[RELz] New Roads & Bridges Revised

Post » Fri May 27, 2011 12:25 pm

New Roads & Bridges

http://www.gamesas.com/index.php?showtopic=885766

This mod adds some new roads to the game along with some new bridges to connect them together when the roads cross the Niben or Lake Rumare. It is intended to make travel just a bit easier to manage, especially when accessing the Imperial City island. You no longer have to go clear around to the Weye bridge just to keep dry.

Version 4 is an updated release, with Ukrr's permission, that addresses mainly cleanup issues with the older plugin.

http://www.tesnexus.com/downloads/file.php?id=20218
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5277
http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=52

Translated Versions:

http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/routes_et_ponts_supplementaires.php - Version 4.5

Specifically, the following is added:

This mod adds some new roads to the game along with some new bridges to connect them together when the roads cross the Niben or Lake Rumare. It is intended to make travel just a bit easier to manage, especially when accessing the Imperial City island. You no longer have to go clear around to the Weye bridge just to keep dry.

Specifically, the following is added:

A road from the south end of Imperial Isle, along the west outer wall of the Arcane University that connects across the lake with the Red Ring Road, not too far east of Pell's Gate.

A road from the north end of the Imperial City that goes around the prison to the east. It then splits from there. One fork heads north across a bridge and meets the Red Ring Road just west of the Ayleid ruin Sercen. The other fork goes east across a small bridge and passes along the south side of Fort Urasek, where it meets the Red Ring Road just south of the intersection with the Blue Road to Cheydinhal.

A road which originates just west of Cropsford and runs southwest past Cullote to the Niben, where a large bridge spans the river. On the other side the road contiues south to the Green Road a bit north of Bravil.

Extends the little stubby road from Faregyl all the way west to the Gold Road just east of Skingrad. An inn is situated halfway between the two endpoints along this road. Appropriately called Halfway Inn.

A trail that extends from the road intersection outside of Kvatch on the Gold Road down to the east wall of Anvil at Fort Strand.

A short extension of road over a new bridge from the east side of the small island north of Leyawiin's Oblivion gate, past the Amelion family tomb, and meeting the Yellow Road right outside of Blankenmarch.

Several new road markers have been placed along the road to help guide the way.

Installation

Place the ESP in your load order and activate. Place the included mesh and texture files in your Data folder.

Two optional ESP files are included for allowing NPCs to use the new roads in their pathing.
For best results, use Wrye Bash 229 or higher and use the "Import Roads" option to select the road file you want. The mod does not need to be active for the import to work.

Use NRB4 Standard Road Record.esp for games using standard city layouts ( including Open Cities ).
Use NRB4 OCLR Road Record.esp if you have Open Cities Leyawiin Reborn installed.
NPCs who travel through Tamriel should use the new roads if their pathing allows for it.

If you chose not to use Bash, the road file you're using needs to load at the end of your load order for best results.

Uninstallation

Deactivate the ESP and load your game.
Remove the NRB4 folder from your meshes and textures.

Compatibility

This mod runs into surprisingly little trouble, at least as far as I can tell.

A patch is available for use with UL:Imperial Isle. It currently works with either version 1.5 or 1.6, but not older versions.

Load after ElsweyrFaregylRoad.esp if you're using that mod along with the Riverhold mod.

Load after ElsweyrAnequina.esp if you're using that, and be sure you don't still have Riverhold or ElsweyrFaregylRoad.esp when you do.

Works with Open Cities, including Leyawiin Reborn, as long as it loads before them. Same with Open Better Cities and Better Cities.

A patch is available for use with Region Revive - Lake Rumare.

A patch for Shadowcrest Vineyard is available.

A patch for Tcos Alchemy Tower is available.

A patch for Aran Mathi is available.

A patch for DC Fort Akatosh is available.

There is no need for any other UL patches aside from Imperial Isle. Ukrr was either very lucky or deliberately planned around them.

Any other issues will need to be reported so they can be dealt with.

Known Issues

Aside from some stubborn grass that's hard to scraqe off the roads in the CS, there should be no trouble from this.

