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

Post » Tue May 08, 2012 4:30 pm

Well those maps I linked to above REALLY needs updating for the new bridge position. Any takers?
Try these:
http://www.tesnexus.com/downloads/file.php?id=31273
http://www.tesnexus.com/downloads/file.php?id=31277
(And please tell me what you think.)
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alyssa ALYSSA
 
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Post » Tue May 08, 2012 4:44 am

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.

There are already trails and paths through the mountain areas. I don't need to add more. Bethesda didn't neglect anything either, the mountain areas work just fine the way they are.
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Erich Lendermon
 
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Post » Tue May 08, 2012 11:56 am

Try these:
http://www.tesnexus.com/downloads/file.php?id=31273
http://www.tesnexus.com/downloads/file.php?id=31277
(And please tell me what you think.)
Are these your mods? If so I already have! I'm anders001 on Nexus ;)
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Multi Multi
 
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Post » Tue May 08, 2012 4:45 pm

Are these your mods? If so I already have! I'm anders001 on Nexus ;)
Yep, they're mine.
Oh anders001, yeah hi :)
It was your question here that prompted me to make them.
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Wayland Neace
 
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Post » Tue May 08, 2012 7:44 am

Version 4.5.5

* Added map markers to the guard station towers.
* Made a sign for Bleaker's Way.
* Road connection to Border Watch created, with a new road sign.
* Rerouted the back road from Kvatch to Anvil along a more sensible route.
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Misty lt
 
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Post » Tue May 08, 2012 6:40 am

I've got a question regarding use of Bashed patch plus the road record ESPs included in Open Cities Classic and NRB4:

Specifically is what exactly do I need to do to use the Bashed patch?

e.g. Rebuild the Bashed patch specifying that road record from BOTH Open Cities AND NRB4 be imported? One of the record into Bashed patch(NRB4?)? Would I still need to load the road record ESPs? etc.

Thanks

[EDIT]
On a side note, wrt modded maps, I tried one of the ones from the links in the thread, modified colored elven maps, however all of the map icon markey(well most of them) appeared to have been shifted North on the map. The maps came with no instructions, just the texture files and the Description tab on TESNexus wasn't much better. (Also using Dark Darnified UI if that makes a difference...)

There wasn't much about custom maps in DaRN's readme either just a pointer to his map_config.xml setup...

So I was just guessing that adding those non-existent directories w/textures to the appropriate path location would work, however as mentioned above, most of the icons were misplaced.
[/EDIT]

[EDIT2]
nvm. I guess that I see now that the maps are HIGHLY mod installed dependent, as I tried another variant just using the texture download, i.e. not the full Elven Map Redux v2.0 and/or the added icon marker mod, and the map looks pretty close to right now although I see that it is missing the most recent road addition AFAICT. (Grabbed the Dunk-Bart-NRB version as that's the closest to what I've got installed ATM, actually just NRB + Bart...)

Still would appreciate commentary as to the bash patch, and the road record ESPs...

Thanks
[/EDIT2]
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Carlos Rojas
 
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Post » Tue May 08, 2012 11:18 am

I've got a question regarding use of Bashed patch plus the road record ESPs included in Open Cities Classic and NRB4:

Specifically is what exactly do I need to do to use the Bashed patch?

e.g. Rebuild the Bashed patch specifying that road record from BOTH Open Cities AND NRB4 be imported? One of the record into Bashed patch(NRB4?)? Would I still need to load the road record ESPs? etc.

You will want to put the road record from NRB4 in, moved as far down your list as possible without going past the bashed patch. When building the patch, make sure import roads is checked, and the file from NRB4 is the only one selected. The proper information will be imported from there.

Re: Maps: The map files I linked to are all modified vanilla maps. If you're using one of those merged map ESP files, the maps I've linked to are not setup to be used with them. Placement of the icons is determined by what the game thinks the dimensions of the map are, and those ESPs change the dimensions.
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Hazel Sian ogden
 
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Post » Tue May 08, 2012 10:05 am

Cool, thanks for the update :)
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Rusty Billiot
 
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Post » Tue May 08, 2012 2:31 pm

Mmmmm updates. Nice!
I was wondering, if it's not too much trouble, to have version numbers added to the patches' zip file names for future releases.
Trying to work out whether I've got the latest from the dates hurts my head sometimes :)
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Cat
 
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Post » Tue May 08, 2012 7:23 am

Greetings Arthmoor,

Well, as I said over in the RAEVWD thread, I did install New Roads and Bridges Revised, and I'm already a big fan! This is one of those that will seem like it's always been a part of the game in no time, and already I can't imagine playing without it. You did a great job blending it seamlessly with the existing roads and landscape... remarkable, really! Thanks for this! It should be on everyone's must-have list.

