[RELz] New Roads & Bridges Revised

Post » Fri May 27, 2011 12:17 pm

The new NRB4+UL-II+LtPD patch fixes land tears along a new route but I noticed some tears in a area where an old road was, also textures seems a bit funny there.

http://img99.imageshack.us/img99/716/screenshot27o.jpg
http://img43.imageshack.us/i/screenshot26w.jpg/


Something else in your load order is affecting that. NRB4 and its patches don't go close enough to 8,10 for that to even be possible, and even UL Imperial Isle doesn't alter landscape in that particular cell.

Any idea why middle of a bridge connecting Imperial Isle next to Acrane University has a different colour than the rest of the bridge when looking from the distance? I guess it may have something to do with texture replacers I use. There is also a slight gap between middle part and left and right part of that bridge.


No idea. I'd have to see a shot of it to know what you mean.

I got a small request as well. Is there any chance that Road Record was altered to accommodate a patch for Fort Akatosh. The patch shifts a bridge a bit but guards dont seem to notice, they are crossing a river in a place when an old bridge was.


I'd have to say no. It takes a bit of effort to get the road record loaded, and Fort Akatosh is simply way too large to justify downloading for that. The CS likes to choke on me if resources are missing from a mod when it's loaded. Besides, if they're crossing the river, it sounds like someone didn't shift the path grids. Although it wouldn't surprise me to find out that the NPCs don't care about trivial stuff like that where roads are concerned.

Hey a question about the new roads and their location, is there a nice clean image that shows only the roads and bridges? Or an image that has them highlighted in such a way I can stip away everything but those? I know there are a few maps that include the new roads and bridges but it is hard to isolate just them because of everything else that is also on the map.


One of the links from the mod's Nexus page has an image that highlights the additions, but all of the maps will be out of date with the rerouted portion of the roads on the Imperial Isle. If that's what you're looking for then I don't have an image of them.

There is a tree growing in the middle of the road, next to Arcane University.
http://yfrog.com/7cscreenshot25j

Wouldnt it look better if the tree was removed?


That looks like one of the UL trees, you'd need whichever patch is appropriate in order to get that tree out of the way.
User avatar
dell
 
Posts: 3452
Joined: Sat Mar 24, 2007 2:58 am

Post » Fri May 27, 2011 2:49 pm

I just want to share my idea here... :) Has anyone thought of a http://i285.photobucket.com/albums/ll54/pero_lozhach/newroad.jpg
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Fri May 27, 2011 3:15 am

I got a small request as well. Is there any chance that Road Record was altered to accommodate a patch for Fort Akatosh. The patch shifts a bridge a bit but guards dont seem to notice, they are crossing a river in a place when an old bridge was.
thanks



I'd have to say no. It takes a bit of effort to get the road record loaded, and Fort Akatosh is simply way too large to justify downloading for that. The CS likes to choke on me if resources are missing from a mod when it's loaded. Besides, if they're crossing the river, it sounds like someone didn't shift the path grids. Although it wouldn't surprise me to find out that the NPCs don't care about trivial stuff like that where roads are concerned.


When I created the patch, I did update the pathgrids. Onra has since edited the patch himself, but I doubt he'd have touched the pathgrids. It's most likely as Arthmoor suggests, the NPCs are ignoring the path grid nodes - they do tend to do this when following the ROAD path nodes.
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Fri May 27, 2011 3:43 pm

I just want to share my idea here... :) Has anyone thought of a http://i285.photobucket.com/albums/ll54/pero_lozhach/newroad.jpg


Roundaboutly they have, yes. UL River Ethe has a path that follows the river which will let you walk from Skingrad all the way to Chorrol while admiring the scenery.

If you're suggesting I connect to the vestigial vanilla roads, I'd rather not throw NRB4 into conflict with another UL if I can help it :)

Also, Sita has provided a http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/routes_et_ponts_supplementaires.php translation for version 4.5.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Fri May 27, 2011 2:25 pm

I poked in my mods with Tes4Edit. The cell 8,10 is edited by NRB4+RR Patch. Im using the patch downloaded from Nexus, could it happen that somehow the new patch hasnt been uploaded successfully?

