[RELz] New Roads & Bridges Revised

Post » Fri May 27, 2011 7:39 pm

Who are you asking?

I think he's talking to you, friend; maybe saw the IC towers in one of the screenshots. :) I'd wager to guess he means the ones RAEVWD can add in. :shrug:
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Adrian Morales
 
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Post » Fri May 27, 2011 9:49 am

Ah, well in that case the only extra towers from my own screenshots would be from the stuff made visible with the Open Cities Outer Districts module.

There's another screenshot that someone else uploaded that has a lot more towers, I think that one is from Better Cities though I'm not sure.
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Sophie Louise Edge
 
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Post » Fri May 27, 2011 11:01 am

Ah, well in that case the only extra towers from my own screenshots would be from the stuff made visible with the Open Cities Outer Districts module.

There's another screenshot that someone else uploaded that has a lot more towers, I think that one is from Better Cities though I'm not sure.

Ah...dunno why I was thinking RAEVWD; I forget you run Open Cities too. :D
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Steven Nicholson
 
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Post » Fri May 27, 2011 2:16 pm

Version 4.4.2

* The bridge off the north side of the Imperial Isle had ungrounded supports that could be swam under.
* Packaged as a BAIN archive.
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Lillian Cawfield
 
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Post » Fri May 27, 2011 10:59 am

Version 4.4.2

* The bridge off the north side of the Imperial Isle had ungrounded supports that could be swam under.
* Packaged as a BAIN archive.

Thanks, Arthmoor! I had just seen those ungrounded supports for myself last night; I was wondering what was wrong. :P Downloading and installing now. Do either of the UL-Imperial Isle or Region Revive: Lake Rumare patches needing to be updated too to go along with this version?
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Niisha
 
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Post » Fri May 27, 2011 2:22 pm

right just downloaded the latest version of this and tes4edit
so followed http://cs.elderscrolls.com/constwiki/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit tutorial to check if i was doing everything right, assumed that i wouldnt anything wrong with your mods

however i found 1 identical to master record and when selecting the undelete disable ref button found another 60 or so

also did the same for you latest release of unique landscapes and found more with the undelete disable thing

so im wondering if either im doing something wrong, the tutorial is wrong, they are meant to be there for some reason or somehow what i have found is correct

however this has only come about with the new 2.3 version of tes4edit which although in the notes elminster said about fixing how many are found im still wondering if this is correct as your mods are always squeaky clean
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Talitha Kukk
 
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Post » Fri May 27, 2011 5:31 pm

right just downloaded the latest version of this and tes4edit
so followed http://cs.elderscrolls.com/constwiki/index.php/TES4Edit/Mod_cleaning_tutorial_with_TES4Edit tutorial to check if i was doing everything right, assumed that i wouldnt anything wrong with your mods

however i found 1 identical to master record and when selecting the undelete disable ref button found another 60 or so

also did the same for you latest release of unique landscapes and found more with the undelete disable thing

so im wondering if either im doing something wrong, the tutorial is wrong, they are meant to be there for some reason or somehow what i have found is correct

however this has only come about with the new 2.3 version of tes4edit which although in the notes elminster said about fixing how many are found im still wondering if this is correct as your mods are always squeaky clean


You need to take into account that the latest release of TES4Edit slightly changes the Undelete & Disable process. TES4Edit now adds the player as parent to every object it disables, and automatically assigns this new feature to all records detected as already having been undeleted and disabled by TES4Edit's previous versions. So what you're seeing there is records already undeleted and disabled, being re-undeleted and disabled!
As for the one identical to master record, again the latest release of TES4Edit is even more accurate at detecting identical records than previous releases, so most likely you're finding a record which the previous release (which Arthmoor would have been using for his last release) didn't recognise as identical.
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Vickytoria Vasquez
 
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Post » Fri May 27, 2011 11:31 am

ah ok thanks very much vorians
makes sense now as to the large numbers i was seeing

hmmm i think a new tutorial that clearly goes through the cleaning process should be put in a thread here for all players including the undelete disable ref, as currently there are about 5 circulating the web all varying slightly
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Claire
 
