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

Post » Tue May 08, 2012 5:26 pm

Ah right. Crashing when using doors is a new one on me. What version of OBSE are you using?
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Mark Hepworth
 
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Post » Tue May 08, 2012 7:41 am

Don't worry! I am in the process of reuploading Oblivion again....this will work, I know!
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Nick Jase Mason
 
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Post » Tue May 08, 2012 4:28 am

Seems the issue was tes4lod. updated to newer version and it *seems* to be working correctly now.
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Adam Kriner
 
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Post » Tue May 08, 2012 6:16 pm

Version 4.6

* Slight alteration to the road route next to Fort Urasek to intersect better with the existing road.
* Updated the road signs with better looking painted letters.
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noa zarfati
 
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Post » Tue May 08, 2012 12:20 pm

Version 4.6

* Slight alteration to the road route next to Fort Urasek to intersect better with the existing road.
* Updated the road signs with better looking painted letters.
Another update from maestro himself. Thanks Arthmoor. :thumbsup:
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Cesar Gomez
 
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Post » Tue May 08, 2012 8:52 am

I've noticed a minor landscape issue that wasn't addressed by the patch for Shadowcrest Vineyard. The landscape in front of the door to Jarvon's house is too low. As a result, there's a very high porch that can only be accessed by jumping, and the stool next to the door at cell (-3,-2), position (-4845, -3540, 3800) which Jarvon sits on is floating off the ground. Immediately to the northwest of Jarvon's house, between his house and the Septius' house, there are also a bunch of floating items like barrels.

Shadowcrest Vineyard, New Roads & Bridges Revised, and the patch are the only mods that I'm running that that touch that cell.
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Rozlyn Robinson
 
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Post » Tue May 08, 2012 11:13 am

I think that's probably been reported several times and I'm not sure why I kept putting it off, but it's fixed now. The updated patch file is available on Nexus.
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Add Meeh
 
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Post » Tue May 08, 2012 1:32 pm

That was quick! I just installed the mod this morning and just got the note to go there. Great timing "Patchman" :)
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Carolyne Bolt
 
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Post » Tue May 08, 2012 3:13 pm

Thanks for the quick turnaround on the patch. :)
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Rach B
 
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Post » Tue May 08, 2012 5:07 pm

Version 4.6

* Slight alteration to the road route next to Fort Urasek to intersect better with the existing road.
* Updated the road signs with better looking painted letters.
* Fixed a bug with the Halfway Inn that would mess up bed rental in one of the Cheydinhal inns as well as allow the player to stay rent free forever at the Halfway Inn.

If you're confused, so am I, because I seriously don't remember updating this before with the first two things. Since I didn't realize this until after updating all the mod site uploads, just go with it :P
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stevie trent
 
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Post » Tue May 08, 2012 12:42 pm

Version 4.6

* Slight alteration to the road route next to Fort Urasek to intersect better with the existing road.
* Updated the road signs with better looking painted letters.
* Fixed a bug with the Halfway Inn that would mess up bed rental in one of the Cheydinhal inns as well as allow the player to stay rent free forever at the Halfway Inn.

If you're confused, so am I, because I seriously don't remember updating this before with the first two things. Since I didn't realize this until after updating all the mod site uploads, just go with it :P
The gist of it is that those of us who downloaded and installed 4.6 back in January need to replace it with this new Mar 4.6?
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Joe Alvarado
 
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Post » Tue May 08, 2012 8:47 am

Pretty much, yes. The inn thing was definitely not fixed before. I'm rather surprised the whole system in the vanilla game was so broken and that clearly bugged scripts there never got reported as broken. Much less absolutely wrong ones like the one in this mod.
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Rhi Edwards
 
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Post » Tue May 08, 2012 5:11 am

So apparently this "rent an inn room forever" bug is the one major bug in this game that no one encountered in 5 years of playing?

