[RELz] New Roads & Bridges Revised

Post » Fri May 27, 2011 7:02 pm

I realize the bridge got moved back with his patch, but that's not something I'm willing to address at this point. Fort Akatosh's placement was rather unfortunate. What's done is done though. A patch exists to co-exist peacefully with that. A patch exists to co-exist peacefully with Aran Mathi and Mannimarco Resurrection. Getting them all to co-exist peacefully is a situation that likely has no acceptable resolution to anyone involved.

It should be noted for clarity - the bridge has *NOT* been placed back in Ukrr's original location in the official mod, and won't be.
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luis ortiz
 
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Post » Fri May 27, 2011 3:23 pm

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


I have created a patch that works with Fort Akatosh, Mannimarco Resurrection AND Roads & Bridges. It's available on the FA Nexus page.
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Lucky Boy
 
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Post » Fri May 27, 2011 9:07 am

I found conflict with Shadowcrest Vineyard
http://www.tesnexus.com/downloads/file.php?id=22810
Vineyard located near Halfway inn so road disappear and
door to inn located to high so I had to jump to reach it:)
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Kate Murrell
 
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Post » Fri May 27, 2011 10:38 am

Heh. There's always something :)

I'll have a look. I downloaded Shadowcrest before and just hadn't gotten around to evaluating it. Wasn't aware it was that close to Halfway Inn though. on the off chance it can be resolved without a patch, have you tried http://www.uesp.net/wiki/Tes4Mod:Tes4View#Cleaning_a_Dirty_Plugin Shadowcrest to see if that helps? Or perhaps juggled load order?
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Zosia Cetnar
 
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Post » Fri May 27, 2011 6:08 pm

I'll have a look.


That great, the inn and vineyard complement each together nicely in game:)

I downloaded Shadowcrest before and just hadn't gotten around to evaluating it.
on the off chance it can be resolved without a patch, have you tried cleaning Shadowcrest to see if that helps?


Nope and I don't think that it is the case since Korana is very experienced modder and so I suppose that all needed cleaning is already done. This mod was beta tested on ORE by members with big attention to details.

Or perhaps juggled load order?

tried and it is no good - tears in the land, buried or too high placed things and so on.:( Road coming through the farms.
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Lynette Wilson
 
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Post » Fri May 27, 2011 8:30 am

Version 4.4

* Slight rerouting of the bridge road on the south side of the Imperial Isle.
* Trimmed off some cells to help ease compatibility issues along the Imperial Isle area.
* Updated the road record to match the rerouted path so NPCs won't slide off the hill.

I'm also looking into the easiest method for patching the vineyard since it occupies two cells in common with the road just east of Halfway Inn.

Users of Let the People Drink should also download the updated patch for that. The other patches in the area will be updated soon.
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candice keenan
 
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Post » Fri May 27, 2011 11:15 am

Awesome, a new version! Though I think I have to wait to install it until an updated UL-II patch comes out, correct? Anyways, can't wait to check out the new version! :D

Oh, that reminds me: any word on a possible patch to make NR&B, UL-II, and Lake Rumare play nicely together? I'm just curious... :)
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Megan Stabler
 
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Post » Fri May 27, 2011 4:39 am

Yes, a patch for this, II, and Lake Rumare is also done. It needs to be paired with the updated II patch though or you'll have land tears and broken path grids. It gets a bit dicey around the Arcane U.
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Chloe Botham
 
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Post » Fri May 27, 2011 3:38 pm

Yes, a patch for this, II, and Lake Rumare is also done. It needs to be paired with the updated II patch though or you'll have land tears and broken path grids. It gets a bit dicey around the Arcane U.