I uploaded a few pictures of the bridge. The gap is hardly visable on the pictures, its much clearer in game.
http://img34.imageshack.us/img34/3839/screenshot29q.jpg

http://img693.imageshack.us/img693/4208/screenshot28.jpg

http://img80.imageshack.us/i/screenshot27gk.jpg/

Regarding Road Record for Fort Akatosh, I have completely no idea how to create such record so please foregive me if im talking rubish but is it necessary to load Fort Akatosh in CS? Fort Akatosh doesnt touch Roads and Bridges at all, the patch for the fort and R&B moves the bridge. Wouldnt be enough to load just the patch to create new Road Record? It probably has Fort Akatosh as a master but perhaps it could be removed for this purpose. But again I dont know what needs to be done to edit roads in CS.
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Fri May 27, 2011 3:41 pm

Hrm. Yes. Try the updated NRB+RR patch. If that's not uploaded I'll get to it later, but 8,10 should no longer be edited by that patch.

Ok, those are the bridge LODs. If you're not using RAEVWD then you're seeing the defective vanilla LODs for those. Gaps in LOD are also impossible to fix, because they go from the data on the real object, and I can assure you the real bridge has no gaps.

As far as the fort, I'd need to load it along with the roads mod and the bridge patch to see exactly what the path grid needs to pass through. It isn't exactly worth that much effort considering the road record affects the entire worldspace and not just that one part.
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Fri May 27, 2011 5:28 pm

Regarding Road Record for Fort Akatosh, I have completely no idea how to create such record so please foregive me if im talking rubish but is it necessary to load Fort Akatosh in CS? Fort Akatosh doesnt touch Roads and Bridges at all, the patch for the fort and R&B moves the bridge. Wouldnt be enough to load just the patch to create new Road Record? It probably has Fort Akatosh as a master but perhaps it could be removed for this purpose. But again I dont know what needs to be done to edit roads in CS.



As far as the fort, I'd need to load it along with the roads mod and the bridge patch to see exactly what the path grid needs to pass through. It isn't exactly worth that much effort considering the road record affects the entire worldspace and not just that one part.


There is nothing Arthmoor can do about the ROAD record in NR&B, as it is correct in his mod, for his mod. The only viable solution would be to include the Tamriel ROAD record in the patch file for FA Redux. I might get around to adding this to the patch. Any other mod containing the Tamriel ROAD record which loads after the patch will of course override it again though.
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Fri May 27, 2011 5:26 am

On a new subject - I don't suppose a kind soul who knows how to edit this stuff would mind modifying http://www.tesnexus.com/downloads/file.php?id=24044, specifically the Anequina one, to hold all of the new roads from this mod (v4.5), Leyawiin Reborn, and Bartholm? I'd more or less be in heaven!
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Fri May 27, 2011 10:39 am

On a new subject - I don't suppose a kind soul who knows how to edit this stuff would mind modifying http://www.tesnexus.com/downloads/file.php?id=24044, specifically the Anequina one, to hold all of the new roads from this mod (v4.5), Leyawiin Reborn, and Bartholm? I'd more or less be in heaven!

You and me both :D
I am using this right now with Anequina but sorely miss your new roads - tried to add some in Gimp but I haven't learned what to do with all the layers.

Thanks for this and your other endeavors Arthmoor! :hugs:
User avatar
ZANEY82
 
Posts: 3314
Joined: Mon Dec 18, 2006 3:10 am

Post » Fri May 27, 2011 4:47 pm

Are there any known issues with OOO 1.33 and/or the Unofficial Oblivion Patch? As I installed it (via the manual instructions) and nada.
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Fri May 27, 2011 6:16 am

UOP should have no impact. OOO might throw some unexpected spawn points out there along the new Faregyl-Skingrad road. The legionnaires assigned to that route should be tough enough to handle it, and the folks at the Halfway Inn never leave the building.
User avatar
kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Fri May 27, 2011 10:14 am

UOP should have no impact. OOO might throw some unexpected spawn points out there along the new Faregyl-Skingrad road. The legionnaires assigned to that route should be tough enough to handle it, and the folks at the Halfway Inn never leave the building.