Now I have a question/request... Coincidentally enough, shortly after installing this, I happened to kick-off the start of the http://www.tesnexus.com/downloads/file.php?id=13707 quest... quite by accident, really. Do you have that one? Well, it turns out that
Spoiler
you have to meet someone under the bridge between the IC Market District and the Imperial Prison, and then a portal appears.
The problem is that the object in question appears inside the bridge where you can't get to it without ~tcl.

The question is, would this be something that would require a patch? And if so, is this a patch you would be willing to make? I noticed you have a number of patches already, but I don't know if this would be applicable or not. Alternatively, could you recommend a course of action for fixing it myself? I have worked with the CS before, but never attempted anything like patching two mods.

Thanks, and again, ths is a fantastic mod! I can't recommend it highly enough.
veg
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Charlotte X
 
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Post » Tue May 08, 2012 11:47 am

Bug Report: NR+B 4.5.5

Specific Error: Visible abnormality of rock/stone formation 0018a649.

Location: Along the NR+B road connecting Faregyl Village with the Gold Road near Skingrad, near its Gold Road terminus.

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/NBR455bug1.jpg

Incidental Details: This visual abnormality first appeared when that section of road was rerouted several updates ago. I had meant to report it then, but instead took a sabbatical from Oblivion from which I have only recently returned. The stone in question is obviously part of vanilla Oblivion. Don't know if the abnormality was caused by the reroute, or was there all along but only became apparent when the road was shifting next to it. So far as I know I have no other mods that affect that particular area.

Other Observances: I've not yet re-explored all roads, but so far the above discrepancy is the only bug I've noticed. I like the new routing of the Kvatch-Anvil loop, despite it removing one of my favorite views of http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20Oblivion/AnvilCastleDistant_1a.jpg. (That's no complaint, btw, just a bemused observance.)

Thanks again for this and your other fine mods!
-Decrepit-
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Jennie Skeletons
 
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Post » Tue May 08, 2012 10:04 am

The problem is that the object in question appears inside the bridge where you can't get to it without ~tcl.

The question is, would this be something that would require a patch?

Yes, it will need a patch. I can get one made for it easily enough, shouldn't take much more than moving the guy and the object to the other side of the road.

Specific Error: Visible abnormality of rock/stone formation 0018a649.

Location: Along the NR+B road connecting Faregyl Village with the Gold Road near Skingrad, near its Gold Road terminus

I wish all bug reports were this detailed, thanks! Yes, it was caused by the reroute a few updates back. One of the big rocks that was covering the end of that wall piece got moved to make room for the road. Fixed easily enough by moving the other smaller rock that's still there up to cover the hole. That will be in on the next update, whenever that is. As many times as I've passed by there I hadn't even noticed it :P
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X(S.a.R.a.H)X
 
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Post » Tue May 08, 2012 2:17 pm

[EDIT]
On a side note, wrt modded maps, I tried one of the ones from the links in the thread, modified colored elven maps, however all of the map icon markey(well most of them) appeared to have been shifted North on the map. The maps came with no instructions, just the texture files and the Description tab on TESNexus wasn't much better. (Also using Dark Darnified UI if that makes a difference...)

There wasn't much about custom maps in DaRN's readme either just a pointer to his map_config.xml setup...

So I was just guessing that adding those non-existent directories w/textures to the appropriate path location would work, however as mentioned above, most of the icons were misplaced.
[/EDIT]

[EDIT2]
nvm. I guess that I see now that the maps are HIGHLY mod installed dependent, as I tried another variant just using the texture download, i.e. not the full Elven Map Redux v2.0 and/or the added icon marker mod, and the map looks pretty close to right now although I see that it is missing the most recent road addition AFAICT. (Grabbed the Dunk-Bart-NRB version as that's the closest to what I've got installed ATM, actually just NRB + Bart...)
By the sounds of it you are referring to my Elven Map Compilations. (Just search for "Elven Map Compilation" on TESNexus.)

They have all been updated now to reflect NRB v4.5.5

There IS a Bart_NRB map, I made every effort to make a map for every possible combination. It's in Compilation 3.

As for map markers:
If you are using a map with Stirk (Compilations 2,4,6 or 8) you will need the MergedMaps.esp (from that mod - linked to from the compilation pages, and loaded after the bashed patch.
If not, then you should have no problems, unless you mistakenly have MergedMaps.esp or similar installed.