Cool! I asked because I'm getting close to (finally) getting to Imperial Isle on my new game (started from Anvil this time...) and had been anxious to try Lake Rumare but wasn't willing to give up NR&B or UL-II for it. lol :D
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Nikki Morse
 
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Post » Fri May 27, 2011 12:55 pm

Does the new version of UL-Imperial Isle work with the latest NR&B with the old patch or no patch at all, or is a new patch needed?
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celebrity
 
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Post » Fri May 27, 2011 7:54 am

New patches are needed, which I'll be uploading shortly now that the II update is finally out. Should be noted that I have no intention of keeping the old patches lying about because they'll cause problems with other patches and mods in the same areas.
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cheryl wright
 
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Post » Fri May 27, 2011 7:35 pm

Patch updates completed. All NRB4 patches are now geared toward Imperial Isle 1.5 and will not work properly with older versions. Please update as soon as is convenient.

New patches added:

Region Revive: Lake Rumare
Shadowcrest Vineyard

You know who you are if you need those :)
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Mason Nevitt
 
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Post » Fri May 27, 2011 6:19 pm

...

Wub you.

Installing those now.
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claire ley
 
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Post » Fri May 27, 2011 4:09 am

Just downloaded the patch for Shadowcrest Vineyard, installed the vineyard (was waiting/hoping for a patch) and the NR&B patch for same. When I go to activate the patch in Bash, it shows red due to the patch needing masters "shadowcrest.esm" and "roads+bridges.esm". Shouldn't those master dependencies be .esp's?
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Lifee Mccaslin
 
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Post » Fri May 27, 2011 6:18 pm

If one was to use both the NRB4 ULII LtPD Patch and the Lake Rumare Patch, would all four mods play together well?

xFrancis147
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Rachel Briere
 
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Post » Fri May 27, 2011 10:09 am

Gah, no, actually it should have had no masters at all. Must have copied the WiP file instead of the final. It's been reuploaded to Nexus & PES now.

And yes, the II patches play nice with the Rumare patches as long as you get their load order down exactly. I guess I can use this as an excuse to test my access to the BOSS master list :)
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Rob Davidson
 
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Post » Fri May 27, 2011 7:56 am

In order of relevant patches here is what I have in my load order:

Region Revive - Lake Rumare.esp
GuardsofCyrodiil.esp
GoC&RRLR_comp.esp
road+bridges.esp
FortAkatosh.esp
FortAkatosh-MannimarcoResurrection-NewRoads&Bridges patch.esp
xulImperialIsle.esp
RegionReviveLakeRumare-ImperialIsle patch.esp
AFK_Weye.esp
Rumare-AFK_Weye Patch.esp
NRB4+UL-II Patch.esp
NRB4+RR Patch.esp

