[RELz] New Roads & Bridges Revised

Post » Fri May 27, 2011 12:17 pm

Arthmoor There's a land tear, its a new install and save game with no other mods loaded. Its also visible in the cs. I've downloaded the latest Roads and bridges version 4.4, anyone else have this land tear or is it just me.

Near 18,1 http://i249.photobucket.com/albums/gg209/Katt0001/LandTear.jpg


/edit Also the npc's at the halfway inn exhibit the same creepy behaviour of the fighters guild porters, both the innkeepers follow you into the room you've rented. The only difference I can see in the packages of this and the innkeeper at the Merchant Inn in the IC market is they have continue if pc is near checked while the merchant inn npc doesn't.
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Ilona Neumann
 
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Post » Fri May 27, 2011 4:32 pm

Re: Land tear near 18,1. I'm not able to locate a tear along any of the cell borders there. Cell 18,1 exactly is on the bridge over water.

As for the AI pack, fixed, will be in the next update.
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CHANONE
 
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Post » Fri May 27, 2011 7:25 am

Re: Land tear near 18,1. I'm not able to locate a tear along any of the cell borders there. Cell 18,1 exactly is on the bridge over water.

As for the AI pack, fixed, will be in the next update.


18,1 is the general location of the bridge I realize but the screenshot shows exactly where it is.
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Becky Palmer
 
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Post » Fri May 27, 2011 7:52 am

Version 4.4.1

* Fixed a micro-tear in the land near the Cullote ruin.
* Fixed AI packs for the two NPCs who run the Halfway Inn.
* Redid the lighting in the Halfway Inn - was too bright before.
* Moved the west end of the road from Bravil to Skingrad. Too many NPCs dying as a result of the Oblivion gate there.
* Removed one of the bridges south of the Prison and smoothed the landscape over to replace it. Looks better.

That was a really small tear, I could barely see it for some reason.

Also, the patches for use with Open Cities have been updated due to the modified road next to the prison. As well as adding one for just this and OCOD, which didn't exist before. Don't know why I missed that.
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[Bounty][Ben]
 
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Post » Fri May 27, 2011 5:59 am

Awesome to see this updated! Will the old UL-Imperial Isle & Region Revive-Lake Rumare compatibility patches still work, or will new ones be needed?

Either way, I can't update yet until I figure out why my savegames all of a sudden decided to go bust... >.<
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Alexx Peace
 
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Post » Fri May 27, 2011 8:04 am

I have the Shadowcrest Vinyard and was wondering if anyone could let me know how to make a patch for New Roads and Bridges. Once Shadowcrest Vinyard is installed there becomes two very noticable tears where Shadowcrest begins and ends. If anyone could make a patch I would appreciate it, or if they would give me a quick overview on how to make one myself I would be happy to do it and then post it at TESnexus.
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Kari Depp
 
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Post » Fri May 27, 2011 2:00 pm

I have the Shadowcrest Vinyard and was wondering if anyone could let me know how to make a patch for New Roads and Bridges. Once Shadowcrest Vinyard is installed there becomes two very noticable tears where Shadowcrest begins and ends. If anyone could make a patch I would appreciate it, or if they would give me a quick overview on how to make one myself I would be happy to do it and then post it at TESnexus.

There is already a patch, you can get it http://www.tesnexus.com/downloads/file.php?id=20218.
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Liv Brown
 
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Post » Fri May 27, 2011 12:59 pm

Awesome to see this updated! Will the old UL-Imperial Isle & Region Revive-Lake Rumare compatibility patches still work, or will new ones be needed?