Credits

Thanks to Ukrr for granting permission to release this update, and for creating the initial mod.

Additional Related Resources

http://www.tesnexus.com/downloads/file.php?id=23946 - An updated Elven Map Redux version with all of the new roads added. Current as of version 4.4.1.
http://www.tesnexus.com/downloads/file.php?id=22065 - A colored version of the vanilla game map with all of the new roads added. Current up to version 4.2.
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. Current up to version 4.4.2.
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Darren
 
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Post » Fri May 27, 2011 10:23 am

In that case, yes, the elevated path node might have screwed them up. I've uploaded fixed patches to correct that now.

As an aside, if you ever run into a situation like that again with a mod ( any mod ) use the console, type in tpg, and the game will show you the path nodes and links between them. Usually makes it crystal clear when something like that breaks.

Also: http://www.gamesas.com/index.php?showtopic=951674


Thanks for that quick response Arthmoor, and for the additional very useful information
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Bloomer
 
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Post » Fri May 27, 2011 3:51 pm

What the?!?!

As an aside, if you ever run into a situation like that again with a mod ( any mod ) use the console, type in tpg, and the game will show you the path nodes and links between them. Usually makes it crystal clear when something like that breaks.


WHY has no one told me this before!!!? Dangit!


Pathgrids placed up high in the air do indeed tend to cause NPCs to start doing pirouettes on the spot beneath.

Arthmoor, after the next release of Fort Akatosh, I'll be attempting a compatibility patch between FA and R&B, most likely moving the Niben bridge back to roughly its previous location. So if anyone asks you about R&B and FA, just tell them a patch is in the works :)
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Mrs Pooh
 
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Post » Fri May 27, 2011 2:27 pm

Arthmoor was it the UL patch that was updated, or another file. I had a look at the pathgrids in game, what a sight that was. I noticed a lot of red nodes in different places led off into space, I suppose its the blue ones that are important though.
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Danii Brown
 
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Post » Fri May 27, 2011 2:43 pm

I've downloaded the NRB4+UL-II Patch.esp and found after looking at things in game with tpg. The patch needs to be loaded after outer districts or blue pathing nodes in lots of areas disappear. Two imperial legion horseriders patrolled all around the imperial isle with no problems.
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Donatus Uwasomba
 
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Post » Fri May 27, 2011 5:11 pm

Arthmoor there's two blue path nodes that don't connect outside of sercen, enemies are running the other way down the road http://i249.photobucket.com/albums/gg209/Katt0001/ScreenShot45.jpg
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Neil
 
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Post » Fri May 27, 2011 12:13 pm

What the?!?!

WHY has no one told me this before!!!? Dangit!


Maybe you never asked? Or it just never came up? :)

I've downloaded the NRB4+UL-II Patch.esp and found after looking at things in game with tpg. The patch needs to be loaded after outer districts or blue pathing nodes in lots of areas disappear. Two imperial legion horseriders patrolled all around the imperial isle with no problems.


That patch is not meant to be used with the Outer Districts. You need the patch from the Open Cities download page in order to fix the problems associated with it. The Outer Districts share cells with UL:II and Let the People Drink, so it has the same sort of requirements to get everything in line properly.

Arthmoor there's two blue path nodes that don't connect outside of sercen, enemies are running the other way down the road http://i249.photobucket.com/albums/gg209/Katt0001/ScreenShot45.jpg


Hrm. Wonder how that happened. That will be fixed in the next update. Along with a small patch of landscape that got lost somehow during the last rerouting of the Niben bridge.

And for some odd reason, now I'm getting the problem reported before where the two legion guards at the Halfway Inn never leave the area. It's not like there's AI overload there or something. They just stand there like dolts.
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Bigze Stacks
 
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Post » Fri May 27, 2011 12:39 pm

Yes I've got the right patch from open cities now, thanks.

With the imperial legion, its not just the ones at that inn. The one supposed to be patrolling near bravil does the same thing.



