliable it is though). Or you could drag the ESP after the bash patch, recreate the bash patch, and then drag it back to where you want it loaded, this will exclude it from the bash patch and allow later-loading ESPs to override it.The Waterworks quest is integrated from the mod Let the People Drink!, the original authors may have intended to continue with a second quest but didn't, so when the quest completes, that's the end.
Side note for Vorians: The Readme for ICEXPAND is still in the latest BC release 00 Core Docs folder. If it's no longer supported, you may want to remove that document.
Almost all of the interiors from ICExpand (except the communal "district" chambers) are now integrated into BC but relocated above ground, so you'll have two of every location and two of every NPC, one above and one below. Any ICExpand NPCs who like to wander about in the original IC districts are likely to bump into themselves.
Users of both OCRAFT and Better Cities can now enjoy a fully integrated experience.
I’ll check if EngineBugFixes fixes it.
Most things seem fine but I think there’s still some sort of issue with my installation though because there’s the occasional NPC in cities that stand inanimate and are uninteractable.
Not a dire problem but I thought I'd share, thank you for your work :3
Untested, so let me know whether it works or not.
Edit: My oldest save from inside an Interior in the imperial city from before I completed the quest had the headstone appear in the new place but with original stone still floating in the air. If I load later saves from after I have completed the quest it also appears and the original is not floating in the air. It must have not worked on the first save I tried because I was literally in the graveyard at the time, so i think this patch works on a fresh game.