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Post » Fri May 27, 2011 11:24 am

Just use the process here: http://www.uesp.net/wiki/Tes4Mod:Tes4View#Cleaning_a_Dirty_Plugin

It's not in a volatile location and the instructions are still correct. As Vorians points out, t4e is now more accurately able to find dirty edits and revised its undeletion process. Which is good, but I'd not spend too much time worrying about recleaning all your mods either. As things get updated they will be cleaned using the new version before release. It's not worth uploading again just for that :)
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jenny goodwin
 
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Post » Fri May 27, 2011 12:47 pm

thanks, i wasnt worried so much about it being there more than just wondering if i had got it right, as your link provides another slight variation.
so is one better than any other or are they really all the same?

eg this one suggests changing the shortcut name and doing one filter whereas others have two filters etc
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tegan fiamengo
 
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Post » Fri May 27, 2011 10:26 am

There shouldn't be any need for more than one filter. The undelete process can be run immediately after the remove identical to masters. Also, if you're using version 2.3.0+ of tes4edit, the -FixupPGRD parameter is no longer needed.
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katsomaya Sanchez
 
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Post » Fri May 27, 2011 6:30 pm

I'm not at all sure that the land tearing I'm reporting here is caused or contributed by this mod, but I think I've eliminated all others.

On the small island north of Layawiin (where there are not now two bridges due to this mod) I've found tearing along the length of the island (seen when facing south) and right before the bridge heading east (seen when facing east).

I thought it was feudal empire, but after juggling load order then removing it the tears remain. Don't see any id numbers around but vanilla. I have BC installed though I don't think it stretches that far north in its influence.

thanks

[edit with stikethrough to make more sense - note to self - no posting that late]
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Matt Bee
 
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Post » Fri May 27, 2011 6:50 am

No visible tearing with just the mod itself. So you've got something in your load order that is altering the cell border on the small island. Whether intentionally or not. Time to bust out TES4Edit for a look.
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Solène We
 
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Post » Fri May 27, 2011 9:43 am

OK found source of the tearing: Guards of Cyrodiil which places a guard post way over near the north wall of Layawiin and affects all the way out to that Island.

It actually makes it so that the bridge near the tomb is completely messed up and any NPC crossing will fall into the water.

Kinda messy it seems as 300 Feudal Empire is right next to it and has no effect. GoC does effect 300 Feudal as well with land tearing right before new walled gate and I found that if GoC is loaded before both that all land tearing is resolved.

So that means that Load order should be like this:
Guards of Cyrodiil
GoC&RRLR_Comp
New roads and Bridges
Fort Akatosh (which must be after NRB due to the patch for NRB)
Feudal Empire 300 (could actually go right after GoC actually)
Fort Akatosh patches (after UL mods).
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laila hassan
 
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Post » Fri May 27, 2011 4:52 am

So does that mean it was resolved with load order only? That being the case I can check the BOSS list to make sure it follows the same :)
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lucile davignon
 
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Post » Fri May 27, 2011 7:04 pm

So far - I've not found any other tearing in that area (climbed up the hill there near ruin and found none).

So yes in my load order - changing to that arrangement fixed the problem.

thanks - wasn't sure where to post that (GoC, here, BOSS). Decided here because this is where I brought it up.
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Adrian Morales
 
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Post » Fri May 27, 2011 8:14 am

Greetings!

I've not read through this entire thread so please forgive if this has been mentioned. I recently installed several mods (Region Revived - Lake Rumare, UL-ImperialIsle, New Roads & Bridges) that effect the Imperial Isle. Since then I have noticed a visual abnormality on the bridge between the IC Market district and the Prison Complex. Two flames appear in mid air, while their receptacles are located some distance away. Here are screen-shots showing the issue...


[img]http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/ScreenShot0.jpg[/img]

[img]http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/ScreenShot1.jpg[/img]


This could be caused by several mods, but my guess is that it's conflict with NRB and ImpeREAL City Unique Districts or 300 Regal Imperial City.