That patch is not meant to be used with the Outer Districts. You need the patch from the Open Cities download page in order to fix the problems associated with it. The Outer Districts share cells with UL:II and Let the People Drink, so it has the same sort of requirements to get everything in line properly


Hrm. Wonder how that happened. That will be fixed in the next update. Along with a small patch of landscape that got lost somehow during the last rerouting of the Niben bridge.

And for some odd reason, now I'm getting the problem reported before where the two legion guards at the Halfway Inn never leave the area. It's not like there's AI overload there or something. They just stand there like dolts.

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Vicki Gunn
 
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Post » Fri May 27, 2011 7:20 pm

Well that's doubly uncool then. I don't know what the deal is with those guys because I copied the setup of their AI packs from the ones the normal legions use and they're still working fine. Just mine are broken for some reason.
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Anna S
 
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Post » Fri May 27, 2011 8:59 am

Just wanted to let you know that I have a problem with your patch "NRB+UL-II+LtpD Patch.esp". Including that esp in my load order consistently crashes Oblivion for me. I never even get to the main menu.
Reproduced with the following minimal load:

Oblivion.esm
Cobl Main.esm

Cobl Glue.esp
LetThePeopleDrink-Cobl.esp
road+bridges.esp
xulImperialIsle.esp
NRB4+UL-II+LtPD Patch.esp
NRB4 Standard Road Record.esp

(listed by load order - ordered as suggested by the NRB readmes)

-ticking "NRB4+UL-II+LtPD Patch.esp" off from the list, makes Oblivion start again.
-I have already tried redownloading the file (source: http://www.tesnexus.com/downloads/file.php?id=20218).
-I don't see any errors on the command line, if I use that to start Oblivion (via obse_loader.exe).

If I can give you any other usefull information, please let me know.

EDIT: On rereading found that I am supposed to rename "LetThePeopleDrink-Cobl.esp" to "LetThePeopleDrink.esp". Will try that now...
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candice keenan
 
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Post » Fri May 27, 2011 9:04 am

Just wanted to let you know that I have a problem with your patch "NRB+UL-II+LtpD Patch.esp". Including that esp in my load order consistently crashes Oblivion for me. I never even get to the main menu.
Reproduced with the following minimal load:

Oblivion.esm
Cobl Main.esm

Cobl Glue.esp
LetThePeopleDrink-Cobl.esp
road+bridges.esp
xulImperialIsle.esp
NRB4+UL-II+LtPD Patch.esp
NRB4 Standard Road Record.esp

(listed by load order - ordered as suggested by the NRB readmes)

-ticking "NRB4+UL-II+LtPD Patch.esp" off from the list, makes Oblivion start again.
-I have already tried redownloading the file (source: http://www.tesnexus.com/downloads/file.php?id=20218).
-I don't see any errors on the command line, if I use that to start Oblivion (via obse_loader.exe).

If I can give you any other usefull information, please let me know.


Rename the LtPD-COBL ESP to LetThePeopleDrink.esp and the game should run again.
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N3T4
 
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Post » Fri May 27, 2011 3:53 pm

LetThePeopleDrink-Cobl.esp

That would be why. The patch is not setup to use that version of Let the People Drink. I'm not sure if you can use Bash or Tes4Edit to change the master file the plugin expects or not and still have it work right, but I've no intention of creating more versions just for the Cobl support.

Or, yes, you can try what Vorians suggested too but no guarantees on that either.
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Cathrin Hummel
 
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Post » Fri May 27, 2011 3:52 am

LetThePeopleDrink-Cobl.esp

That would be why. The patch is not setup to use that version of Let the People Drink. I'm not sure if you can use Bash or Tes4Edit to change the master file the plugin expects or not and still have it work right, but I've no intention of creating more versions just for the Cobl support.

Or, yes, you can try what Vorians suggested too but no guarantees on that either.


The COBL version should be identical to the original, with the addition of edited water fountains and wells to make them drinkable. So all Form IDs which relate to the conflicting area ought to match between the two ESPs. But I make no guarantees of this either :D
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jessica sonny
 
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Post » Fri May 27, 2011 3:28 pm

LetThePeopleDrink-Cobl.esp

That would be why. The patch is not setup to use that version of Let the People Drink. I'm not sure if you can use Bash or Tes4Edit to change the master file the plugin expects or not and still have it work right, but I've no intention of creating more versions just for the Cobl support.

