[RELz] New Roads & Bridges Revised

Post » Fri May 27, 2011 11:32 am

Patches updated for the floating tree and land tear.
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natalie mccormick
 
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Post » Fri May 27, 2011 11:46 am

Arthmoor there a small land gap near the brigde go to amelion tombs in leyawiin.
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Kayleigh Mcneil
 
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Post » Fri May 27, 2011 2:44 pm

I dont know if it is resolved, but I saw an elevation in some parts of a lake in the imperial isle.

I use New roads, and UL Imperial Isle together, and the patch provided for them.
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Robert Jackson
 
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Post » Fri May 27, 2011 6:14 pm

I dont know if it is resolved, but I saw an elevation in some parts of a lake in the imperial isle.

I use New roads, and UL Imperial Isle together, and the patch provided for them.


Check your load order, if you have the ESPs out of the intended sequence this will happen. Also if you are using the UOP and a Bash Patch, then remove the C.Water tag from the UOP ESP and rebuild the Bash Patch.
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Assumptah George
 
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Post » Fri May 27, 2011 6:57 am

Also if you are using the UOP and a Bash Patch, then remove the C.Water tag from the UOP ESP and rebuild the Bash Patch.

Thanx, Ill try that!
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XPidgex Jefferson
 
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Post » Fri May 27, 2011 12:38 pm

It'd be better to add C.Water to the Imperial Isle plugin than to remove it from the UOP.
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Laura Samson
 
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Post » Fri May 27, 2011 9:20 am

Actually, no, it wouldn't. The UOP should never have shipped with the C.Water tag. Kivan didn't give us testers enough time to report back that it was causing problems. By the time I did, he'd already released and I can't blame him for not wanting to reupload 120MB for 7 characters of bad data :)
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Celestine Stardust
 
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Post » Fri May 27, 2011 8:04 am

It intentionally changes water levels, so C.Water is appropriate. It "causes problems" because other mods change water levels and don't use C.Water, so they get overridden. If all other mods that intentionally change water levels used C.Water, there'd be no problem, so when you find a mod whose water levels are being overridden by the UOP, the sensible thing to do is to put C.Water on it, bringing yourself a step closer to that goal.

The alternative, removing C.Water from everything, brings back the water-level conflicts that C.Water was meant to solve, and no other way to solve them.
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Jack Bryan
 
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Post » Fri May 27, 2011 7:08 am

Your logic is sound except for one problem. The UOP was never intended to have it's fixes dominate over things intended to override them. Water heights are one of these things, and the C.Water tag on the UOP actually causes it to become the problem it wanted to solve. The tag does not know if the change is an actual change or if it's simply the same data as oblivion.esm and so it gets carried forward whether it should be or not. The same is true of any other mod using the same tags but because none of those touch 98% of Cyrodiil in the way the UOP does, they don't create these types of problems.
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Robert Bindley
 
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Post » Fri May 27, 2011 12:56 pm

Also if you are using the UOP and a Bash Patch, then remove the C.Water tag from the UOP ESP and rebuild the Bash Patch.

That solved the problem, thanks. :)
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Samantha hulme
 
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Post » Fri May 27, 2011 3:48 am

So this works with all the UL mods? If so, I'm certainly going to try this out! :D
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Lynne Hinton
 
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Post » Fri May 27, 2011 6:27 pm

It should. I've never had to make a patch for another UL for it. It doesn't pass close enough to any of the existing ones to need it.
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Heather M
 
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Post » Fri May 27, 2011 8:29 am

It should. I've never had to make a patch for another UL for it. It doesn't pass close enough to any of the existing ones to need it.

I thought it'd be fine, too (except for Imperial Isle, which has the patch :D ), but its been nearly a year since I've touched Oblivion and couldn't rememeber exactly where the different UL mods started and stopped... There used to be a cell grid map that showed the older ones; if I find it, I'll link it. Might come in handy. :shrug:

Edit: Found it; I actually had it stored locally, so I uploaded it to the GuildCom server: http://scorpio.guildcom.us/images/es4/ULCellGridMaphi-res.jpg

The map is a bit out-of-date; some of the onesl isted as WIPs are actually finished (River Ethe, Panther River, Bravil Barrowfields) and some other may have been cancelled or renamed. ^_^ Despite not knowing how far out your roads & bridges extend, judging by the avoe map, the othly other ULs that come somewhat close to Imperial Isle are: The Great Forest: Lush Woodlands & The Great Forest: Ancient Redwoods, The Dark Forest, Rolling Hills, and possibly Ancient Yews. White Rose River might be another one to look at when its done.

