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

Post » Tue May 08, 2012 4:20 pm

I've got another conflict report. This one is a new mod by Trollf: http://www.oblivionsrealestate.com/Castle_Homes_Challenge/castle_homes_challenge.html. Troll placed it just north of the West Weald Road (the one that crosses the Weald from Skingrad to Bravil), so there's a rather large land tear between the south wall of the castle and the wall itself. I don't know if it would be easier to make a patch for it, or simply ask Troll to move the castle north a few hundred yards - there's not really anything in the area - but I thought I'd post here.

Oh, I tried loading CWW after NRB, and it just wiped out the road completely. :(

(It's really an awesome castle, too - if you guys haven't checked it out yet, do so. It definitely earned the winning title.)
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Solina971
 
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Post » Tue May 08, 2012 9:56 am

The castle is going to need a patch, and it looks like it'll be less disruptive to have the castle load before the roads, since all that will need done is sealing a rip along two cell boundaries. I wouldn't ask Trolf to move that anymore than I'd want someone asking me to move the road.
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Nathan Hunter
 
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Post » Tue May 08, 2012 7:14 pm

Hey there Arthmoor, long time no chat ;).

Not sure if you're still making patches for this one, but there's a conflict between it and Quest for the Elements. It's just north of Bravil (directly north from the KOTN wayshrine). The quest mod adds an "Elemental Temple" and when it's used with NRB the temple floats and there's some landscape tearing. My apologies if this has already been reported.

Here's a link to the mod - http://www.tesnexus.com/downloads/file.php?id=6974
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maya papps
 
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Post » Tue May 08, 2012 2:39 pm

Hey, good to see you around again :)

I make patches for stuff as needed, and I think someone else requested that same mod once before. I'll have to take another look but it didn't look like it would be too hard to do. Although the height of the particular feature is sort of ridiculous :)
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Amysaurusrex
 
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Post » Tue May 08, 2012 3:08 am

Patches for Castle West Weald and Quest for the Elements are up now.
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FLYBOYLEAK
 
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Post » Tue May 08, 2012 11:01 am

Patches for Castle West Weald and Quest for the Elements are up now.

Sweet! Thank you!
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Travis
 
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Post » Tue May 08, 2012 6:47 pm

Version 4.5.6

* Fixed an open faced fort wall piece at Fort Vlastarus that was exposed by the reroute in 4.5.3.
* The legion patrol east of the Arcane University was not reuniting properly with his horse, leading to him standing around doing nothing when separated from it.
* Extended the path leading away from Imperial Bridge Inn up to the main road nearby.
* Updated the road record file for Open Cities Reborn to include proper support for Bruma and Anvil in addition to Leyawiin.
* Added internal toggle support to activate road signs for my other village mods when they get updated.
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~Sylvia~
 
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Post » Tue May 08, 2012 11:45 am

Thanks for the update Arthmoor. :foodndrink:
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renee Duhamel
 
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Post » Tue May 08, 2012 3:51 pm

Version 4.5.7

* Added some more internal village togglers for works in progress.

Yes, that's a less than subtle hint btw. Best get to upgrading now :)
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Stephanie Kemp
 
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Post » Tue May 08, 2012 11:44 am

Downloaded - Oooh new Toggles you say?! :hubbahubba:

Seriously; what more do you want? I already have nine of the ten listed mods in your signature! (And that is only because two are incompatible, of course.)
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Nadia Nad
 
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Post » Tue May 08, 2012 4:28 am

Nice. Another update from Maestro him self. :grad:

Thank you Arthmoor. :D
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Rachel Eloise Getoutofmyface
 
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Post » Tue May 08, 2012 2:39 pm

Love this mod but I'm having an issue (posted about it in the comments section on TESNExus).

I'm using New Roads and Bridges Revised, Let the People Drink, Unique Landscapes: Imperial Isle and the compatibility patch for all three mods. I'm using the latest versions of the previously mentioned mods but the patch does not seem to be working. I'm getting some strangeness around the area where the aqueduct meets the land. Here are some screenshots:
http://img23.imageshack.us/f/stepsp.jpg/
http://img827.imageshack.us/f/fence.jpg/
http://img529.imageshack.us/f/crashp.jpg/ (just beyond that area) I got a CTD 3 out of 4 times. Even though I'm heavily modding my game, in a couple hours of playtesting with a test characters I never got a CTD except for here.

Here is my load order. I used BOSS to sort my .esp files and it looks to have sorted them correctly based on the readme that came with the compatibility patch. Is there another pluging conflicting with this that I'm not aware of? Like I said, everything else seems to be 100% stables (I have a pretty high-end best of a gaming system).