Either way, I can't update yet until I figure out why my savegames all of a sudden decided to go bust... >.<


The only two patches that needed updating were for Open Cities, otherwise the rest are fine. I didn't mess with the south side of the island this time :)
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Chrissie Pillinger
 
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Post » Fri May 27, 2011 5:46 am

The only two patches that needed updating were for Open Cities, otherwise the rest are fine. I didn't mess with the south side of the island this time :)

Ah, awesome. I'll update things as soon as I get my saves un-FUBAR'd. Or more likely when I bite the bullet and decide to abandon them and start a new game. :(
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DarkGypsy
 
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Post » Fri May 27, 2011 6:03 pm

Should probably have noted as well that both road record files were updated to allow for the two segments that got changed. Otherwise NPCs will still try and walk to their doom at the hands of the Daedra out by Skingrad :)
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Jessica White
 
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Post » Fri May 27, 2011 11:18 am

How about a new Cyrodiil map which add the greater bridges/roads. I've been using the old elven cartographers one for years, so wouldn't mind changing.


Oh, I'd love to have a map that was updated to show all the new roads and stuff. Thing is, mine would also need the altered Leyawiin on it. I have one with Leyawiin that someone else made for the mod, but I have no idea how to go about editing textures that work with the game. My image editing abilities are pretty limited over all.



I hope it's ok to post this here, but I found this mod a few days ago and was was disappointed about them not showing up on the game map, so I've made a very small edit to Elven Map Redux to show some of the major new roads that have been added.

This is the first time I've attempted a 'mod' and it's the first time I've used Photoshop so it's nowhere near as good as the original, but I've put it up on the Nexus incase anyone else wants to use it. The roads are as accurate as I can make it at the moment (lots of running up and down). I've probably missed a bunch of roads I don't know about, so it's incomplete too.

Also - it might look dodgy at small resolutions because I couldn't work out how to reduce it for menus80/50 (kept telling me the size had to be a multiple of 4 :blink: )

Anyway: http://www.tesnexus.com/downloads/images/23946-1-1240413912.jpg picture
http://www.tesnexus.com/downloads/file.php?id=23946&navtag=file/images.php?id=23946&tab=3

You need to have Elven Map Redux to use this. I only uploaded the one replacement texture file.

Arthmoor, if you don't want this cluttering up your thread let me know and I'll edit it away :)
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Elizabeth Falvey
 
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Post » Fri May 27, 2011 5:35 am

As far as maps of Cyrodiil & NR&Bs, there is a regular map by albertovizoso, http://www.tesnexus.com/downloads/file.php?id=20218 .

I don't think it reflects the changes in 4.4.1 though.
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Robert DeLarosa
 
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Post » Fri May 27, 2011 3:50 am

I hope it's ok to post this here, but I found this mod a few days ago and was was disappointed about them not showing up on the game map, so I've made a very small edit to Elven Map Redux to show some of the major new roads that have been added.

This is the first time I've attempted a 'mod' and it's the first time I've used Photoshop so it's nowhere near as good as the original, but I've put it up on the Nexus incase anyone else wants to use it. The roads are as accurate as I can make it at the moment (lots of running up and down). I've probably missed a bunch of roads I don't know about, so it's incomplete too.

Also - it might look dodgy at small resolutions because I couldn't work out how to reduce it for menus80/50 (kept telling me the size had to be a multiple of 4 :blink: )

Anyway: http://www.tesnexus.com/downloads/images/23946-1-1240413912.jpg picture
http://www.tesnexus.com/downloads/file.php?id=23946&navtag=file/images.php?id=23946&tab=3

You need to have Elven Map Redux to use this. I only uploaded the one replacement texture file.

Arthmoor, if you don't want this cluttering up your thread let me know and I'll edit it away :)


That updated map actually looks fine to me. Only if you spend time staring at it long enough will you be able to pick out the not-quite-right fade effect. You've also got all of the roads covered by this mod in the right places, so it's all good. Anything else you find belongs to either the vanilla game or some other mod.

Got me on much else to do with texturing. I'm just glad people have taken enough of an interest in this mod to start making map alterations for it. I should probably start linking them to the top post so people know there are even options available for that now :)

Going to be interesting to see how many cries for updated maps start coming along when Elsweyr Anequina finalizes where its roads will be :)
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FoReVeR_Me_N
 
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Post » Fri May 27, 2011 3:46 pm

I hope it's ok to post this here, but I found this mod a few days ago and was was disappointed about them not showing up on the game map, so I've made a very small edit to Elven Map Redux to show some of the major new roads that have been added.

