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

Post » Tue May 08, 2012 3:39 pm

Yes, and so does the long one at the north end of the river. It's not high enough to pass a ship under like the one I put over the section further south. Raising landscape at the bridge you're talking about isn't really an option so it would probably have to use more of the same drawbridges.

If I had figured on using the pieces more often I would have tried to hack them together into one mesh in Nifskope or something :)
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Breanna Van Dijk
 
Posts: 3384
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Post » Tue May 08, 2012 5:57 pm

You know who is working on your what for you know where. He's just being too bloody picky. But he has asked for some materials from me so you know what has come back into focus. RL did intervene for a while as it too often does.

And yes, I am evil. :D I've wanted to do a post like that for a long time... :lmao:
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Vivien
 
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Post » Tue May 08, 2012 3:53 pm

I am using Wrye Bash svn 1885 with CBash v 0.6.

in my current game, I have an anomaly near where the bridge from Cheydinhal joins the Imperial Isle. The bridge ends abruptly, causing the guard to drop down constantly. The guard station tower is floating as well. http://bildr.no/view/1004238 http://bildr.no/view/1004239

Not sure if this is a byproduct of the bashed patch. This wasn't an issue earlier (when I was using WB v 294 w/ Python). Of course, I may have added some mod in the meanwhile that is causing this, but I fail to decipher what that might be.I think I have all the UL patches too, but if I am missing something, let me know.

EDIT: I have the NRB - II patch from the http://www.tesnexus.com/downloads/file.php?id=13834...

My really long lo:
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Ann Church
 
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Post » Tue May 08, 2012 10:00 am

That definitely looks like you have another mod that's overridden the landscape in that area. Have you tried turning off LandMagic.esp just to see if that removes the problem?
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Caroline flitcroft
 
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Joined: Sat Nov 25, 2006 7:05 am

Post » Tue May 08, 2012 6:32 am

Version 4.6.3

* Updated the road path at Bleaker's Way to avoid conflict with Reclaiming Sancre Tor.
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sexy zara
 
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Joined: Wed Nov 01, 2006 7:53 am

Post » Tue May 08, 2012 6:04 pm

Speaking of drawbridges, might we have one at the bridge near Fort Redman? The bridge there is nice, but its annoyingly hard to sail through. :)
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willow
 
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Joined: Wed Jul 26, 2006 9:43 pm

Post » Tue May 08, 2012 9:18 am

I'll consider it, but you're still going to slam your mast into the one at the north end of the Niben either way and that's not one that's easily corrected since the height difference is huge.
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Da Missz
 
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Post » Tue May 08, 2012 6:30 pm

That definitely looks like you have another mod that's overridden the landscape in that area. Have you tried turning off LandMagic.esp just to see if that removes the problem?
So I followed your advice and removed Land Magic, updated to the latest version, and after BOSSing and rebuilding bashed patch, everything is A-OK!

Funny, I have been running land magic over a year, and it worked fine and dandy with the Python bashed patch. Maybe the CBash bashed patch doesn't like landmagic somehow?
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Lynne Hinton
 
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Joined: Wed Nov 15, 2006 4:24 am

Post » Tue May 08, 2012 2:04 pm

Landmagic shouldn't care where the source data comes from. As far as it and the game are concerned, any bashed patch is just another plugin file. It's one of those things that needs to be regenerated with any change in load order, including a rebuild CBash patch.
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Sarah Bishop
 
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Joined: Wed Oct 04, 2006 9:59 pm

Post » Tue May 08, 2012 11:31 am

Landmagic shouldn't care where the source data comes from. As far as it and the game are concerned, any bashed patch is just another plugin file. It's one of those things that needs to be regenerated with any change in load order, including a rebuild CBash patch.
Oh I did regenerate the landmagic everytime.
Since Cbash makes the bashed patch get built in <3 minutes, I have the following system anytime I tweak my LO:
1) Run BOSS.
2) Build bashed patch.
3) Run landmagic.exe
4) Run TES4 Lodgen