This is quite strange, because I have the mods enabled and I'm getting nothing. No bridges, guard towers... nothing appears. I have a suspicion it's possibly due to load order, but I have no idea how to change that.
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Fri May 27, 2011 6:12 pm

Did you remember to activate it after installing it? And you didn't just blind copy the folders right out of the archive did you? Because if you did, the game won't even know its there.
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Fri May 27, 2011 12:23 pm

Did you remember to activate it after installing it? And you didn't just blind copy the folders right out of the archive did you? Because if you did, the game won't even know its there.

Yes, it's enabled and installed - I followed the manual installation instructions.
User avatar
Sunny Under
 
Posts: 3368
Joined: Wed Apr 11, 2007 5:31 pm

Post » Fri May 27, 2011 4:01 pm

And you've got nothing? Nothing at all? Try heading down to Faregyl Inn. There should be a road leading west away from the front of the inn, followed far enough you'd reach the road to Skingrad and pass right by the Halfway Inn. Also, on the Imperial Isle, if you go to Fatback Cave, the bridge crossing the lake should be plain as day. If these aren't visible to you, post your load order out of Wrye Bash or OBMM so I can see what's going on there.
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Fri May 27, 2011 3:32 am

And you've got nothing? Nothing at all? Try heading down to Faregyl Inn. There should be a road leading west away from the front of the inn, followed far enough you'd reach the road to Skingrad and pass right by the Halfway Inn. Also, on the Imperial Isle, if you go to Fatback Cave, the bridge crossing the lake should be plain as day. If these aren't visible to you, post your load order out of Wrye Bash or OBMM so I can see what's going on there.

Nothing at all at the Faregyl Inn.
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Fri May 27, 2011 12:33 pm

Finally got around to updating NRB, UL:II (1.6.4) and their various patches. (To complicate matters, I also run Region Revive-Lake Rumare, AFK_Weye, UniqueImpCity-all districts, 300 ImpCity 2, City Lights-Imp City, and, across the water, VeronaHouseBloodlines.) I didn't explore every inch of the Isle, but what I saw looked good... no obvious tears or floaters. I did, however, encounter one possible minor issue.

As a knight-errant, my avatar normal travels on horseback, currently Arrowspeed from Castle Seaview. He did so during my testing. They left the Imperial Isle via its northernmost bridge, the one that terminates near the Bruma-Road intersection. The "issue" occurred immediately after existing the bridge at its northern end. The ground rises steeply there. Apparently too steeply for Arrowspeed. I had to do a bit of "wiggling" with the movement keys (w,a,d) before he finally began the climb. Once past that initial stumbling block all went well. It's not a lease-breaker, but does lessen immersion. Sadly, I didn't have the sense to dismount and test the rise afoot.


-Decrepit
User avatar
Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Fri May 27, 2011 5:05 am

Nothing at all at the Faregyl Inn.


Have you installed the latest official patch? Some mods simply don't appear in-game if you're not using the latest official patch.
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Fri May 27, 2011 6:02 pm

Have you installed the latest official patch? Some mods simply don't appear in-game if you're not using the latest official patch.

As far as I remember, GOTY edition is the most recently-patched version. Not installed the SI/KotN add-on disc, though, so it's possible that it isn't.
User avatar
Miranda Taylor
 
Posts: 3406
Joined: Sat Feb 24, 2007 3:39 pm

Post » Fri May 27, 2011 5:07 pm

When you're at the initial game menu, what version is showing at the lower left corner?
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Fri May 27, 2011 10:54 am

Well, colour me surprised. Oblivion GOTY edition is only 1.0 until/unless you install the SI/KotN disc! Going to patch the vanilla game to 1.2 and see what happens.

