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

Post » Tue May 08, 2012 5:07 pm

I know it edits the landscape. I just can't figure out why - it shouldn't be. As for load order, AU300 is already well above NRB4, so there's something else at work here. I had problems with that and C&C at one point, too - all the pavement from the AU was missing. I eventually fixed that problem, though I still don't know how. I might crack open the CS and see what I can see, though I'm not much of a modder. There's another path that goes around the base of the bluff, along the shore, so it worse comes to worst, I can just use that.

Re: the crashing: I disabled another mod, and I think that was the cause of the crashes. I kept crashing in other areas as well - north of Pell's Gate, for instance - about 90% of the time, as well as every 5-15 minutes at random. I played for about a half-hour last night without crashes, so I'm cautiously optimistic.
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Erin S
 
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Post » Tue May 08, 2012 7:50 am

Version 4.5.4

* A rogue land tear has been fixed NE of the bridge leading off the north end of Imperial Isle.
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marina
 
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Post » Tue May 08, 2012 2:14 pm

Thanks a lot for creating this mod!
Is there possibly an Elven Redux map that includes NRBR and Elsweyr Anequina?
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Sammi Jones
 
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Post » Tue May 08, 2012 6:47 pm

From OC thread...
This should really be getting handled in the NRB4 thread regardless, because this isn't an issue with Open Cities. The Outer Districts module does not alter landscape data for this very reason. The area is already crowded enough without that complicating things.

NRB4 was rerouted to the east side of the AU, also for the same reason. It was getting too difficult to maintain things on the west side without something making a big mess. Looking back over your load list: NRB4+RR Patch.esp is up to 2.1 and you're listing 1.0 which is probably where the problem is coming from. Hadn't spotted that before, but since the road got moved east the patch no longer needs to mess with the cell in your shots.
:blush: Realised was in the wrong thread when I worked out the bridge south of AU had moved. Soz.

Excellent, updating the patch fixes everything now. :woot: Sorry I missed that patch, sometimes updates don't appear in the 'updated today' list on nexus.
It is a redicularsly busy area, but thanks to you it's possible to use all those great mods together :angel:
Thanks for all your help
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Nitol Ahmed
 
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Post » Tue May 08, 2012 9:11 am

Thanks a lot for creating this mod!
Is there possibly an Elven Redux map that includes NRBR and Elsweyr Anequina?
There are a few combined maps, it's up to you to choose. http://www.tesnexus.com/downloads/file.php?id=27553.
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BlackaneseB
 
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Post » Tue May 08, 2012 6:22 pm

There are a few combined maps, it's up to you to choose. http://www.tesnexus.com/downloads/file.php?id=27553.
Trouble with these maps now is, if you use Region Revived Lake Rumare and the NR&B - RR patch, the bridge going south of the AU has been moved east a little for compatability reasons. If you're on that bridge, the map shows you over water. No biggie tho
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Anne marie
 
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Post » Tue May 08, 2012 2:44 pm

Trouble with these maps now is, if you use Region Revived Lake Rumare and the NR&B - RR patch, the bridge going south of the AU has been moved east a little for compatability reasons. If you're on that bridge, the map shows you over water. No biggie tho

I thought the bridge had been moved in NR&B itself, not just in the patch for Lake Rumare.
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ezra
 
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Post » Tue May 08, 2012 5:47 am

I thought the bridge had been moved in NR&B itself, not just in the patch for Lake Rumare.