But this issue cropped up after migrating to CBash. Running landmagic again did not resolve the issue...
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CORY
 
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Post » Tue May 08, 2012 3:46 am

@Arthmoor I've translated New Roads and Bridges Revised 4.6.3 in italian! http://www.multiupload.com/64ZN5XWWJH is the download link! Add it on tesnexus page and here please ;)
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Gemma Archer
 
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Post » Tue May 08, 2012 1:36 pm

I've a problem with one of patches and that's I can't have it active in my LO no matter what I do. There is no bash tags assigned to it even if I'm using BOSS 1.8+ with WBSA295-CBash0.5.3 (Python 2.7.1 installed) and Oblivion 5th Edition.

I doubt my current LO are the issue here, but if you need it just let me know. Anyway the patch in question is this http://www.tesnexus.com/downloads/file.php?id=20218 and I also have this patch NRB4+OCOD+UL-II active. Why is it still deactivated? :unsure:
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Mr. Allen
 
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Post » Tue May 08, 2012 4:11 pm

Has it been merged by CBash? Both of those patches can be merged into the Bashed Patch. If it's not active but still showing with a + then you're fine. Also, make sure you're using the right one. NRB4+OCOD+UL-II includes all of the changes in NRB4+UL-II and having them both in the same load order would be entirely redundant.
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Nicole Kraus
 
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Post » Tue May 08, 2012 5:36 am

Nope it hasn't and here is an essential part of my LO and other patches doesn't have the merge tag assigned through BOSS latest masterlist.

Spoiler
=== Active Mod Files:
it's placed here just before West Roads.esp in Wrye Bash
* 98 West Roads.esp
* 99 bartholm.esp
* 9A bartholm - EE patch.esp [Version 4.2]
* 9B Frostcrag Village.esp [Version 1.0.2]
* 9C Lilyvale.esp
* 9D LilyvaleULcompatibility.esp
* 9E LilyBATTLEHORNcompatibility.esp
* 9F Salmo the Baker, Cobl.esp [Version 3.08]
* A0 Open Cities New Sheoth.esp [Version 2.0]
* A1 Open Cities Bartholm.esp [Version 2.0]
* A2 Open Cities Outer Districts.esp [Version 4.1]
* A3 Open Cities Reborn.esp [Version 1.1.1]
* A4 OCR+ULCH Patch.esp [Version 1.0]
* A5 NRB4+OCOD Patch.esp [Version 2.0.1]
* A6 NRB4+UL-II+OCOD Patch.esp [Version 3.0.2]
* A7 OCLR+ULBWForest Patch.esp [Version 1.0.1]
* A8 NRB4+RR Patch.esp [Version 2.1]
* A9 Automagic Bags.esp
This is really strange because when I was writing this post I ran BOSS again, but this time the actual patch active which wasn't the case before. However no bash tags was assigned through BOSS, so no patches have the merge tag yet even if I doubt they'll have.
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Rachel Briere
 
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Joined: Thu Dec 28, 2006 9:09 am

Post » Tue May 08, 2012 11:02 am

They won't get tags assigned. They only become mergeable when using CBash to build the patch. BOSS should have them in the correct order unless someone has been moving them around again. It happened once before for some reason. I'll have to check once I've got things back in order again after reinstalling Windows.
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Myles
 
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Post » Tue May 08, 2012 1:29 pm

Ah I didn't know that about the bash tags. In the mean time I'll wait for your investigation about this. Thanks Arthmoor. :D

Btw... You haven't consider to have a relz thread for New Bridges and Roads over at http://download.fliggerty.com/download-122-407 (directly posted through the Post Relz button on GHF Download) and perhaps your other mods too.
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james reed
 
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Post » Tue May 08, 2012 6:16 am

Just a heads up - the new version of Castle West Weald doesn't play nice with the NRB4+CWW patch, so now there's a small land tear in the courtyard. Could you update this when you get a chance?
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Sarah Kim
 
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