That's very nifty esmerelde, I think I'll have to give it a try. Thanks for sharing.

Also thanks very much for the update Arthmoor!
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N Only WhiTe girl
 
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Post » Fri May 27, 2011 4:01 am

http://www.tesnexus.com/downloads/file.php?id=23140 - An updated Cyrodiil Terrain Map version containing all of the new roads in their correct locations, along with additional edits for Bartholm and for OC Leyawiin Reborn.

Thanks to Fearabbit for creating this one!
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Emily Jones
 
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Post » Fri May 27, 2011 5:24 pm

I've just added this to my setup alongside Region Revive and AFK_Weye, and I must say I'm very impressed. these new bridges make getting out of the imperial isle on horseback a lot more intersting... thanx Arthmoor :D
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Alex Vincent
 
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Post » Fri May 27, 2011 5:22 pm

will NRB4 Standard Road Record.esp work correctly with open better cities? I'm not activating it, just importing roads with wrye bash as the readme says. I just realized though, that it's probably not supposed to be used with open better cities or better cities...
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ANaIs GRelot
 
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Post » Fri May 27, 2011 12:09 pm

will NRB4 Standard Road Record.esp work correctly with open better cities? I'm not activating it, just importing roads with wrye bash as the readme says. I just realized though, that it's probably not supposed to be used with open better cities or better cities...

Isn't there a particular road record .ESP in there specifically for Open Cities? I believe there is, and I'm fairly sure that's the one you ought to use, not the standard one. And yes, merge it into your Bashed Patch under the Roads section and keep it virtually active (will display with the + sign in Bash) rather than actually active.

Edit: Nevermind, now I'm not quite sure...I just checked it out, and the read-me states this about the alternate road plugin: "Use NRB4 OCLR Road Record.esp if you have Open Cities Leyawiin Reborn installed.". So I guess unless you're using OCLR, you should be using the Standard one. :)
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JR Cash
 
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Post » Fri May 27, 2011 5:09 am

The standard road record will work. It was built with open cities in mind, so long as they're reasonably close to the stock road paths it shouldn't be a problem.
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Aaron Clark
 
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Post » Fri May 27, 2011 5:15 am

thanks guys, that's very nice to know :) importing roads in wrye bash doesn't give a + in the checkbox though, just a small dot. I'm pretty sure that the + only appears if you use the "merge patch" function. gotta love wryebash ;)
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Cameron Garrod
 
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Post » Fri May 27, 2011 5:12 am

thanks guys, that's very nice to know :) importing roads in wrye bash doesn't give a + in the checkbox though, just a small dot. I'm pretty sure that the + only appears if you use the "merge patch" function. gotta love wryebash ;)

Eh, really?

Edit: Heck, I just checked, and I still had mine checked for some reason all this time! >.< You're right, its a dot, not a +. I must've been thinking a + because nearly everything else merged into Bashed Patch will do that (the only other things in my Load Order that I'm aware of that don't have + signs are TNR NPCs...looks like I need to look closer at a few things to ensure *I've* got things set up right... You might well have inadvertently helped me out instead! :P :D
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JD bernal
 
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Post » Fri May 27, 2011 9:48 am

I don't think it ultimately matters with the individual road record file if you import or merge since it's only a single record anyway.
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Julia Schwalbe
 
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Post » Fri May 27, 2011 7:25 pm

I don't think it ultimately matters with the individual road record file if you import or merge since it's only a single record anyway.

Well, it was already imported into Bashed Patch, but I never actually unchecked it from the load list (didn't realize I oughta; it wasn't highlighted green like most other stuff merged into Bashed Patch that you can deactivate). If nothing else, it was just set up needlessly redundant. ^_^ The important thing is its fixed now. :D
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Brian LeHury
 
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Post » Fri May 27, 2011 5:31 pm

question.

did you add towers to the Imperial City or is that another mod you are using?
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Caroline flitcroft
 
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Post » Fri May 27, 2011 5:53 pm

Who are you asking?
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alyssa ALYSSA
 
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