Or, yes, you can try what Vorians suggested too but no guarantees on that either.


Just doing what the readme said - renaming to "LetThePeopleDrink.esp" worked perfectly, or at least I don't crash anymore. Will let you know if I spot any weirdness. Thank you for the prompt hints - Having finished editing my post there where already two answers :)
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BEl J
 
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Post » Fri May 27, 2011 1:11 pm

Yes, but the readme does not say it supports Cobl, so I'm not sure why you'd expect it would. If the renaming worked then all should be well with the world. You'll most likely notice any breakage at the south end of the aqueduct by the bridge road rest stop area.
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priscillaaa
 
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Post » Fri May 27, 2011 4:22 pm

hey arthmoor...great mod!
i like the latest version (i think i missed the last couple of updates): the great niben bridge is more deserving of its name than in the previous version i had.

anyway, i'm not sure if anyone's reported this seam that seems to have come unstitched: http://kuertee.googlepages.com/ScreenShot60.jpg
cheers!
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rolanda h
 
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Post » Fri May 27, 2011 4:15 am

Don't think they have, but it seems that if it was caused only by this mod I've already fixed it. Are you sure you don't have any other mods altering the vicinity of the bridge?
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Jamie Moysey
 
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Post » Fri May 27, 2011 7:59 am

yup. none. i don't think so, anyway:
Oblivion.esmFrancesco's Leveled Creatures-Items Mod.esmMart's Monster Mod.esmProgress.esmMD_Saddle_Master.esmTNR ALL RACES FINAL.espUnofficial Oblivion Patch.espUOP Vampire Aging & Face Fix.espOblivion Citadel Door Fix.espIWR - Windows Lights Shutters - Optimised.espDays&Months.espRedecoration.espGuildOwnership1.2.espLiving Economy.espLiving Economy - Items.espPersuasionOverhaul.espFrancesco's Optional Dungeon Chest Loot.espFrancesco's Optional Dungeon Chest Locks.espFrancesco's Optional Leveled Guards.espFrancesco's Optional House Chest Loot.espFrancesco's Optional Chance of More Enemies.espFrancesco's Optional Leveled Quests.espFrancesco's Optional Leveled Arena.espMart's Monster Mod for Fran.espMart's Monster Mod - Additional Enemy NPC Vars.espMart's Monster Mod - Diverse Creature Skins.espMart's Monster Mod - Gems & Gem Dust.espMart's Monster Mod - Foxes.espMart's Monster Mod - Hunting & Crafting.espMart's Monster Mod - Looting NPCs & Creatures.espMart's Monster Mod - More Wilderness Life No Gates.espMart's Monster Mod - Durability & Damage.espMart's Monster Mod - Fran's leveled quests.espMart's Monster Mod - Less Bone Loot.espMart's Monster Mod - Less Rats.espMart's Monster Mod - No Adventurers.espMart's Monster Mod - No Lanterns.espMart's Monster Mod - Safer Roads.espMart's Monster Mod - Spawn Rates - Increased.espMart's Monster Mod - Vindasel.espMart's Monster Mod - Extra Wounding.espMart's Monster Mod - Zombies for Body Meshes.espMart's Monster Mod - Diverse Imperial Armor.espMart's Monster Mod - Friendlier Factions MMM+Fran.espPersuasionOverhaul_MMM.espCyrodiil transportation network 1.3.esproad+bridges.espNRB4 Standard Road Record.espza_bankmod.espMart's Monster Mod - City Defences.espHarvest [Flora].espBedrollsanyone.espDropLitTorchOBSE.espDungeon Actors Have Torches 1.6 DT.espDude Wheres My Horse.espMD Saddlebags v3.0.espMD Saddlebags v3.0 Alternative Trader Script.espHRMHorseCommands.espAlternative Start by Robert Evrae.espNoBackwardsRunning.espSM Combat Hide.espattack and hide harder v2.1.espDeadlier Traps.espZumbsLockpickingMod - OBSE.espZumbsLockpickingMod - Hide Difficulty Addon.espDark Dungeons.espSM Bounty - NoCobl.esp[GFX]_Initial_Glow-all.espMart's Monster Mod - Resized Races.espDuke Patricks - Near Miss Magic And Arrow Shots Alert The Target.espDuke Patricks - All NPC Or Just Vampires Now Bob And Weave.espDuke Patricks - Stat Based Bob And Weave.espDuke Patricks - Momentum Damage And Jump Risk.espDuke Patricks - NPC MAGIC and Arrows Can Miss Now.espDuke Patricks - Fresh Kills Now Alert The NPCs.espDuke Patricks - Basic Combat Geometry.espDuke Patricks - Running Backwards RISK.espDuke Patricks Basic Denock Arrows.espDuke Patricks - SCA Shield Tricks.espDuke Patricks - SCA Melee Combat with NO RECOIL.espDuke Patricks - SCA Combat Archery.espAddendum - Vampires.espRealisticFatigue.espRealisticHealth.espReal Injury.espVows and Covenants.espBirthsigns Expanded.espnGCD.espnGCD Character Generation.espProgressGSD.espProgressMBSP.espProgressSBSP.espTFE.espTFE - Restore Cost.espWillful Resistance.espDuke Patricks - BASIC Script Effect Silencer.espHorseSpeedEqualsPlayerSpeed.espkuerteeAutoFirstThirdPersonView.espkuerteeAutoSaveAndTime.espkuerteeClothingMatters.espkuerteeCustomisableHUDComponents.espkuerteeDeathHasPenalties.espkuerteeEncumberingLootArmourAndWeapons.espkuerteeGoldIsAnInventoryItem.espkuerteeIgnoringTheMainQuestHasConsequences.espkuerteeInventoryIsABackpack.espkuerteeLootingDeadGuardsIsStealing.espkuerteeNPCsAreSuspicious.espkuerteeNPCsYield.espkuerteeNoLootingDuringCombat.espkuerteeSittableRocks.esp

