[RELz] New Roads & Bridges Revised, Thread No.3

Post » Thu Sep 15, 2011 5:48 am

This mod is really useful but I've found a problem with this mod and http://www.tesnexus.com/downloads/file.php?id=7636. NRB adds a guard station at the exact same location as a shack added by Romancing Ahnassi making them both inaccessible. Could you make a patch for this please it would be much appreciated :) I hate to be a pest by asking you to do it but I can't do it myself.


No problem. In fact, I saw this request before but forgot to respond. The original mod also has a problem in that spot, there are two copies of the house mesh, so the patch will be deleting one of them while moving the other.

Does anybody know if a patch has been made for either http://www.tesnexus.com/downloads/file.php?id=15264 or http://www.tesnexus.com/downloads/file.php?id=3779? Much as I enjoy Elven Map Redux, there are times when I want something a bit more immersive.


I don't think so. Nobody has mentioned it to me at least.
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Olga Xx
 
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Post » Thu Sep 15, 2011 2:08 am

Thanks Arthmoor you're the greatest :)
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Robyn Lena
 
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Post » Thu Sep 15, 2011 1:59 pm

Just wanted to give a poke to see if you got around to that patch :poke:
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Melanie
 
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Post » Thu Sep 15, 2011 1:37 pm

Yes, it had been done already I just forgot to upload it last time. It's on Nexus now.
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Taylor Bakos
 
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Post » Thu Sep 15, 2011 1:12 am

Thank you :)
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Marquis T
 
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Post » Thu Sep 15, 2011 11:24 am

Hi Arthmoor

Road and Bridges conflicts with Reaper's http://www.tesnexus.com/downloads/file.php?id=30730. If loaded before R&B there's several land tears, while loading after, leaves the road you made leading up to Bleakersway cut off with a little bit of land tearing.

Would you be willing to make a patch?

I REALLY need to learn to mod, so I can leave you alone and fix stuff myself :P

Thanks for the Wellspring and West Roads patch :)
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steve brewin
 
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Post » Thu Sep 15, 2011 11:18 am

How exactly do I get these roads to show up on my continental map?
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Eire Charlotta
 
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Post » Thu Sep 15, 2011 2:06 am

You have to download a map that has them added on. Elven Map Compilations has a bunch of variations depending on what mods you use.
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Katie Samuel
 
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Post » Thu Sep 15, 2011 11:03 am

You have to download a map that has them added on. Elven Map Compilations has a bunch of variations depending on what mods you use.

Aye, this. The variant I use adds NR&B, West Roads, Bartholm, and Elsweyr-Anequina.

-Decrepit-
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I’m my own
 
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Post » Thu Sep 15, 2011 10:15 am

How exactly do I get these roads to show up on my continental map?

Many people seem to think that the map is generated in game somehow, based on the mods one has. This is not the case at all. The map is just a picture, so you need to download a new picture (if anyone has made it) to get what you want.

As already said Elven Map Compilations has just such maps (in the Elven Map format.) And as those are the maps I made you can just follow the link to them in my signature below :D
Pick which of the eight mods included you have, and find the map that is best for you from there.
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Kitana Lucas
 
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Post » Thu Sep 15, 2011 12:11 pm

Thanks for the info...
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Alex [AK]
 
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Post » Thu Sep 15, 2011 2:37 am

Version 4.5.8

* Removed an unnecessary bush edit on the island north of Leyawiin.
* Collision optimization on all included meshes.

A patch for Reaper's Bleaker's Way Revamp is up on Nexus as well.
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Emma Louise Adams
 
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Post » Thu Sep 15, 2011 9:34 am

This is gonna be an easy one for you guys. It concerns my lack of experience with some aspects Wrye-Bash / BAIN, and how to handle the update to NRB 4.5.8.

I've of course used NRB forever, long predating my conversion from OMODs to BAIN. Never had a lick of problems installing updates it before, either in OBMM or Wrye Bash. For some reason this time was different.