Spoiler
Active Mod Files:00  Oblivion.esm01  GTAesgaard_2.esm02  Cybiades.esm  [Version 2.0]03  ScreenEffects.esm04  All Natural Base.esm  [Version 0.9.9.5]05  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]06  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]07  Cobl Main.esm  [Version 1.72]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  TamrielTravellers.esm  [Version 1.39c]0B  FCOM_Convergence.esm  [Version 0.9.9MB3]0C  Armamentarium.esm  [Version 1.35]0D  Artifacts.esm  [Version 1.1]0E  Better Cities Resources.esm0F  Progress.esm  [Version 2.2]10  VVAdvanced.esm  [Version 1.00]11  CM Partners.esm12  HorseCombatMaster.esm13  Oblivifall Master File.esm  [Version 1.0]14  RAEVWD New Sheoth.esp  [Version 1.5]15  Unofficial Oblivion Patch.esp  [Version 3.2.10]16  DLCShiveringIsles.esp17  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]18  Better Cities .esp19  Francesco's Optional Chance of Stronger Bosses.esp1A  Francesco's Optional Chance of Stronger Enemies.esp1B  Francesco's Optional Chance of More Enemies.esp1C  Francesco's Optional Leveled Guards.esp1D  FranDarkSeducerWeapFix.esp1E  FCOM_Francescos.esp  [Version 0.9.9]1F  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]20  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]21  Atmospheric Loading Screens - 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MERGE ONLY.esp  [Version 1.08]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]E9  Cobl Silent Equip Misc.esp  [Version 01]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]EA  Bashed Patch, 0.espEB  Streamline 3.1.esp
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Rachyroo
 
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Post » Tue May 08, 2012 5:33 pm

What you're reporting is not a bug. The steps and fence are deliberately placed that way within the UL Imerial Isle mod and have no bearing on NRB4 - NRB4 doesn't touch that part of the map at all.

As far as your CTD, you have some stuff that's a bit out of order. You're saying you used it, but the masterlist wouldn't have placed the RAEVWD New Sheoth mod where you have it. Nothing should be ahead of the UOP in ESP files.
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CHARLODDE
 
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Post » Tue May 08, 2012 3:51 am

What you're reporting is not a bug. The steps and fence are deliberately placed that way within the UL Imerial Isle mod and have no bearing on NRB4 - NRB4 doesn't touch that part of the map at all.

As far as your CTD, you have some stuff that's a bit out of order. You're saying you used it, but the masterlist wouldn't have placed the RAEVWD New Sheoth mod where you have it. Nothing should be ahead of the UOP in ESP files.

Okay, I was actually beginning to wonder if it wasn't a bug. As for the load order of the RAEVWD New Sheoth mod, I actually installed RAEVWD last night into my game and forgot to run BOSS. When I took those screenshots, RAEVWD wasn't a part of my game so that mod wasn't there. I should do some more tests because I think the problem no longer exists as far as the CTD goes because after my 3rd attempt I didn't CTD, I'll have to do some more tests to make sure everything's working.
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Steve Fallon
 
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Post » Tue May 08, 2012 6:43 pm

Discrepancy Report: Unsupported Vergayun Road Sign near Fort Akatosh

Likely Cause: Sign not accounted for in FAR-NRB compatibility patch?

Screen Capture Documenting Discrepancy: http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/VergayunRoadSignMisplaced.jpg

Details:
I saw this floating road-sign during my first trip from Fort Atakosh (Redux) to the Imperial City since rebuilding my Oblivion install. The discrepancy did not exist in my old build. However, I was using NRB 4.5.6 (or maybe even 4.5.5) then, and only upgraded to 4.5.7 during the (recent) rebuild process. My guess is that that particular road-sign is a recent addition, and not accounted for in the FAR-NRB compatibility patch, which is dated 11 May 2010.

I realize that you are not the author of the patch in question, which appears on the Nexus FAR page rather than being part of NRB. Still, I could be wrong in my assumption as to the cause, and in any case should make you aware of the situation.

NOTE: I'll post a modified copy of this in the official FAR thread.

-Decrepit-
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Juliet
 
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Post » Tue May 08, 2012 4:47 pm

So their patch removed my road signs at the end of the road that branches to Cropsford?
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Peetay
 
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Joined: Sun Jul 22, 2007 10:33 am

Post » Tue May 08, 2012 7:08 am

So their patch removed my road signs at the end of the road that branches to Cropsford?

Hmm... I don't think so. I think those road signs are visible in the distance (assuming we refer to the same signs). And as I recall they are located where you say they should be. It's just the Vergayun sign that's "off". At least that's what I remember. Been at work (just returned), so haven't had a chance to travel through that area again and make sure. I'll do so and report back with more details and maybe another capture or two, though it'll likely be sometime tomorrow at the earliest.