possible mods that alter the physical world: Cyrodiil transportation network 1.3, za_bankmod.esp, Vows and Covenants.esp.
and i'm very unsure about these 3 affecting that area.
load order is BOSS then reordered by myself as per order of importance.

excellent if you may have fixed it already.
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Amy Smith
 
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Post » Fri May 27, 2011 6:19 am

Version 4.3.1

* Path grid around Sercen was not connected properly for some reason.
* A small patch of landscape was not paved northeast of the Niben bridge.
* Possible fix for the new legion patrols not patrolling.

@kuertee: If you could check this update and see if the landscape tear is still there I'd appreciate it.

@All: For future reference, when you find a floater, please use the console to click on the item and get the FormID for it. I've checked around for all the floaters I can find but I can't find any trees or rocks floating out of position. I need the FormID to be able to track it down before I can fix it.
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Emma Louise Adams
 
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Post » Fri May 27, 2011 2:35 pm

Arthmoor-

Thanks for the lesson in DistantLOD.

Question though regarding distantLOD and this mod.

I'm still getting distant views of the old Niban Bay Bridge (the lower one from at least two versions ago). I hadn't realized it mainly because I've played very little in the last couple of weeks (baining and working) but even after updating and running teslodgen several times - the distantLOD is still there. I deleted that version of New Roads and Bridges and the new one had it's own folder with only a bridge support far nif in it. was the older one a looser file - In architecture or something? Is there a distantLOD file that just stays in place even after running teslodgen.

I guess this is like my question of the amorphous globs in Better Cites that showed up after switching from Open cities (or OBC-can't remember) - is there a distant LOD file I should delete?