and my full load order if interested (or salient):
Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  MD_Saddle_Master.esm03  Jog_X_Mod.esm04  All Natural Base.esm  [Version 0.9.3]05  Cobl Main.esm  [Version 1.66]06  Qarls_Harvest.esm07  TIE4MODS.esm08  Mart's Monster Mod.esm  [Version 3.7b1]09  TamrielTravellers.esm  [Version 1.39c]0A  Armamentarium.esm  [Version 1.2.2]0B  Open Cities Resources.esm  [Version 3.2]0C  Better Cities Resources.esm0D  CyrodiilUpgradeResourcePack.esm0E  Fort Akatosh.esm0F  TR_OoT_Main.esm10  Windfall.esm11  piCore.esm12  Progress.esm  [Version 2.0]**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp++  HrmnsOblivionScriptOptimizationv1.0.esp13  Unofficial Oblivion Patch.esp  [Version 3.2.0]14  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]15  Oblivion Citadel Door Fix.esp16  DLCShiveringIsles.esp17  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]18  TIE4MODSActorLists.esp19  TIE4MODSItemLists.esp1A  Natural_Habitat_by_Max_Tael.esp1B  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]++  Symphony of Violence.esp1C  Immersive Combat Music.esp  [Version 1.00]1D  Atmospheric Oblivion.esp1E  MIS.esp1F  MIS New Sounds Optional Part.esp++  MIS New Sounds Optional Part - Real Lights Patch.esp20  WindowLightingSystem.esp21  All Natural.esp  [Version 0.9.3]++  All Natural - EW + NW + AWS.esp  [Version 0.9.2]22  All Natural - Real Lights.esp  [Version 0.9.2]23  OBSE-Storms & Sound SI.esp24  AliveWaters.esp25  Elytramount.esp++  Item interchange - Extraction.esp  [Version 0.71]26  aaaBorsBedrolls.esp27  Qarls_Harvest.esp28  Book Jackets Oblivion - SSBFL.esp**  Book Jackets DLC.esp29  Living Economy - SI.esp2A  Living Economy - Items.esp2B  Cutthroat Merchants.esp2C  300_Lore Dialogue.esp2D  CUO_FightersGuildContracts_SAFE.esp2E  Landmarks, w Wells.esp  [Version 1.10]2F  DLCHorseArmor.esp30  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]31  DLCOrrery.esp32  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]33  DLCVileLair.esp34  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]35  DLCMehrunesRazor.esp36  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]37  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]38  Slof's Horses Base.esp39  _Horse Mods Merged3.esp3A  MD Saddlebags v3.0.esp3B  DLCThievesDen.esp3C  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]3D  Slof's Oblivion Robe Trader.esp3E  Cobl Glue.esp  [Version 1.63]3F  Cobl Si.esp  [Version 1.63]++  ArmamentariumLL.esp  [Version 1.2.2]40  ArmamentariumArtifacts.esp  [Version 1.2.2]++  ArmamentariumLLMagic.esp  [Version 1.05]++  ArmamentariumLLArmaVendor.esp  [Version 1.2.2]41  Mart's Monster Mod.esp  [Version 3.7b1]42  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]43  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]44  Mart's Monster Mod - Shivering Isles.esp  [Version 0.18]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]45  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b1]46  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b1]47  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b1]48  Mart's Monster Mod - Vindasel.esp  [Version 3.7b1]49  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b1]++  MMM-Cobl.esp  [Version 1.63]4A  TamrielTravellers4MMM.esp  [Version 1.39c]4B  TamrielTravellersItemsCobl.esp  [Version 1.39c]4C  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]++  TamrielTravellerAdvScript.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp4D  TIE4MODSMain.esp4E  TIE4MODSActorStats.esp4F  TIE4MODSItemStats.esp50  TIE4MODSMagicSettings.esp51  TIE4MODSGameplaySettings.esp52  Bash Alt 1 - Level List Bash.esp53  CUO_MerchantUpdate_SAFE.esp++  CUO_UnLeveledLoot.esp++  CUO_UnLeveledVendors.esp54  CUO_BadGuy_Specific_Loot_DIRTY.esp55  CUO_NewFactionDialog_SAFE.esp++  CUO_UnleveledGuards&Legioneers_DIRTY.esp++  CUO_UnLeveledPotions.esp++  Atmospheric Oblivion - MMM Patch.esp56  Ivellon.esp  [Version 1.8]57  Region Revive - Lake Rumare.esp58  OldCrowInn.esp59  The Ayleid Steps.esp  [Version 2.5.3]5A  kingdomofAlmar.esp5B  TheElderCouncil.esp5C  TheElderCouncil_TempleOfTheOne.esp5D  CUO_Dwemer.esp5E  GuardsofCyrodiil.esp5F  GoC&RRLR_comp.esp60  road+bridges.esp  [Version 4.4]61  FortAkatosh.esp62  FortAkatosh-VileLair patch.esp63  FortAkatosh-MannimarcoResurrection-NewRoads&Bridges patch.esp64  VaultsofCyrodiilBC.esp65  za_bankmod.esp66  DLCBattlehornCastle.esp67  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]68  DLCfrostcrag.esp69  FrostcragRebornCobl.esp6A  Knights.esp6B  Knights - Unofficial Patch.esp  [Version 1.0.9]6C  _SMPlugginsRefurbishedMerged.esp++  KotN Wayshrine Fix.esp6D  The Lost Spires.esp6E  Mighty Umbra.esp6F  