[RELz] New Roads & Bridges Revised

Post » Fri May 27, 2011 1:38 pm

Just want to tell you that NRB4+LtPD.esp have some undeleted references in it

And does NRB4 Road Records.esp compatible with BC?
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Agnieszka Bak
 
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Post » Fri May 27, 2011 6:45 am

I wouldn't normally ask about compatibility patches for random mods, but... Shadow Ranger adds a camp smack dab in the path of the road from Faregyl to Elsweyr. I only ask since it's a fairly popular mod, and it looks kind of odd when the road north ends in a large land tear. :(

Oh, also... is the south bridge from Imperial Island to the mainland supposed to just end in a cliff face on the island side? It could be 300 Arcane University conflicting with it, but I didn't think that mod changed anything outside the walls of the AU (the bridge ends at the base of the bluffs below the AU).
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David Chambers
 
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Post » Fri May 27, 2011 12:31 pm

Just want to tell you that NRB4+LtPD.esp have some undeleted references in it

And does NRB4 Road Records.esp compatible with BC?


Those were left that way intentionally. For some reason on my system they refused to remain disabled even when I redid it using the latest tes4edit. Not the fault of the utility, some other thing with the game. Leaving them deleted trumped the game's desire for those pieces to pop back up and be in the way at the rest stop area south of the IC.

Yes, that road file is compatible with BC.

I wouldn't normally ask about compatibility patches for random mods, but... Shadow Ranger adds a camp smack dab in the path of the road from Faregyl to Elsweyr. I only ask since it's a fairly popular mod, and it looks kind of odd when the road north ends in a large land tear. :(

Oh, also... is the south bridge from Imperial Island to the mainland supposed to just end in a cliff face on the island side? It could be 300 Arcane University conflicting with it, but I didn't think that mod changed anything outside the walls of the AU (the bridge ends at the base of the bluffs below the AU).


The Faregyl-Elsweyr road isn't actually mine. Iliana has that built into the Anequina mod now. Unless this camp you're talking about lands close enough to Faregyl to interfere with the connecting patch between Anequina and my Faregyl mod?

No. The bridge to the south end of the island ends in a road that climbs up from there and hugs the wall of the AU and then meets the main road next to the Arboretum entrance. If there's now a giant cliff face blocking things up, it sounds like another mod put it there and you probably already know which one. No idea how load order would affect it either, and patching around that is likely to get very dicey considering the location.
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Rob Smith
 
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Post » Fri May 27, 2011 3:52 pm

Those were left that way intentionally. For some reason on my system they refused to remain disabled even when I redid it using the latest tes4edit. Not the fault of the utility, some other thing with the game. Leaving them deleted trumped the game's desire for those pieces to pop back up and be in the way at the rest stop area south of the IC.


Does that mean NRB4+LtPD.esp doesn't need to be undeleted? Just for confirmation
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Emily Jones
 
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Post » Fri May 27, 2011 6:15 pm

Correct. Should leave that one alone, it seemed to be the only one of the bunch that had that issue.
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Sierra Ritsuka
 
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Post » Fri May 27, 2011 8:22 am

I'm not sure if it's my mods or what, but the compatibility patch for Shadowcrest Vineyard doesn't work completely. It doesn't have the same horrible giant open space underneath the stables like it did without it before I realized there was one, and to be honest I could have sworn it was working the first time I got to the house after the patch; but it's definately not working 100% now (thought its still playable as a giant bush mostly covers it and I won't be in that area much anyway). Is it possible that the area around the house is altered after the short two quests to completely claim the house and that's whats causing the funkiness or is it on my end?

In the process of rebuilding my LODs and some other stuff so I'll attach a picture showing the problem in a second.
http://i474.photobucket.com/albums/rr107/Trezamere/Game%20Screens/ShadowcrestNewRoadsandBridges.jpg

Also, any plans of having a compatibility patch for http://www.gamesas.com/bgsforums/index.php?showtopic=889778&hl=roads+bridges when its finished? Looks really good but I'd have to axe a bunch of stuff to get it to play nice.
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Mel E
 
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Post » Fri May 27, 2011 9:19 am

The Faregyl-Elsweyr road isn't actually mine. Iliana has that built into the Anequina mod now. Unless this camp you're talking about lands close enough to Faregyl to interfere with the connecting patch between Anequina and my Faregyl mod?