1.2 and NRB works as expected. Oblivion crashes out whenever I quit the game, but it did that anyway so nothing new there.
User avatar
Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Fri May 27, 2011 5:50 am

And also as I saw a request up there, if yiou do make a map with Elsweyr included, could there be a version for with JUST elsweyr, I currently don't use Leyawiin Reborn or bartholm. And I do wanna try this mod but I don't wanna wander the roads blindly.
User avatar
Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Fri May 27, 2011 8:41 am

I finally got around to downloading and installing NRB. Nice Work!
In an earlier post, you mentioned wishing for a map with the new roads and such.
Did / do you know about http://tesnexus.com/downloads/file.php?id=23140?

This may have been mentioned previously, but the 4.5.1 download has a couple of minor issues.

The bridge south of the Arcane universuity is clipping in the center of the bridge. I fixed it in my esp moving the south half of the bridge 2 or 3 units.
The south footer of the bridge doesn't match the rest of the bridge pattern, (FormID XX000960). I fixed it by rotating the z to 270 from 90.
And last, this probably isn't something to worry about, but I don't know.
You have Subspace 000C507F disabled. The CS won't accept it unless it is Persistant. I changed it with TES4Edit because the persistant box was grayed out in the CS.

I'm also having a LOD problem that I thought was caused by NRB, but when I remove NRB, the LOD is still there.

http://i429.photobucket.com/albums/qq11/aellis-photos/worb1.jpg is looking ne. Whats really weird is the reflection on the water.
http://i429.photobucket.com/albums/qq11/aellis-photos/worb2.jpg is looking sw.

Looking at my LO below, which mod do you think might have added it? These don't register with FormID Finder or Refscope.