And no the maps aren't mod installed dependant at all (except of course that mods like Merged Maps shift the icons for enlarged maps.)
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Fanny Rouyé
 
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Post » Tue May 08, 2012 10:48 am

Yes, it will need a patch. I can get one made for it easily enough, shouldn't take much more than moving the guy and the object to the other side of the road.

Well, that would be great, and much appreciated. The Forgotten Shields was another new one in this build. I had not heard of it before seeing it in Blade of Mercy's thread, but since reading about it and seeing at least the very beginning of the quest, it looks very cool. Having it patched to work with NRB would be perfect.

And, just as a side note, I must say I continue to really enjoy (and appreciate) NRB! What an awesome mod... it fills so many gaps. And adding Vergayun and Faregyl really completes it. Can't recommend these highly enough!

Thanks again,
veg
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Yonah
 
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Post » Tue May 08, 2012 5:44 pm

Patch for Forgotten Shields is up.
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Marcia Renton
 
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Post » Tue May 08, 2012 2:25 pm

Patch for Forgotten Shields is up.

You rock, Arthmoor! Thanks a million!
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Tania Bunic
 
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Post » Tue May 08, 2012 4:03 pm

I am confused...The new road/trail that leads east from near Skingrad shows a fairly straight trail from the main road east of Skingrad...but I can not find a trail when I start walking on where it should be. Could it be a glitch with the Skingrad Outskirts UL?

By the way...further east from Skingrad...the trail/road shows up in the game.
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Ridhwan Hemsome
 
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Post » Tue May 08, 2012 1:29 pm

None of the in-game maps except Vagr's combinations have been updated to reflect the current routes in 4.5.5. If you follow the main road out of Skingrad to the north that eventually leads to Lake Rumare, you should see road signs at a junction, one of which will point to Bravil. That's the Skingrad-Faregyl road.
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ruCkii
 
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Post » Tue May 08, 2012 3:33 am

Is an update ever planned?
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Strawberry
 
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Post » Tue May 08, 2012 9:58 am

That's out of my hands as I couldn't paint a straight line let alone fix a bunch of different game maps.
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Sophie Louise Edge
 
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Post » Tue May 08, 2012 10:46 am

NR+B455 odd NPC behavior report:

This is a long-noticed bug (if bug it is) that I am only now reporting. "Imperial Legion Soldier" 340128f3 (34x being my current NRB load-order designation) has been stuck in one spot on the road since the update that rerouted the Imp-Isle Arcane University area road. I at first assumed the new routing was/is too steep to let the Legionnaire continue on his way, but have since noticed other Legionnaires traverse the road without issue. (One did so just prior to my below capture.) Is it possible that the Legionnaire is a stationary intersection guard who has somehow wandered out of position?

Here's a capture showing the guard and his location.

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/NRB455bug_2.jpg

This is a very minor issue that causes no harm. (I have now "pushed" the Legionnaire off the road, making it an even less obvious issue.) I mention it only as something to look in to for possible correction in a future update.

Thanks again!

-Decrepit-
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Kortknee Bell
 
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Post » Tue May 08, 2012 7:13 pm

Good catch - he was set to reunite with his horse wrong. Rather than going to wherever his horse is, he was coming back to his AI start location. Since the horse isn't there, he's just standing around like a dufus. You'll probably find that you have a stray horse somewhere along that road between the AU and Sardavar Leed. Assuming it hasn't been killed by goblins or something.
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Mrs. Patton
 
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Post » Tue May 08, 2012 11:49 am


http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/NRB455bug_2.jpg
-Decrepit-
Sorry off topic question - what is the texture replacer your using for roads in that screen shot?
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Gaelle Courant
 
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Post » Tue May 08, 2012 8:04 am

Sorry off topic question - what is the texture replacer your using for roads in that screen shot?

ATP Roads and Cobblestones v2.0 by AmpolX. I use and enjoy the entire ATP 2.0 series, despite some tiling issues. Alas, it seems to have disappeared from TESNexus. PlanetElderscrolls still has v1.0 but I never used that so don't know it equates with v2.0.

-Decrepit-
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jenny goodwin
 
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Post » Tue May 08, 2012 3:49 pm

I use the same texture on the IC bridges. I didn't care for it on all roads in general. It makes for a much nicer replacement than the pink crap Bethesda used for cobblestones on IC meshes.
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Kieren Thomson
 
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