I'm just trying to help out in case you didn't have this info & in case more patches need to be made. :)
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Chris BEvan
 
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Post » Fri May 27, 2011 7:27 pm

I thought it'd be fine, too (except for Imperial Isle, which has the patch :D ), but its been nearly a year since I've touched Oblivion and couldn't rememeber exactly where the different UL mods started and stopped... There used to be a cell grid map that showed the older ones; if I find it, I'll link it. Might come in handy. :shrug:

Edit: Found it; I actually had it stored locally, so I uploaded it to the GuildCom server: http://scorpio.guildcom.us/images/es4/ULCellGridMaphi-res.jpg

The map is a bit out-of-date; some of the onesl isted as WIPs are actually finished (River Ethe, Panther River, Bravil Barrowfields) and some other may have been cancelled or renamed. ^_^ Despite not knowing how far out your roads & bridges extend, judging by the avoe map, the othly other ULs that come somewhat close to Imperial Isle are: The Great Forest: Lush Woodlands & The Great Forest: Ancient Redwoods, The Dark Forest, Rolling Hills, and possibly Ancient Yews. White Rose River might be another one to look at when its done.

I'm just trying to help out in case you didn't have this info & in case more patches need to be made. :)


Arthmoor is a member of the UL Council, and has access to maps like that before they get released to the public :)
For the most current version of the UL map, check out the http://www.gamesas.com/bgsforums/index.php?showtopic=938831 thread, which links to it.
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laila hassan
 
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Post » Fri May 27, 2011 6:56 am

Arthmoor is a member of the UL Council, and has access to maps like that before they get released to the public :)
For the most current version of the UL map, check out the http://www.gamesas.com/bgsforums/index.php?showtopic=938831 thread, which links to it.


That and I was also aware that the mod doesn't need another UL patch (yet) before joining the council.

None of my roads pass through Lush Woodlands or Ancient Redwoods territory. The Niben bridge lies in the gaps between Dark Forest, Bravil Barrowfields, and Ancient Yews. Anvil Farming will impact the segment from Kvatch down to Anvil and may end up completely wiping it off the map, but that's only going to be an issue when AF reaches completion. Same with Skingrad Outskirts. The latest UL map no longer shows White Rose River which would have heavily impacted the main road between Faregyl and Skingrad.

None of this was planned to be this way either. Ukrr built the mod likely with no knowledge of where the ULs were. Stroke of pure luck that he didn't drive through a lot more of them :)
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Sylvia Luciani
 
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Post » Fri May 27, 2011 6:38 pm

Wow, my bad, I had forgotten you're on the UL Council, Arthmoor! >.< Forgive my audacity up there. :D
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Chris Johnston
 
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Post » Fri May 27, 2011 3:38 pm

The legion patrols are now patrolling Arthmoor :) Although one of them didn't survive very long I'm sad to say.
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Bryanna Vacchiano
 
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Post » Fri May 27, 2011 1:58 pm

I recently reinstalled the Roads and Bridges Mod and discovered that the distant LOD was either missing or misaligned.
See the following screen shot examples.

http://i32.photobucket.com/albums/d15/MickyDee145/Oblivion2009-03-2716-03-56-95.jpg

http://i32.photobucket.com/albums/d15/MickyDee145/Oblivion2009-03-2716-26-44-77.jpg

I thought that my distantLOD file has somehow gotten corrupted so I deleted it and reestablished it using the TES4LOD Generator. That didn't solve the problem. Any suggestions on what might be done to clear up this issue?

My load order follows.