Masters for: Streamsave_11.ess00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.7]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.72]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  TamrielTravellers.esm  [Version 1.39c]08  FCOM_Convergence.esm  [Version 0.9.9MB3]09  Armamentarium.esm  [Version 1.3]0A  Progress.esm  [Version 2.2]0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  DLCShiveringIsles.esp0D  Unofficial Shivering Isles Patch.esp  [Version 1.4MOBS]0E  Francesco's Optional Chance of Stronger Bosses.esp  [Version 4.5bSI]0F  Francesco's Optional Chance of Stronger Enemies.esp  [Version 4.5bSI]10  Francesco's Optional Chance of More Enemies.esp  [Version 4.5bSI]11  Francesco's Optional Leveled Guards.esp  [Version 4.5bSI]++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]12  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]13  Fran Armor Add-on.esp14  NaturalHabitat.esp15  All Natural - Real Lights.esp  [Version 0.9.7]16  All Natural.esp  [Version 0.9.7]17  All Natural - SI.esp  [Version 0.9.7]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]++  phinix-waterfix.esp18  Storms & Sound.esp  [Version 3.0OBSE]19  WindowLightingSystem.esp++  Brighter_Torches.esp1A  DS Time Manager.esp  [Version 1.0]1B  Tc2rPoisonsOfNamira.esp  [Version 1.2]1C  Enhanced Economy.esp  [Version 3.3.1]1D  moDem's City Life.esp  [Version 2.2]1E  Crowded Roads Revisited.esp  [Version 1.1]1F  Immersive Travelers.esp  [Version 1.0]20  FF_Real_Thirst.esp  [Version 1.2Cleaned]21  Map Marker Overhaul.esp  [Version 3.0.1]22  Map Marker Overhaul - SI additions.esp  [Version 3.0]23  Maps!.esp  [Version Cleaned]24  HotkeyCasting.esp  [Version 3.5]25  DLCHorseArmor.esp26  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]27  DLCOrrery.esp28  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]29  DLCVileLair.esp2A  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]2B  DLCMehrunesRazor.esp2C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]2D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp2E  Nicos  Scimitars Back.esp  [Version 1.61]2F  Nicos Tabaxi Bows.esp  [Version 1.0]30  SentientWeapon.esp  [Version 3]31  PersuasionOverhaul.esp  [Version 1.4]32  Armamentium female.esp33  DLCThievesDen.esp34  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]35  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]36  Slof's Oblivion Robe Trader.esp  [Version 1.4]37  Cobl Glue.esp  [Version 1.72]38  Cobl Si.esp  [Version 1.63]39  FF_Real_Thirst, Cobl.esp  [Version 1.0]3A  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]3B  Bob's Armory Oblivion.esp  [Version 1.1]3C  FCOM_BobsArmory.esp  [Version 0.9.9]3D  Loth's Blunt Weapons for Npcs.esp  [Version 3]++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3E  Oblivion WarCry EV.esp  [Version 1.085bEV]3F  FCOM_WarCry.esp  [Version 0.9.9MB3]40  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]41  OOO SI Hunger Replacer.esp  [Version 1]++  ArmamentariumLLVendors.esp  [Version 1.3]42  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]43  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]44  FCOM_RealSwords.esp  [Version 0.9.9]45  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]46  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]++  FCOM_NoReaversInGates.esp  [Version 0.9.9]++  FCOM_NoAdventurersInGates.esp  [Version 0.9.9]47  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]48  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Fiends.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]49  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]4A  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]4B  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]++  TamrielTravellerAdvScript.esp  [Version 1.39c]4C  TamrielTravellers4OOO.esp  [Version 1.39c]4D  TamrielTravellersItemsCobl.esp  [Version 1.39c]4E  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  FCOM_ArcheryArmamentarium.esp  [Version 2]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]4F  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]50  FCOM_MoreRandomItems.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  Fransfemale.esp51  FineWeaponsAndRustyItems, Frans.esp++  MMM-Cobl.esp  [Version 1.69]++  EVE_StockEquipmentReplacer4FCOM.esp52  Kragenir's Death Quest.esp  [Version 1.06Cleaned]53  KDQ - Rural Line Additions.esp  [Version 1.06Cleaned]54  za_bankmod.esp  [Version 1.11]55  DLCBattlehornCastle.esp56  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]57  Battlehorn_mobs.esp  [Version Merged]58  DLCFrostcrag.esp59  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]5A  Knights.esp  [Version Cleaned]5B  Knights - Unofficial Patch.esp  [Version 1.0.9]++  EVE_KnightsoftheNine.esp5C  SM Plugin Refurbish(Merged).esp  [Version 1.21]5D  Ungarion1TheWelkyndSword.esp  [Version 1.4]5E  Blood&Mud.esp5F  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]60  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]++  FCOM_WelkyndSwordBlood&Mud.esp  [Version 0.9.9]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]61  road+bridges.esp  [Version 4.5.1]++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]62  Harvest [Flora].esp  [Version 3.0.1Merged]63  Automatic Difficulty Increaser.esp64  BOO_BulletTime.esp65  DS Less Predictable Respawn.esp  [Version 1.1]66  EVE_ShiveringIslesEasterEggs.esp67  Actors Have Torches.esp  [Version Merged]68  Visual Health Indication, Cobl.esp  [Version 1.0]69  Kyoma's Journal Mod.esp  [Version 3.2.1]6A  RenCorpseMod.esp  [Version 1.0]++  Enhanced Vegetation [100%].esp6B  Storms & Sound - Bank of Cyrodiil.esp  [Version 1.4]6C  Quest Award Leveller.esp  [Version 1.0]6D  More Realistic Encumbrance with Fatigue.esp  [Version 1.0]6E  StumbleRunningBackwards.esp  [Version 1.0]6F  ANB_Dynamic_Regen.esp  [Version 2.2]70  RealisticForceAndMagicForceMedium.esp  [Version 1.0]71  RealSleepExtended.esp  [Version 2.3.4]72  SupremeMagicka.esp  [Version 0.89]73  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_NoSpellLights.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]74  Poison Arrows.esp  [Version 0.7]75  Potion Mixer.esp  [Version 1.0Merged]76  Syc_AtHomeAlchemy.esp  [Version 1.1]77  EnchantmentRestore.esp  [Version 1.9]++  EnchantmentRestore_Wells.esp  [Version 1.9]78  ZumbsLockpickingMod - OBSE.esp  [Version 1.2]79  Denock Arrows.esp  [Version 1.0]7A  Duke Patricks - Near Miss Magic And Arrow Shots Alert The Target.esp  [Version 4.8.2]7B  Duke Patricks - NPC MAGIC and Arrows Can Miss Now.esp  [Version 1.8]7C  Duke Patricks - Smash of the Titans.esp  [Version 2.1]7D  Enhanced Mercantile Progress.esp  [Version 1.0a]7E  CLS-OldFriends-OBSE.esp  [Version 2.0]7F  IDFQR, Cobl.esp  [Version 1.4]80  OOO-Intelligence Overhaul BJ.esp  [Version 1.0]81  Progress.esp  [Version 2.0]82  RealisticLeveling.esp83  Legendary Abilities-Shield MOJ.esp  [Version 2.0Shield]84  Grandmaster of Alchemy.esp  [Version 3.0]85  immersive_caves_auto.esp  [Version 1.4]**  Let there be Darkness All Merge.esp  [Version 1.2Merged]++  Slof's Oblivion Better Beasts.esp86  bgBalancingEVCore.esp  [Version 10.52EV-D]87  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]88  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]89  bgMagicEVPaperChase.esp  [Version 1.68EV]8A  bgBalancingEVOptionalNPCDiversity, Beautification.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]8B  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]8C  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]8D  Willful Resistance.esp  [Version 4.0]++  EVE_KhajiitFix.esp8E  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]8F  bgMagicLightningbolt.esp90  DS Flaming Arrows.esp  [Version 1.0]++  Real Lava 1.3.esp  [Version 1.3]91  Real Hunger, Cobl.esp  [Version 1.6.1]92  NRB4 Standard Road Record.esp++  CoreRandmonClothing4Npcs.esp**  All Natural - Indoor Weather Filter For Mods.esp93  Bashed Patch, 0.esp94  FormID Finder4.esp95  Streamline 3.1.esp