Thanks much.
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Baylea Isaacs
 
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Post » Fri May 27, 2011 2:45 pm

Arthmoor-

I'm still getting distant views of the old Niban Bay Bridge (the lower one from at least two versions ago). I hadn't realized it mainly because I've played very little in the last couple of weeks (baining and working) but even after updating and running teslodgen several times - the distantLOD is still there. I deleted that version of New Roads and Bridges and the new one had it's own folder with only a bridge support far nif in it. was the older one a looser file - In architecture or something? Is there a distantLOD file that just stays in place even after running teslodgen.


I had exactly the same problem with the old bridge. The only way to fix it for me was to delete DistantLOD folder and to run teslodgen again. I dont know if its safe to delete the folder (I got backup just in case)
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Andy durkan
 
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Post » Fri May 27, 2011 4:13 pm

I had exactly the same problem with the old bridge. The only way to fix it for me was to delete DistantLOD folder and to run teslodgen again. I dont know if its safe to delete the folder (I got backup just in case)


Just what I was going to suggest. I suspect that since the new bridge moved into different cells the old cells had no more mods touching them and so tes4lodgen didn't bother generating new files for them.
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helen buchan
 
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Post » Fri May 27, 2011 11:56 am

thank you for this version all problems is fixed now ,the imperial patrols is perfect and the landscape problem in big bridge is now fixed.

i have one suggestion is possible add the imperial armor horse a the horse of the patrols ,the two horses in the halfway inn is possible can at the sale for npc in the innperial guard in the second floor can you put AI for no stay statics in the door all time.
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Wayland Neace
 
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Post » Fri May 27, 2011 7:26 pm

Will let you know if I spot any weirdness.


Well, I promised, and since I found something, here it is:
1.There is a free floating tree (Object ID: 360093c9). Pic: http://picfront.de/d/9wo0VQB9t/floating_tree.jpg
2. There is a small gap in the land scape (border of the path) right next to it. Pic: http://picfront.de/d/C9Nmhkws/Wayside_heigt.jpg
(location of these two glitches: http://picfront.de/d/jSNR2Ztxm5/location_tree_and_wayside.jpg)
3. There are two free floating fires (I think they are missing their torches or something) on the connecting road between the market district and the prison north of it
(Object ID of one of the fires: 000adac5). Pic: http://picfront.de/d/7bUscn673Sp/floating_fire.jpg
location pic: http://picfront.de/d/ibVLSZGb/location_fire.jpg

Are such reports helpful in any way? Any importent information missing?
(I am afraid this will end up as just another *duh* moment, but If I could report back on actual glitches in mod interaction, that would be way more satisfying ...)

Just for verification, my load order is:
LetThePeopleDrink.esp (2.5)
road+bridges.esp (4.3)
xulImperialIsle.esp (1.4)
NRB4+UL-II+LtPD.esp (2.0.1)

The same as advised in the readme of the compatibility patch. Wrye Bash is happy with it too :)
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Alberto Aguilera
 
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Post » Fri May 27, 2011 4:40 am

1.There is a free floating tree (Object ID: 360093c9). Pic: http://picfront.de/d/9wo0VQB9t/floating_tree.jpg


Hrm. Definitely floating in the CS, oddly not in my game. I wonder if it's remembering the position of the tree from previously somehow. Weird. Either way, fixed now.

2. There is a small gap in the land scape (border of the path) right next to it. Pic: http://picfront.de/d/C9Nmhkws/Wayside_heigt.jpg
(location of these two glitches: http://picfront.de/d/jSNR2Ztxm5/location_tree_and_wayside.jpg)


Strange. I wonder why these keep showing up with this mod. Corrected a few of these in the last update of the main package, and now one shows up in all 4 patches. *headscratch* Either way, TES4Edit saves the day. First time I've ever made a landscape fix without using the CS :)

3. There are two free floating fires (I think they are missing their torches or something) on the connecting road between the market district and the prison north of it
(Object ID of one of the fires: 000adac5). Pic: http://picfront.de/d/7bUscn673Sp/floating_fire.jpg
location pic: http://picfront.de/d/ibVLSZGb/location_fire.jpg


Floating fires... I'll hazard a guess you're using Real Lights or one of the modified versions of it. If so, you may simply need to move it above the roads mod.
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Marine Arrègle
 
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