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.54]06  Qarls_Harvest.esm07  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34Beta3]08  Mart's Monster Mod.esm  [Version 3.6beta3]09  Mart's Monster Mod for OOO.esm  [Version 0.9.9b2]0A  TamrielTravellers.esm  [Version 1.37a]0B  FCOM_Convergence.esm  [Version 0.9.9a7]0C  Armamentarium.esm  [Version 1.2.2]0D  ArmamentariumFran.esm0E  Windfall.esm0F  Better Cities Resources.esm**  TNR ALL RACES FINAL.esp10  HrmnsOblivionScriptOptimizationv1.0.esp11  Unofficial Oblivion Patch.esp  [Version 3.2.0]12  FlamesRandomLightUOP.esp13  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]14  Oblivion Citadel Door Fix.esp15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]18  LoadingScreens.esp19  LoadingScreensAddOn.esp1A  Natural_Habitat_by_Max_Tael.esp1B  Enhanced Water v2.0 HD.esp1C  Symphony of Violence.esp1D  MIS Low Wind.esp1E  MIS New Sounds Optional Part.esp1F  Atmospheric Oblivion.esp20  Distant Chapel Bells.esp21  Drum_Fix.esp22  Rainbows.esp23  All Natural - Real Lights.esp24  All Natural - EW + NW.esp25  All Natural.esp26  All Natural - Debug Ring.esp27  All Natural - Enhanced Seasons.esp28  IWR-Windows.esp29  IWR - Windows Lights Shutters - Optimised.esp2A  AliveWaters.esp2B  AliveWaters - Koi Addon.esp2C  AliveWaters - Slaughterfish Addon.esp2D  Book Jackets Oblivion.esp2E  Brighter_Torches.esp2F  Cats & Rats.esp30  Days&Months.esp31  Musical Immersion 1.0.esp32  Adventures Gear.esp33  Qarls_Harvest.esp34  Qarls_Harvest addon.esp35  Living Economy.esp36  Living Economy - Items.esp37  Cutthroat Merchants.esp38  Crowded Cities 15.esp39  Crowded Roads.esp  [Version 2.0]3A  Landmarks, w Wells.esp  [Version 1.10]3B  IHNW - Slof's Horses Original.esp3C  Slof's Horses Base.esp3D  Slof's Extra Horses.esp3E  FF_Horse_Whistle.esp3F  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]40  ExnemRuneskulls.esp41  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]42  Cobl Glue.esp  [Version 1.50]43  OOO 1.32-Cobl.esp  [Version 1.41]++  FCOM_Cobl.esp  [Version 0.9.9]++  Cobl Tweaks.esp  [Version 1.44]44  Bob's Armory Oblivion.esp45  FCOM_BobsArmory.esp  [Version 0.9.9]46  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]47  Oblivion WarCry EV.esp48  FCOM_WarCry.esp  [Version 0.9.9]49  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34Beta3]++  ArmamentariumLLMagic.esp  [Version 1.05]++  ArmamentariumLLArmaVendor.esp  [Version 1.2.2]4A  ArmamentariumArtifacts.esp  [Version 1.2.2]4B  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.6Beta3]4C  FCOM_Convergence.esp  [Version 0.9.9]4D  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]4E  FCOM_RealSwords.esp  [Version 0.9.9]4F  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.6Beta3]50  Mart's Monster Mod - Safer Roads.esp  [Version 3.6beta3]51  Mart's Monster Mod - Extra Wounding.esp  [Version 3.6Beta3]52  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.6Beta3]53  Mart's Monster Mod - No Giants.esp  [Version 3.6beta3]54  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.6beta3]55  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.6Beta3]56  Mart's Monster Mod - Vindasel.esp  [Version 3.6Beta3]57  Mart's Monster Mod - Foxes.esp  [Version 3.6Beta3]58  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.6Beta3]59  TamrielTravellers4OOO.esp  [Version 1.38]5A  TamrielTravellersItemsNPC.esp  [Version 1.38]**  TamrielTravellersHorseTextures.esp5B  FCOM_TamrielTravelers.esp  [Version 0.9.9]5C  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]5D  FCOM_BobsGuardUnity.esp  [Version 0.9.9]5E  Mart's Monster Mod - Friendlier Factions OOO+FCOM.esp  [Version 3.6Beta3]5F  TIE In.esp  [Version 1.07]60  TIE In - ExnemRuneskulls.esp  [Version 1.07]61  TIE In - FCOM Convergence.esp  [Version 1.07]62  TIE In - RealSwords.esp  [Version 1.07]63  TIE In - DiverseGuardUnity.esp  [Version 1.07]64  TIE In - BobsGuardUnity.esp  [Version 1.07]65  LoadingScreens-OOO.esp++  ArmamentariumLL4OOO.esp66  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp67  Castle_Domrose_V1.2.esp68  Faregyl.esp  [Version 1.0.1]69  Imperial House.esp6A  Lakeview.esp6B  Lakeview2.esp6C  LetThePeopleDrink.esp  [Version 2.5]6D  OldCrowInn.esp6E  road+bridges.esp  [Version 4.3.1]6F  Waterfall Cottage V1.4.esp70  OrangeroadCottage.esp71  House-Farm.esp72  Huntersview home.esp73  Valley_View_Estate.esp74  EK_InitialHome.esp75  Your Wilderness Home.esp76  Windfall.esp77  za_bankmod.esp78  Mart's Monster Mod - City Defences.esp  [Version 3.6Beta3]79  xuldarkforest.esp7A  xulStendarrValley.esp7B  xulTheHeath.esp7C  MMMMWL-TheHeath patch.esp7D  XulEntiusGorge.esp7E  xulFallenleafEverglade.esp7F  xulColovianHighlands_EV.esp80  xulChorrolHinterland.esp81  xulBeachesOfCyrodiilLostCoast.esp82  anvil bay+ul tweak.esp83  xulBravilBarrowfields.esp84  xulLushWoodlands.esp85  xulAncientYews.esp86  xulAncientRedwoods.esp87  OldCrowInn-AncientRedwoods patch.esp88  xulCloudtopMountains.esp89  xulArriusCreek.esp8A  xulPatch_AY_AC.esp  [Version 1.1]8B  xulRollingHills_EV.esp8C  MMMMWL-RollingHills patch.esp8D  xulPantherRiver.esp8E  xulRiverEthe.esp8F  xulImperialIsle.esp90  NRB4+UL-II+LtPD Patch.esp  [Version 2.0.2]91  NRB4 Standard Road Record.esp92  Castle_Almgard-V2.esp93  Natural_Vegetation_200%_by_Max_Tael.esp94  RealisticFlora.esp  [Version 2.7.0]95  Cliff_BetterLetters.esp  [Version 1.1]96  Cobl Hmm.esp97  diversegrasses.esp98  ImprovedSoulgems.esp  [Version 1.11]99  Kyoma's Journal Mod.esp  [Version 3.2.0]9A  more books teach.esp9B  Salmo the Baker, Cobl.esp  [Version 3.07]9C  Slof's Dogs.esp9D  Skip Tutorial.esp9E  RealHungerv1.4.esp9F  RealSleep.espA0  AgarMoreVariedSpellEffects.espA1  W3_Mana_Battery_1.espA2  Maps!.espA3  Ring of Atmospherancy.espA4  CleanQuit.espA5  FormID Finder.espA6  MRP - Loading area.espA7  ScreenControls.espA8  Visually Realistic Lava.espA9  OBSE-Storms & Sound.espAA  Beautiful PeopleV22 - MaleReplacerV3.espAB  Beautiful People.espAC  Scribe Supplies.espAD  RenGuardOverhaul.espAE  StokerWolff.espAF  Bashed Patch, 0.espB0  Streamline 3.1.espB1  Delivery Job - BC.espB2  Better Cities .espB3  Better Cities Full.espB4  Better Imperial City.espB5  Better Cities - Full City Defences.espB6  Better Cities - Unique Landscape Chorrol Hinterland.espB7  Better Cities - Unique Landscape Barrowfields.espB8  Better Cities - Old Crow Inn.espB9  Better Cities - Valley View Estate.espBA  Better Cities - COBL.esp  [Version 0]