Removal of 4.5.7 and installation of 4.5.8 followed standard procedure and seems to have gone well. But after I positioned the new esps in their correct slots (same as 4.5.7) Road Records remained beet red. I'd not experienced this before and was at first baffled. Then I noticed that the esp is tagged with DEACTIVATE. Not being familiar with that, I restored 4.5.7 intending to do some research before attempting the update again. But...you guessed it, the Road Record esp was beet red. And of course it too was tagged with DEACTIVATE, though to the best of my recollection I had not had to monkey with anything to get to work properly before.

I found that the esp would return to GREEN if I removed the DEACTIVATE tag (whether 4.5.7 or 4.5.8). But as mentioned, I had not needed to do that before so was still baffled.

I double-checked my Bashed-Patch settings and saw that DEACTIVATE was set as functional.

I decided to rebuild my patch with the esp active and see if that would fix it. It didn't. However, if I then clicked on the Road Records esp (mods tab) and changed its designation from the check-mark to a dot, the esp turned GREEN.

But is that what is supposed to happen? Should I have switched to the dot first, before rebuilding the patch? Or am I even in the right ballpark? As mentioned above, I'm sure this is all SOP, but as familiar as I've become with some parts of Wrye-Bash, this is something I've not faced before so am totally unfamiliar with. Looking through Wrye-Bash help documentation has so found nothing. (I'm sure the info is there SOMEWHERE, but there is so much to weed through...)

I figured I'd ask here rather than the Wrye-Bash thread, again assuming everyone using both Wrye-Bash and NRB is gonna know what's up, having experienced it yourselves.

Thanks for your patience, and thanks in advance for answers/advice.

-Decrepit-
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Music Show
 
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Post » Thu Sep 15, 2011 12:18 am

IIRC, the Road Records plugins are there for the Bash Patch to import them using the (?Import Road Records?) feature. Therefore the DEACTIVATE tag is actually right, because you only have to import the ESP and there is no use to have it activated.
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elliot mudd
 
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Post » Thu Sep 15, 2011 1:58 pm

What J.O.D said. Those files are intended to be used with the Import Roads portion of the patch.
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ZzZz
 
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Post » Thu Sep 15, 2011 8:56 am

What J.O.D said. Those files are intended to be used with the Import Roads portion of the patch.


Thanks! I guess the mystery, not that it matters, is why that esp didn't go red on me before now. Does it matter when I actually perform esp deactivation in relation to patch re-building? In other words, do I need to activate it before each rebuilt, then deactivate again afterward. Or is Wrye-Bash sophisticated enough to see the esp (so long as its in its proper load-order position) whether activated or not, so that the records get imported either way?

Again, sorry for the newb question.

-Decrepit-
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Dan Scott
 
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Post » Thu Sep 15, 2011 2:36 pm

Version 4.5.8

* Removed an unnecessary bush edit on the island north of Leyawiin.
* Collision optimization on all included meshes.

A patch for Reaper's Bleaker's Way Revamp is up on Nexus as well.


Your Awesome Arthmoor :)

THANKS
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C.L.U.T.C.H
 
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Post » Thu Sep 15, 2011 2:43 am

Or is Wrye-Bash sophisticated enough to see the esp (so long as its in its proper load-order position) whether activated or not, so that the records get imported either way?


Wrye Bash is smart enough to see it. It should be in the Import Roads menu whether you try to activate it or not. I tagged it as deactivate because it made little sense to waste the slot for no good reason when it's just the one record.

It shouldn't be showing up red though. You should be seeing it as black italics. Are you sure it isn't dated the same as something else?
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Beth Belcher
 
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Post » Thu Sep 15, 2011 7:29 am

Wrye Bash is smart enough to see it. It should be in the Import Roads menu whether you try to activate it or not. I tagged it as deactivate because it made little sense to waste the slot for no good reason when it's just the one record.