I'm not sure - it's almost exactly right between them. http://project-phoenix.wikidot.com/local--files/files/ranger%20camp.JPG

No. The bridge to the south end of the island ends in a road that climbs up from there and hugs the wall of the AU and then meets the main road next to the Arboretum entrance. If there's now a giant cliff face blocking things up, it sounds like another mod put it there and you probably already know which one. No idea how load order would affect it either, and patching around that is likely to get very dicey considering the location.

I figured as much. I'll play around with my LO... I need to do it anyway, since I'm running into all kinds of problems with BOSS.
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Sarah Knight
 
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Post » Fri May 27, 2011 5:08 pm

I'm not sure if it's my mods or what, but the compatibility patch for Shadowcrest Vineyard doesn't work completely. It doesn't have the same horrible giant open space underneath the stables like it did without it before I realized there was one, and to be honest I could have sworn it was working the first time I got to the house after the patch; but it's definately not working 100% now (thought its still playable as a giant bush mostly covers it and I won't be in that area much anyway). Is it possible that the area around the house is altered after the short two quests to completely claim the house and that's whats causing the funkiness or is it on my end?


No, it's not one of your other mods. The patch didn't catch everything it needed to. It's hard sometimes to see these things in the CS, but I'll get that fixed and issue an update.

Also, any plans of having a compatibility patch for http://www.gamesas.com/bgsforums/index.php?showtopic=889778&hl=roads+bridges when its finished? Looks really good but I'd have to axe a bunch of stuff to get it to play nice.


Not until he declares 1.0, or explicitly makes it clear there won't be any more landscape changes done. His area of influence is pretty large and I'm not even sure if half the roads around the area will even be feasible once he's done. Not to mention that two mods I really like would be forced out completely.

I'm not sure - it's almost exactly right between them. http://project-phoenix.wikidot.com/local--files/files/ranger%20camp.JPG


That's well outside of my area of influence. Judging by the location you've indicated that's going to be about halfway to the border, and somewhere in the same general area are a pair of farmhouses added by C&C Blackwood Company as well.
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Megan Stabler
 
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Post » Fri May 27, 2011 3:11 am

No, it's not one of your other mods. The patch didn't catch everything it needed to. It's hard sometimes to see these things in the CS, but I'll get that fixed and issue an update.

Good to know :)



Not until he declares 1.0, or explicitly makes it clear there won't be any more landscape changes done. His area of influence is pretty large and I'm not even sure if half the roads around the area will even be feasible once he's done. Not to mention that two mods I really like would be forced out completely.


Hehe, yea, it looks really good but quite a few of my mods would (probably) be screwed up by it, and for sure one or two major ones I would just have to drop completely, just curious so I know what to expect :D
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BaNK.RoLL
 
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Post » Fri May 27, 2011 12:01 pm

That's well outside of my area of influence. Judging by the location you've indicated that's going to be about halfway to the border, and somewhere in the same general area are a pair of farmhouses added by C&C Blackwood Company as well.

Oh well. I don't use that road much anyway, so it's not a big deal.
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OnlyDumazzapplyhere
 
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Post » Fri May 27, 2011 10:38 am

So far as I recall, I've had this odd missing land (it pops in when much closer to the bridge) since installing NR&B. Not a lease-breaker, so am only now reporting it:

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/OddBridge.jpg.


Is this normal?

-Decrepit
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Nicola
 
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Post » Fri May 27, 2011 4:02 am

Yes, that's normal. You're missing the LOD for a rock that serves as the end of the bridge there. Something like RAEVWD would cover that.
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jeremey wisor
 
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Post » Fri May 27, 2011 6:27 am

Hello,

I got a bit confused since Im using lots of mods that touch Imperial Island... so I wonder if this load order would work fine with new roads and bridge.. I just listed the II-altering mods and Weye:

Active Mod Files:5A  LetThePeopleDrink.esp  [Version 2.5]5B  Region Revive - Lake Rumare.esp69  AFK_Weye.esp6A  Rumare-AFK_Weye Patch.esp6B  Shadowcrest_Vineyard_COBL.esp6D  road+bridges.esp  [Version 4.4.4]6E  NRB4+Vineyard Patch.esp85  xulImperialIsle.esp  [Version 1.6.2]87  NRB4+UL-II+LtPD Patch.esp  [Version 2.1]8C  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 2.1.1]8D  NRB4+RR Patch.esp  [Version 1.0]AF  NRB4 Standard Road Record.espB1  Bashed Patch, 0.esp