Blood&Mud.esp70  Origin of the Mages Guild.esp  [Version 6]71  TheNecromancer.esp72  MannimarcoComplete.esp73  MannimarcoRevisited.esp74  The Below.esp75  CaveOfLostSouls V1.esp76  Spirit's Edge.esp77  BD&R - Deepgrave.esp78  BD&R - Laughing Maw.esp79  TempleOfZealotsV2.esp7A  RuinsOfBrenfa.esp7B  AdenseEpicDungeon.esp7C  JQ-Return_of_Dagoth_Ur.esp7D  Craze Maze.esp7E  Artefacts of the Ancestors.esp7F  English Billsburg v1.5.esp80  xuldarkforest.esp81  xulStendarrValley.esp82  xulTheHeath.esp83  XulEntiusGorge.esp84  xulFallenleafEverglade.esp85  xulColovianHighlands_EV.esp86  xulChorrolHinterland.esp87  xulBeachesOfCyrodiilLostCoast.esp88  xulBravilBarrowfields.esp89  xulLushWoodlands.esp8A  xulAncientRedwoods.esp8B  xulAncientYews.esp8C  xulArriusCreek.esp8D  xulRollingHills_EV.esp8E  xulPantherRiver.esp8F  xulRiverEthe.esp90  xulImperialIsle.esp  [Version 1.5]91  xulBrenaRiverRavine.esp  [Version 1.0]92  Billsburg-ColovianHighlands patch.esp93  (DC) Sutch Reborn.esp94  SutchReborn-LostCoast patch.esp95  KvatchAftermath.esp96  KvatchAftermath-EntiusGorge compatibility patch.esp97  (DC) Kvatch Watch Towers.esp98  RegionReviveLakeRumare-ImperialIsle patch.esp99  AFK_Weye.esp9A  Rumare-AFK_Weye Patch.esp9B  NRB4+UL-II Patch.esp  [Version 4.1]9C  NRB4+RR Patch.esp  [Version 1.0]9D  All Natural - Kvatch Rebuilt Weather Patch.esp9E  bartholm.esp9F  TelValus1pt1c.espA0  Faregyl.esp  [Version 1.0.6]A1  LebinorTownV1.espA2  KaiTown01.espA3  To Feed an Empire - Wickmere Farm.espA4  Milewood.espA5  Verwen Brewery UL_AY_AC Compatable.espA6  Shezrie's Villages.espA7  TR_Stirk.espA8  Windfall.espA9  ElsweyrAnequina.esp++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]AA  NPC new clothes V2.6.espAB  Harvest [Flora].esp  [Version 3.0.0]**  Let There Be Darkness.esp**  Let There Be Darkness - Shivering Isles.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.espAC  Dungeon Actors Have Torches 1.6 DT.espAD  DropLitTorchOBSE.esp  [Version 2.1]AE  Roleplaying Dialogues.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.espAF  Enhanced Quest Roleplaying.espB0  Quest Award Leveller.espB1  Duke Patricks Sickness Alarm.espB2  Duke Patrick's Health Alarm.espB3  kuerteeSittableRocks.espB4  _HotkeysMerged1.espB5  StealthOverhaul.espB6  attack and hide medium v2.1.espB7  No psychic guards v1.2.espB8  RenGuardOverhaul.esp++  GrimbotsSpellTomes.espB9  RenGuardOverhaulShiveringIsles.espBA  Enhanced Grabbing.esp  [Version 0.3]BB  MidasSpells.esp++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.82]++  SM_COBL.esp  [Version 0.86]BC  SupremeMagicka.esp  [Version 0.88]++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_NoPoisonLevitationEffects.esp  [Version 0.70]BD  SM_ShiveringIsles.esp  [Version 0.86]BE  SM_EnchantStaff.esp  [Version 0.80]BF  DemonRace.espC0  bgBalancingEVCore.esp  [Version 10.5EV-D]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]C1  bgMagicEV.esp  [Version 1.69EV]C2  bgIntegrationEV.esp  [Version 0.5]C3  bgMagicBonus.esp  [Version 1.62EV]C4  bgMagicEVPaperChase.esp  [Version 1.68EV]C5  Ayleid Wells.espC6  Spellbooks.esp++  ScriptIcon_Replacer.espC7  Alchemical Formulas.espC8  Syc_AtHomeAlchemy_No_Bounty_v2.esp++  OCC-COBL-Wells.espC9  Open Cities Full + Bravil Blood & Mud + Leyawiin Reborn.esp  [Version 3.2]++  TEC-OC_or_OBC_patch.esp**  Open Cities LR Road Record.espCA  Open Cities Bartholm.esp  [Version 1.0.2]CB  Open Cities New Sheoth.esp  [Version 1.0.5]CC  OCC-Patches Merged 1.esp**  NRB4 OCLR Road Record.esp++  Better Cities - COBL.esp  [Version 0]CD  Better Imperial City.espCE  Better Cities .espCF  Better Cities - Old Crow Inn.espD0  _xulPatchesMerged6.espD1  ProgressMBSP.esp  [Version 1.0]D2  ProgressSBSP.esp  [Version 1.0]D3  PureImmersion.espD4  Legendary Abilities-Reflect MOJ.espD5  Grandmaster of Alchemy.esp++  Jjiinx_MorrowindStyleArgonians.esp++  Slof's Oblivion Better Beasts.espD6  Eve_StockEquipmentReplacer.esp**  bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp  [Version 9.0EV-D]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]D7  bgBalancingEVLAMEAddition.esp  [Version 10.0EV-D]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.0EV-D]**  bgMagicEVShader.esp  [Version 1.68EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]++  Visually Realistic Deadly Lava.esp++  Item interchange - Placement.esp  [Version 0.71]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.71]**  Atmospheric Loading Screens - No Text.espD8  Beatrice Bash.espD9  RealisticFatigue.espDA  Real Injury.espDB  Duke Patricks - SCA Melee Combat with NO RECOIL.espDC  Duke Patricks - SCA Combat Archery.espDD  Duke Patricks - BASIC Script Effect Silencer BETA.espDE  Streamline 3.1.espDF  FormID Finder.esp