It was, the patch never touched the bridge anyway, only connected the landscape together properly. About the only thing the NRB+RR patch does now is unbury that camp NE of the prison.
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Céline Rémy
 
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Post » Tue May 08, 2012 4:07 am

Ah this should definitely make traveling easier for me :P
Good job :goodjob:
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Emma Pennington
 
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Post » Tue May 08, 2012 3:23 pm

It was, the patch never touched the bridge anyway, only connected the landscape together properly. About the only thing the NRB+RR patch does now is unbury that camp NE of the prison.
Well those maps I linked to above REALLY needs updating for the new bridge position. Any takers?
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Evaa
 
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Post » Tue May 08, 2012 5:56 pm

I noticed misplaced http://img377.imageshack.us/img377/2253/31256604.png near aqueduct (I use LtPD 2.5 along with your patch). Load order is as readme tells, installed latest NRB v454 from Nexus, but in OBMM it is marked as v4.4.4, dunno what to do now...
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lolly13
 
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Post » Tue May 08, 2012 10:12 am

Double check load order and that you're actually using the latest version of both mods and the patch between them. Misplaced parts can only come from something being in the wrong configuration, especially when you're standing that close.
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Christina Trayler
 
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Post » Tue May 08, 2012 4:13 pm

Everything's ok now, turned out to be load order problem. Shipping in cyrodiil mod overrides your landscape changes in south and east parts of imperial isle. SImply placing your mod after it solves the issue.
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Austin England
 
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Post » Tue May 08, 2012 9:46 am

Hi Arthmoor.

Just Love this Mod :tops:

I'm having a slight problem with the updated Cyrodiil Terrain Map.

When I install it The Screen is completly Scrambled.

I've tried contacting the Author,but with out any Joy.

Is there any to fix it please?

Cheers.

James.
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lauren cleaves
 
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Post » Tue May 08, 2012 2:05 pm

Quick question: Do the roads show up on the map? Specifically for the colored map mods out there.


EDIT: Oops, seems not. Or at least not for the one I use anyways, which is http://www.tesnexus.com/downloads/file.php?id=25150.
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Rebecca Clare Smith
 
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Post » Tue May 08, 2012 3:58 pm

Quick question: Do the roads show up on the map? Specifically for the colored map mods out there.


EDIT: Oops, seems not. Or at least not for the one I use anyways, which is http://www.tesnexus.com/downloads/file.php?id=25150.

Hi Dante.

Thank you for your reply.

What shows up is Nothing in the map is Visable.
All the colors are small bricks,Lines etc. Its Completely scrambled.

Somebody on the TESNexus had the same problem but somehow might have found a cure,

"tried using this file to update my Terrain map and couldn't get it working. So I compared their folder structure and noticed, The original mod had three different files under Menu, menu50 and menu80. The updated has only menu. So I overwrote all three with the one from the addon. That worked but, with only a portion of the map visible. Now I am back to the original version of Cyrodiil Terrain Map with out the new roads, and wondering, am I the only one with this problem and if so what am I doing wrong? It looks fairly straight forward.

edit: Some one from the German forums sent me a menu80 that works."

The Elven Map delux version works,But it lacks the detail of the Terrain Map.

Thanks for trying to help.

Regards.

James.
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Alexandra walker
 
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Post » Tue May 08, 2012 12:33 pm

The way the map is configured in the vanilla game is this:

Regular = 2048x2048 and goes in the textures\menus\map\world folder.
80% = 2048x2048 but the actual image is much less than the original size. Goes in textures\menus80\map\world
50% = 1024x1024 and goes in textures\menus50\map\world

If you just stick the normal size one in all 3 places it will only work when you've got your game's texture size set to large. Medium and small will result in scrambled maps because the images don't come with mipmaps in them.

You can fix this using Paint.NET if you're going from regular size to the 50% size by simply resizing the image down and then saving it.

The 80% reduction looks like it would take more work to fix.

So unless you want to mess around with image editing, you definitely need to contact the authors who are making the maps to get properly sized versions.
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Rebekah Rebekah Nicole
 
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Post » Tue May 08, 2012 5:32 am

The way the map is configured in the vanilla game is this:

Regular = 2048x2048 and goes in the textures\menus\map\world folder.
80% = 2048x2048 but the actual image is much less than the original size. Goes in textures\menus80\map\world
50% = 1024x1024 and goes in textures\menus50\map\world

If you just stick the normal size one in all 3 places it will only work when you've got your game's texture size set to large. Medium and small will result in scrambled maps because the images don't come with mipmaps in them.