It shouldn't be showing up red though. You should be seeing it as black italics. Are you sure it isn't dated the same as something else?


First, when I say RED I of course refer to the NRB4 Standard Road Record.esp as seen correctly positioned in the Wrye-Bash Mods tab. Yes, the esp text is black italics, whether active or disabled. It's the background that is beet-red when the esp is both active and DEACTIVATE is seen in the Bash-Patch window. I can remove the DEACTIVATE tag with the esp active and thus clear the red background. I can of course deactivate the esp with the DEACTIVATE tag left in place and thus remove the esp red background.

The odd thing about this for me is that in the nearly two months I've used this new BAIN-centric install New Roads & Bridges has always been in my load-order. I never paid attention to the Road Record DEACTIVATE tag before, so didn't know to disable the esp. Yet its text background never before turned red on me, despite several prior Patch re-buildings. I at first thought it was a change brought about by 4.5.8. But reverting to 4.5.7 now displays the same behavior.

So long as the Patch absorbs the record properly, which seems to be the case (though I've not yet launched the game to check things out), and the esp is supposed to be deactivated, which again seems correct, then no harm done, I suppose.

-Decrepit-
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BRIANNA
 
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Post » Thu Sep 15, 2011 10:34 am

I see what you mean. In that case the red is a warning that something isn't right. If you were to try and rebuild your patch, it should stop you with a pop-up menu asking you to go ahead and deactivate it first. That's why the tag was added. I don't remember if I put it in the description field with 4.5.8 or not, but it's been that way in BOSS now for at least a few weeks. Bash will pull tags from BOSS for mods that lack tags of their own.
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Nick Pryce
 
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Post » Thu Sep 15, 2011 5:23 am

The DEACTIVATE tag most likely came from you rather than BOSS, since I run BOSS in a special ESM/ESP-only folder housed on a partition separate from my Oblivion installation, then use its results to manually manipulate load-order with Wrye-Bash and/or OBMM. I do it this way because my particular combination of mods effecting the Gold Coast, according to one their readme files, should be loaded differently from what BOSS says. I thought of editing BOSS masterlist.txt to reflect the difference, but that file gets updated too frequently to be worth the hassle. My way has always worked well, so long as I remember to drop an extra copy of any new ESM/ESP into the special folder. But I didn't know that Wrye Bash could/would transfer BOSS tag recommendations. I may have to reconsider my stance at some point (though it's easy enough to add BOSS tag recommendations manually).

I'm pretty sure I didn't get any sort of pop-up menu asking me to go ahead and deactivate the Road Record esp during the rebuild process. That would have made things nice and simple. The only pop-up I saw was the one I always get, which asks if I want to merge two esps (neither of which is Road Record) into the Patch. I always decline to do so, and make sure the corresponding fields are not selected during re-build. My load order is small enough (some 51 esps and esms) and not overly complex (no major overhauls with complex multiple esps). I just haven't felt it was necessary. Rest assured I'll merge those two esps (and any others I might acquire) if and when my active mod collection gets cumbersome.

-Decrepit-
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Lew.p
 
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Post » Thu Sep 15, 2011 6:45 am

Just curious - do you use the latest Wrye Bash v287? I ask because I always get the deactivate NRB message, and I believe Arthmoor added it because of a thread I created and he indicated that that esp could be imported and deactivated.
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Tessa Mullins
 
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Post » Thu Sep 15, 2011 3:56 am

Heh, well I don't use BOSS either, despite contributing to the load order lists. A lot of what's in there I wouldn't order the way it has them either. For instance, I'd lump all of the village mods into one group right before the UL group. All city overhauls and new cities would go after the ULs. Most dungeon mods would come before the village mods, quest mods loading before the dungeons, and full game overhauls before those, with only the truly baseline stuff going up top like All Natural. This arrangement has worked very well for me, and only requires a couple of exceptions to placement due to conflicts.