the problem is that the crab farmers house (south imperial isles) looks the same as before patching: http://i361.photobucket.com/albums/oo54/psymon11b/CrabFarmburried.jpg

Do you have suggestions on juggling load order to correct this?

thanks so much for your work on these things Arthmmor!
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Louise Dennis
 
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Post » Fri May 27, 2011 4:03 pm

For relevant patches/mods in the area, I have:

LetThePeopleDrink.esp
Region Revive - Lake Rumare.esp
road+bridges.esp
xulImperialIsle.esp
Open Cities Outer Districts.esp
NRB4+UL-II+LtPD+OCOD Patch.esp
RegionReviveLakeRumare-ImperialIsle patch.esp
NRB4+RR Patch.esp

Ger your stuff into an order that matches up with that and it should be good, at least once Vorians updates RegionReviveLakeRumare-ImperialIsle patch.esp with what I sent him earlier since it has a German translation that needs done.
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Amanda savory
 
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Post » Fri May 27, 2011 3:25 am

Ok rearranged like so ...

Region Revive - Lake Rumare.esp
GuardsofCyrodiil.esp
GoC&RRLR_comp.esp
road+bridges.esp
FortAkatosh.esp
FortAkatosh-MannimarcoResurrection-NewRoads&Bridges patch.esp
xulImperialIsle.esp
NRB4+UL-II Patch.esp
RegionReviveLakeRumare-ImperialIsle patch.esp
AFK_Weye.esp
Rumare-AFK_Weye Patch.esp
NRB4+RR Patch.esp

and it worked. Another Region Rumare Patch???
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luke trodden
 
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Post » Fri May 27, 2011 6:01 am

I don't know that I'd stuff the AFK_Weye stuff down that far in your list, just because I like to keep patches grouped with other patches. The placement of AFK_Weye and the Rumare patch that goes with it have no impact on the Imperial Isle.