You can fix this using Paint.NET if you're going from regular size to the 50% size by simply resizing the image down and then saving it.

The 80% reduction looks like it would take more work to fix.

So unless you want to mess around with image editing, you definitely need to contact the authors who are making the maps to get properly sized versions.

Hi Arthmoor.

Thank you for the information.

The structure of the Map update never contained the folders with the other sized texture Menus.so that must be the cause.

As for working with Paint! I couldn't Draw Breath lol :shakehead:

I've just taken 2 ingame screenshots withthe Print/Scrn Button.Where they are i have not got a clue lol :facepalm:

Thanks again for your Help.

Regards.

James.
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Joey Bel
 
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Post » Tue May 08, 2012 10:34 am

Quick question: Do the roads show up on the map? Specifically for the colored map mods out there.


EDIT: Oops, seems not. Or at least not for the one I use anyways, which is http://www.tesnexus.com/downloads/file.php?id=25150.
You are correct, they don't by default. The world map doesn't do anything as fancy as reading your mod list and drawing the thing (wouldn't that be awesome!) It is just an image. You will have to download a version that has the bet combination of mods you have drawn up my mod creators.

http://www.tesnexus.com/downloads/file.php?id=27553 (An Elven map with Sutch, Elseweyr, Dunkerlore and NRB.)
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bimsy
 
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Post » Tue May 08, 2012 5:18 pm

Since the latest NR&B updates no map is fully compatable as Arthmoor (understandably) moved the roads and bridge around the Archane University for better compatability with all the other mod affecting that area (RR-LR and UL-II etc)
It means if you're on that bridge, your worldmap will show you as in/on water. No biggie. Hopefully someone can update all those maps! ;)
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OnlyDumazzapplyhere
 
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Post » Tue May 08, 2012 3:03 am

Does New Roads & Bridges Revised modify or move any of the vanilla road signs? In other words, would it be compatible with a road sign replacer such as http://www.tesnexus.com/downloads/file.php?id=14906 mod? I've been using NRBR so long, I can't remember if the vanilla signs were any different...

And off-topic, but would anyone know if Road Signs is compatible with any of the Unique Landscapes mods that may edit the roads?
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JERMAINE VIDAURRI
 
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Post » Tue May 08, 2012 8:39 am

None of the vanilla sign meshes or textures were altered, the next update will add one for Bleaker's Way though so it won't match with a sign set like that.

Road Signs should be no issue with the ULs either as none of them alter the vanilla sign meshes or textures.
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Hannah Whitlock
 
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Post » Tue May 08, 2012 6:29 am

(I have both mods myself) And no it doesn't conflict. As for meshes/textures; one would simply overide the other so no real problem - in fact allowing you the option to pick which one you prefer.
As for moving the signs: Irrelevant. "Road Signs" (and "http://www.tesnexus.com/downloads/file.php?id=9498" and http://www.tesnexus.com/downloads/file.php?id=25314 and http://www.tesnexus.com/downloads/file.php?id=25429 and http://www.tesnexus.com/downloads/file.php?id=4165 ...) only change the meshes/textures wherever they may be placed. So if NRB or anything moves them; no problem at all.
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Josh Lozier
 
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Post » Tue May 08, 2012 9:38 am

The road signs I make most closely match the ones from "Improved Signs". So if people are already using those, mine should fit in pretty closely. If they're using something else, then they won't match as nicely.

Border Watch is also getting a short stretch of road and a new sign to go with it too. No reason they shouldn't have had that to begin with.
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Danielle Brown
 
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Post » Tue May 08, 2012 12:25 pm

If you're still working on this mod something that would be really helpful is a proper system of roads, paths or passes in the mountain regions. Many of the mountains are so steep that it is very difficult to travel over them or around them. Bethesda neglected this.
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Anna Kyselova
 
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