The deactivate warning in Bash might be something from 287 that wasn't in an older one. It's definitely there though and prompted me with something I hadn't noticed should have been deactivated.
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Steph
 
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Post » Thu Sep 15, 2011 2:18 pm

Just curious - do you use the latest Wrye Bash v287? I ask because I always get the deactivate NRB message, and I believe Arthmoor added it because of a thread I created and he indicated that that esp could be imported and deactivated.

Yup, v287. (I just double-checked)

UPDATE:

The last several replies got me to doubting myself. I decided to attempt another Patch re-build, paying closer attention to that one warning pop-up. Glad I did.

I first re-activated the Road Record esp, so that it again displayed red text background. I then highlighted the Patch and selected REBUILD. The pop-up menu appeared. It indeed told me that the Road Record should be deactivated prior to Patch building. Its warning was higher than and separate from the two mergeable esp offers I'm always given, which is prolly why I didn't notice it earlier. I didn't want to merge those other two esps, so selected NO, then canceled the rebuild.

I next deactivated the Road Record esp, highlighted the Patch, and again selected REBUILD. This time the pop-up made no reference to Road Record, but only the two normal mergeable offers. This made sense to me, since there was now no need for the warning. I elected to go ahead and actually rebuild the Patch. To my surprise, it ended up somewhat larger than before. Not sure if deactivating Road Records first led to the size increase, since my patches have always shown Road Record data as merged regardless of esp condition, but it seems likely.

-Decrepit-
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Stephy Beck
 
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Post » Thu Sep 15, 2011 4:07 pm

Hi Arthmoor:

If this is the wrong place to post, let me know. Anyway, if this has not been posted before, I have a land tear in the Waterfront right before the waterfront tunnel entrance. This shows up after I installed NRB latest version and the NRB+UL-II Patch. So I think this is from the patch.

http://s932.photobucket.com/albums/ad169/PeterID_2010/?action=view¤t=ScreenShot0.jpg

My LO:

Spoiler
Active Mod Files:00  Oblivion.esm01  Unofficial Oblivion Patch.esp  [Version 3.3.1]02  DLCShiveringIsles.esp03  Knights.esp04  road+bridges.esp  [Version 4.5.8]05  xuldarkforest.esp  [Version 1.0.5]06  xulStendarrValley.esp  [Version 1.2.2]07  xulTheHeath.esp08  XulEntiusGorge.esp09  xulFallenleafEverglade.esp  [Version 1.3.1]0A  xulColovianHighlands_EV.esp  [Version 1.2.1]0B  xulChorrolHinterland.esp  [Version 1.2.2]0C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]0D  xulBravilBarrowfields.esp  [Version 1.3.2]0E  xulLushWoodlands.esp  [Version 1.3]0F  xulAncientYews.esp  [Version 1.4.3]10  xulAncientRedwoods.esp  [Version 1.6]11  xulCloudtopMountains.esp  [Version 1.0.3]12  xulArriusCreek.esp  [Version 1.1.3]13  xulPatch_AY_AC.esp  [Version 1.1]14  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]15  xulPantherRiver.esp16  xulRiverEthe.esp  [Version 1.0.2]17  xulBrenaRiverRavine.esp  [Version 1.0.2]18  xulImperialIsle.esp  [Version 1.6.5]19  xulBlackwoodForest.esp  [Version 1.0.4]1A  xulCheydinhalFalls.esp  [Version 1.0.1]1B  xulAspenWood.esp  [Version 1.0.2]1C  xulSkingradOutskirts.esp1D  xulSnowdale.esp  [Version 1.0]1E  NRB4+UL-II Patch.esp  [Version 5.0.1]1F  Alternative Start by Robert Evrae.esp**  NRB4 Standard Road Record.esp20  Bashed Patch, 0.esp


EDIT: If I deactivate the NRB+UL-II patch there is no land tear.
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Brian LeHury
 
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