Thanks!
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Fri May 27, 2011 7:45 am

Did / do you know about http://tesnexus.com/downloads/file.php?id=23140?


I do, and use the variant of that map with Leyawiin Reborn on it now. But it isn't completely current anymore.

The bridge south of the Arcane universuity is clipping in the center of the bridge. I fixed it in my esp moving the south half of the bridge 2 or 3 units.
The south footer of the bridge doesn't match the rest of the bridge pattern, (FormID XX000960). I fixed it by rotating the z to 270 from 90.


I'll have a look at those here in a bit. Thanks.

And last, this probably isn't something to worry about, but I don't know.
You have Subspace 000C507F disabled. The CS won't accept it unless it is Persistant. I changed it with TES4Edit because the persistant box was grayed out in the CS.


That was done on purpose to force the removal of the subspace. Otherwise it blocks part of the road and NPCs will try and go the really long way around it. If the flag isn't removed, you can't relocate it for anyone who has been past the prison, which if you think about it, is about 98% of the user base.

I'm also having a LOD problem that I thought was caused by NRB, but when I remove NRB, the LOD is still there.

http://i429.photobucket.com/albums/qq11/aellis-photos/worb1.jpg is looking ne. Whats really weird is the reflection on the water.
http://i429.photobucket.com/albums/qq11/aellis-photos/worb2.jpg is looking sw.

Looking at my LO below, which mod do you think might have added it? These don't register with FormID Finder or Refscope.


NRB4 passes some stuff through cells that otherwise have no LOD. You'd need to delete the DistantLOD folder and then regenerate the contents with Tes4LodGen to fix it. You're seeing the leftovers of the utility not clearing the cells since it doesn't see anything needing to go there now.
User avatar
Lisa
 
Posts: 3473
Joined: Thu Jul 13, 2006 3:57 am

Post » Fri May 27, 2011 5:27 am

Thread Post Limit
User avatar
sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Previous

Return to IV - Oblivion