Is that a record? :violin:
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Alycia Leann grace
 
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Post » Tue May 08, 2012 3:03 pm

Certainly seems that way. I was amazed myself when I was confirming it for the last UOPS update. My test char spent 7 lovely days for free using the room at the Counts Arms, and then took another vacation for 7 more days in Cheydinhal, and again in Leyawiin before I decided it was for real. Which leaves me to wonder just how it never got noticed all this time. I think people just don't use inns.
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Dean
 
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Post » Tue May 08, 2012 11:18 am

Certainly seems that way. I was amazed myself when I was confirming it for the last UOPS update. My test char spent 7 lovely days for free using the room at the Counts Arms, and then took another vacation for 7 more days in Cheydinhal, and again in Leyawiin before I decided it was for real. Which leaves me to wonder just how it never got noticed all this time. I think people just don't use inns.

@Arthmoor: FYI:
I use inns, and have noticed in the past (in my heavily modified game) that if I try to re-rent an already rented room (say after few hours of renting it first), then the publican used to say something like "you've already rented the room". Also, I recall having rented rooms for multiple days separately, and always having to pay. So there must be a time-limit after which your rental expires (check-out time).

So am not sure if this bug is always the case, at least in a modded install. Have you checked this in a purely vanilla install, or some other mod took care of this in my game?
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StunnaLiike FiiFii
 
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Post » Tue May 08, 2012 12:04 pm

It was definitely present in a vanilla install but I'm going to guess that cell resets limit the exposure because the scripts would probably reset. In any case, the UOPS fixed it for sure so you can't game the system anymore. Plus all the scripts are now written in the same template, instead of something like 5 different ways for it to be done, which just wasn't working out.
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Jessica Nash
 
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Post » Tue May 08, 2012 7:15 pm

Version 4.6.1

* Updated the OC Reborn road record file.
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Verity Hurding
 
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Post » Tue May 08, 2012 4:26 am

Do people need the Let the People Drink compatibility patch when they use the fountains only option of that mod?
I think not but i want to be sure.

Thanks.
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Brian Newman
 
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Post » Tue May 08, 2012 1:15 pm

No, I suppose not. If you aren't using the aqueduct outside to the south of the IC, you won't need a patch for LtPD.
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Spaceman
 
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Post » Tue May 08, 2012 11:04 am

Version 4.6.2

* Swapped the bridge near Amelion's Tomb out for an activateable drawbridge.
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Wayland Neace
 
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Post » Tue May 08, 2012 9:46 am

Wowzer! A drawbridge? For real? :bolt:
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Jamie Lee
 
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Post » Tue May 08, 2012 12:14 pm

Yes, a drawbridge. For real :P Though it's not a super fancy custom model or anything.

I've posted a patch to the NRB4 download page for http://tesnexus.com/downloads/file.php?id=40037. This restores the missing section of road in the hills east of Anvil that Highwood wiped out.

In the process I've consolidated all the NRB4 patches into a single archive in BAIN format. It's much easier to maintain that way.
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Kortknee Bell
 
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Post » Tue May 08, 2012 7:22 am

Yes, a drawbridge. For real :P Though it's not a super fancy custom model or anything.

I've posted a patch to the NRB4 download page for http://tesnexus.com/downloads/file.php?id=40037. This restores the missing section of road in the hills east of Anvil that Highwood wiped out.

In the process I've consolidated all the NRB4 patches into a single archive in BAIN format. It's much easier to maintain that way.
A video would be nice to watch of the drawbridge and I know you can add a YouTube video on GHF Download. You will never stop to amaze me and keep up the good work. :thumbsup:
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le GraiN
 
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Post » Tue May 08, 2012 3:26 am

If you've ever seen the ones in forts, that's basically all this is only scaled up. It's sort of crude, but it works quite well for the purpose. I also did measure it for width by sticking a ship in between the raised parts so it's accurately sized :)
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Mark Hepworth
 
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Post » Tue May 08, 2012 8:50 am

Just went by it, had to get off the horse to play with it :hehe:

Still, that bridge near Fort Redman prevents ships from getting from the sea to the Imperial City :shrug:
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Justin
 
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