My load order (mostly as BOSS recommends):
Oblivion.esmKvatch Rebuilt.esmWindfall.esmUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espDLCShiveringIsles.espexhSIPalacelodge.espoc_darker_nights.espRainbows.espWindowLightingSystem.espCityLights - ImperialCity.espImpeREAL City Unique Districts - All the Districts - Merged.espImpeREAL City Unique Districts - All the Districts Visible From Cyrodiil.espImpeREAL Empire - Unique Castles - All The Castles - Merged.esp300 Regal Imperial City 2.espGTAesgaard.espKvatch Rebuilt.espThe Lost Spires.espRegion Revive - Lake Rumare.espVHBloodlines 1.2.espWindfall.espKnights.esproad+bridges.espxulImperialIsle.espNRB4+UL-II Patch.espRegionReviveLakeRumare-ImperialIsle patch.espNRB4+RR Patch.espDecoratorAssistant with OBSE v1.1.espDropLitTorchOBSE.espQuest Award Leveller.espQuest Award Leveller - Knights of the Nine.espNRB4 Standard Road Record.esp


Before settling on this load order I tried other, to no avail.

-Decrepit
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Cayal
 
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Post » Fri May 27, 2011 6:13 pm

xulImperialIsle.esp
DecoratorAssistant with OBSE v1.1.esp
DropLitTorchOBSE.esp
Quest Award Leveller.esp
Quest Award Leveller - Knights of the Nine.esp


One of those is moving the lights out of position.

Everything above road+bridges.esp can be eliminated because NRB4 moves those flames onto the relocated dais. None of the NRB4 related patches touch them, and neither does UL:II, leaving only those 4 plugins left as possible causes. I can't think of a legit reason for any of them to touch it, so it could be dirty edits.
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David John Hunter
 
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Post » Fri May 27, 2011 7:37 am

Im pretty sure it has been caused by CityLights - ImperialCity.esp. I remember having similar issue. As far as i remember i deleted these flames from that esp. to fix it.
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CSar L
 
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Post » Fri May 27, 2011 5:25 am

City Lights should not be able to move those from where NRB4 puts them since City Lights loads before it. Unless it's got dumb scripting that moves things back again. In which case there's nothing to be done about it.
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Lavender Brown
 
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Post » Fri May 27, 2011 6:11 pm

I found a minor bug. In the Halfway Inn, Pomona and Savonius seem to have "Creepy Guild Porter Syndrome" - they follow you aroud everywhere, even into your room if you get one. I've gotten a room there a couple times now, and right after I close the door, they open it and stand there in the doorway, staring at me. It's really creepy.
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Czar Kahchi
 
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Post » Fri May 27, 2011 9:38 am

Version 4.4.3

* Cleaned up more grass growing over the roadways.
* Fixed AI pack used by the two NPCs at the Halfway Inn.
* Removed the burned victim scene from the Halfway Inn as it seems to have had no purpose. A new live wizard takes the body's place and now occupies that room as a permanent resident.
* Connected the loose trail out by Fort Variela with the nearby main road. Becomes more useful in conjunction with a future project.

Only caveat on this one, I'm not 100% sure if the fix for the AI pack on the innkeeper couple works, they're not following me around the building any more, but they also hadn't been doing that prior to one of the other recent updates.
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Rudy Paint fingers
 
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Post » Fri May 27, 2011 5:06 pm

Sweet. I'll check it out and let you know if/how it works.
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Eileen Müller
 
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Post » Fri May 27, 2011 11:23 am

Works fine - TYVM. :D I also like the new lighting - it was much too bright before.
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Eduardo Rosas
 
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Post » Fri May 27, 2011 2:18 pm

Version 4.4.4

* Scraqed the trail to Fort Variela clean of grass growth. Ugh.
* Repaired a broken link in the road record west of Cheydinhal, and refined a few other locations for better pathing.

That break in the road outside of Cheydinhal explains a lot - most of the TIE/TT NPCs who need to pass through that way never seemed to get there and I was sure it wasn't something boneheaded like this. But hey. Live and learn.
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Johnny
 
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