The Fort Akatosh stuff should also be irrelevant in this.

And no, not "another" Region Revive patch. Just updating the RegionReviveLakeRumare-ImperialIsle patch.esp file to be in line with UL:II 1.5 is all. Shaves a few unneeded edits out, which is always nice.
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Stephanie I
 
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Post » Fri May 27, 2011 7:57 am

Awesome, time to start doing a good deal of updating. Thank you for your hard work as always, Arthmoor! :D
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Chantelle Walker
 
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Post » Fri May 27, 2011 7:28 am

Thank you for patch for Shadowcrest vineyard!
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patricia kris
 
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Post » Fri May 27, 2011 3:51 pm

I have a quick question about the order & inclusion of some of the related patches.

Psymon's load list as discussed above is Very similar to mine, but the addition of LtPD adds a bit of a twist. Using the readme in the NRB4+RR-LR Patch as my guide for ordering related mods in the region I have my order (only listing relevant mods) thusly:

LetThePeopleDrink-Cobl.esp [v2.5]
Region Revive - Lake Rumare.esp [v1.3]
road+bridges.esp [v4.4]
xulImperialIsle.esp [v1.5]
*NRB4+UL-II+LtPD Patch.esp [v2.1]*
*NRB4+UL-II Patch.esp [v4.1]*
RegionReviveLakeRumare-ImperialIsle patch.esp [v1.2]
NRB4+RR Patch.esp [v1.0]

My question relates to the *'ed patches -- which of those two should I be using? At first I thought the NRB4+UL-II+LtPD Patch.esp [v2.1], but in your RRLR-ULII readme you state not to use the RRLR-LtPD Patch with that one (RRLR-ULII), as simply loading LtPD first would sort it all out. So I wondered if the load order solution extended to the combination I listed above (which suggests the NRB4+UL-II Patch.esp [v4.1]), or if the issues were unrelated (& therefore I should use the NRB4+UL-II+LtPD Patch.esp [v2.1] patch)?

To make my convoluted question easier to answer, should I:
A. NRB4+UL-II+LtPD Patch.esp [v2.1]
B. NRB4+UL-II Patch.esp [v4.1]
or
C. get a grip and stop trying to run so many mods that occupy the same space
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Darlene Delk
 
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Post » Fri May 27, 2011 11:53 am

It occurs to me I may well have confused even myself on what's needed now and what's not. I'm going to need to check on these patches more closely as it may no longer be necessary to have a combination patch covering II+LtPD anymore after I rerouted the roadway to avoid touching that cell. Other than for convenience anyway.

For the moment, stick with A. Even if it turns out the combination is not strictly necessary it'll still save you a slot.
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Shelby McDonald
 
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Post » Fri May 27, 2011 4:47 pm

It occurs to me I may well have confused even myself on what's needed now and what's not. I'm going to need to check on these patches more closely as it may no longer be necessary to have a combination patch covering II+LtPD anymore after I rerouted the roadway to avoid touching that cell. Other than for convenience anyway.

For the moment, stick with A. Even if it turns out the combination is not strictly necessary it'll still save you a slot.
Thank you very much for taking a look at it. I had thought that I only needed one of A or B, just wasn't sure which one.

I'm putting together a new game and have never tried LtPD or RR-LR before (and thus I am inexperienced with their quirks and not sure what they are supposed to look like in-game when they are working properly. So I wanted to do my best to set it up correctly beforehand, so that if I see land problems when I go wandering around I will be on as firm a ground troubleshooting-wise as possible. So to speak.
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Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

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