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Elisabete Gaspar
 
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Post » Fri May 27, 2011 7:17 pm

You need to update tes4lodgen. Version 2.2.0 had a bug in the rotation calculations that's been fixed in 2.2.2.
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Ymani Hood
 
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Post » Fri May 27, 2011 7:34 pm

You need to update tes4lodgen. Version 2.2.0 had a bug in the rotation calculations that's been fixed in 2.2.2.


Thanks for your help! Bridge LODs now display correctly.
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vanuza
 
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Post » Fri May 27, 2011 8:19 am

Is the Aran Mathi patch still working or even needed with the current version of R&B? If I remember correctly, the patch moved the bridge to where you've now placed it in the main ESP. It was quite some time ago that I created the patch though, so I may not be remembering correctly.
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Andrew Tarango
 
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Post » Fri May 27, 2011 3:14 am

That patch still exists but I think I rebuilt it for its new purpose. All it needed to do now was close a small land rip that dropping a rock over wouldn't have solved. I can double check that again though.

One thing you should know, the patch for Fort Akatosh that puts the bridge back into the now "wrong" location will require a different patch for Aran Mathi because you've essentially put the bridge back on its original course which means a combination patch is going to be needed to fix things.
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Javier Borjas
 
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Post » Fri May 27, 2011 4:23 pm

And Mannimarco Resurrection - and it's dumb fort placement.

From the pics I'd also guess that Mannimarco Resurrection also conflicts directly with Aran Mathi.
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Miragel Ginza
 
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Post » Fri May 27, 2011 7:12 am

Yes, Mannimarco Resurrection is in the same place as Aran Mathi. I don't think the two can be made compatible with each other without a lot of serious relocation for one of them. Those two are the reason I rerouted my bridge to what ( at the time ) was open ground.
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Amie Mccubbing
 
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Post » Fri May 27, 2011 7:52 am

While much appreciated - the bridge was moved back by Vorians - which is what initiated this round of conversation I believe.

This indeed may be a case where not all parties can be pleased.

I still think the fort added by Mannimarco resurrection is placed in a very bizarre location - if ships were there they wouldn't be able to get through.

Ah well
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KiiSsez jdgaf Benzler
 
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