Thanks!
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Noraima Vega
 
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Post » Fri May 27, 2011 4:10 pm

Yes, that load order looks good for those parts.
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Joey Avelar
 
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Post » Fri May 27, 2011 5:00 pm

Been a long time since this bad boy got a bump, but it's update time! :)

Version 4.5

* Added a second legion patrol to the Niben bridge route, going the opposite direction of the first.
* Rerouted the road on the south end of the Imperial Isle to go around the east side of the Arcane University. Less compatibility issues there.
* Built 3 new legion towers for the bridges, staffed with adequate legion forces to function as a fortification.
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Emma Pennington
 
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Post » Fri May 27, 2011 4:11 am

Guard towers??

Cool!

=====

I guess all previous maps are not going to work with this.
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Chantelle Walker
 
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Post » Fri May 27, 2011 7:43 am

Yep, guard towers. Not especially fancy ones, but they'll do since there's not enough room to try placing even a small sized fortification. Plus there's no resources I know of that mimic the style of fort ruins with IC textures.

And yes, maps have been invalidated, but only the portion on the island itself for the southern road bridge. I haven't got any further plans to mess the roads up again so hopefully now the map makers can catch up once and for all :)
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Karine laverre
 
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Post » Fri May 27, 2011 10:54 am

The New Roads and Bridges - Let the People Drink patch lists LetThePeopleDrink.esp as a master. However, I use LetThePeopleDrink-COBL.esp (since I use COBL).

I used Wrye Bash's "Edit Masters" function to update the patch's master dependency. I hope this won't cause me funny problems?

And, perhaps the patch could be updated to account for COBL users? (Would that mean releasing two patches? I don't know.)

gothemasticator
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Philip Rua
 
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Post » Fri May 27, 2011 3:56 am

Shouldn't be an issue to just change the master. The part needing a patch doesn't touch anything COBL should be concerning itself with. The solution you used is what I recommend others do as well since I'm not going to support patch duplication over something like this.
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carla
 
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Post » Fri May 27, 2011 3:32 am

Thanks, Arthmoor.

gtm
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BethanyRhain
 
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Post » Fri May 27, 2011 11:41 am

Thanks for the update.
After installing I noticed a land tear next to Arcane University
http://img137.imageshack.us/i/screenshot24q.jpg/
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Heather beauchamp
 
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Post » Fri May 27, 2011 11:20 am

Using anything like UL:Imperial Isle, Region Revive, Let the People Drink, or Open Cities? If so, you need to update the patches that go with those. I guess I forgot to mention that :)
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Angelina Mayo
 
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Post » Fri May 27, 2011 5:17 am

Awesome! I absolutely love your New Roads and Bridges mod! Thank you, Arthmoor!
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Laura Hicks
 
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Post » Fri May 27, 2011 1:00 pm

Using anything like UL:Imperial Isle, Region Revive, Let the People Drink, or Open Cities? If so, you need to update the patches that go with those. I guess I forgot to mention that :)


Yes, Im using UL:Imperial Isle, Region Revive and Let the People Drink. After noticing the tear I downloaded updated patches, the screenshot was taken after the patches were installed. The tear is between cells (10,12) and (10,11). There is also a tree growing in the middle of the road towards IC. I know there were problems with Nexus in the past,. Just wondering if the patches were uploaded correctly?
My load order of mods which may affect that area in case I messed up something:

51 LetThePeopleDrink.esp [Version 2.5]
54 Region Revive - Lake Rumare.esp
78 road+bridges.esp [Version 4.5]
9D RR - LTPDPatch.esp
9E xulImperialIsle.esp [Version 1.6.3]
9F NRB4+UL-II+LtPD Patch.esp [Version 3.0]
A0 RegionReviveLakeRumare-ImperialIsle patch.esp [Version 2.1.1]
A1 NRB4+RR Patch.esp [Version 1.0]
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Stay-C
 
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Post » Fri May 27, 2011 2:43 pm

Version numbers look right. Grab the patches from PES and check. Nexus has been being a real pain in the ass for me lately.
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Claire Vaux
 
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