-Decrepit-
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Scott
 
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Post » Tue May 08, 2012 1:47 pm

Yes, but that Vergayun sign you shot should be attached to a signpost with several other signs, which wasn't a vanilla signpost. I put it there at the intersection with the main east/west road.
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Laura Ellaby
 
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Post » Tue May 08, 2012 2:57 pm

Sorry for the delay responding. I've a few more screenshots that will hopefully clarify the issue.

  • http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/VergayunRoadSignMisplaced3.jpg
  • http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/VerganunRoadSignMisplaced2.jpg
The first capture is a closeup of the signpost near Cropsford, at the intersection where the road is diverted to bypass Fort Akatosh (whose sign is visible on the post). I assume this is the signpost you refer to? So far as I can tell, this post is where it should and needs to be in relation to the bypass. Is this where the floating Vergayun sign should be?

The second capture is another view of the signpost, this time pointing north toward the floating Vergayun sign, which is sadly too far away to be visible. The large rock (small boulder) seen on the right side of the road at distance is about where the Vergayun sign floats. The paved road to the left is the Fort Akatosh bypass.

(Sorry of the poor quality of these two views. I didn't arrive at the Fort until late afternoon, when lighting wasn't very good. I manipulated 'em after the fact to bring out details, but shooting at midday would have been better.)

The FAR folk will redo their patch as needed to fix the Vergayun sign location. They just aren't exactly sure what needs to be fixed, since that particular sign relies on the presence of two mods, both NRB and Vergayun. (Fool that I am, I forgot to get an ID number for the sign while in the area.) I'd assume the sign is part of NRB rather than Vergayun, but they have to interact in some way so NRB knows when to use and not use it?

And of course there's always a chance the glitch is some unique quirk of my new build. As mentioned, I did not notice any floating roadsigns before rebuilding. But then I wasn't using the latest NRB either (and as I recall didn't pass through that area for some time before starting afresh). My guess is still that the patch just needs to be updated (it's from May 2010) to accomodate recent changes/additions to either NRB or Vergayun. But we shall see.

-Decrepit-
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Lewis Morel
 
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Post » Tue May 08, 2012 6:45 pm

http://img822.imageshack.us/img822/9219/signsp.jpg

There are two sets of signs at Cropsford. The one on the left is the intersection with the main road. The one on the right is where the road breaks to go to the bridge. Both sets are placed by NRB4.

The Vergayun sign is placed by NRB4 using the resource path to Vergayun's sign mesh. It's set to be disabled when Vergayun is not installed, and becomes visible when it is. No scripting involved there. The two mods share a common toggle item.

The Fort Akatosh patch apparently eliminated the set of signs on the left by the main road, for whatever reason, which is why the Vergayun sign is left dangling. There should be evidence of another where they put their Fort Akatosh sign on the other set.

In order to fix it, all they need to do is delete the dangling one, and make sure the other one is pulled down below their sign so that it will become visible. If they get missing meshes while trying to do that, the resources for Vergayun need to be installed. The ESP does not need to be involved though.
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Roy Harris
 
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Post » Tue May 08, 2012 6:50 am

http://img822.imageshack.us/img822/9219/signsp.jpg

There are two sets of signs at Cropsford. The one on the left is the intersection with the main road. The one on the right is where the road breaks to go to the bridge. Both sets are placed by NRB4.

The Vergayun sign is placed by NRB4 using the resource path to Vergayun's sign mesh. It's set to be disabled when Vergayun is not installed, and becomes visible when it is. No scripting involved there. The two mods share a common toggle item.

The Fort Akatosh patch apparently eliminated the set of signs on the left by the main road, for whatever reason, which is why the Vergayun sign is left dangling. There should be evidence of another where they put their Fort Akatosh sign on the other set.

In order to fix it, all they need to do is delete the dangling one, and make sure the other one is pulled down below their sign so that it will become visible. If they get missing meshes while trying to do that, the resources for Vergayun need to be installed. The ESP does not need to be involved though.

Did some further investigation and want to offer these theoretically final observations for your approval before reporting my findings and solution on the Fort Akatosh Redux thread (unless you want to handle that part yourself).

Fired up my "old" Oblivion install, which now resides on my secondary computer. Traveled to the area in question. No floating Vergayun sign. But, as suspected, I am indeed using an earlier version of NR&B with that older build: 4.5.6.

Fired up my primary computer, launched the game, traveled to the area, and took a screen-shot similar to yours. It proves quite informative, bringing something to light I wasn't aware of:

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/VergayunRoadSignMisplaced4.jpg.

  • The screen-left signpost at the Yellow Road - NRB Road intersection is correct, with its Vergayun sign in-place. No problem there.
  • The extreme-right signpost is at the point where the NRB road is rerouted to bypass Fort Akatosh. (My yellow line hints at the new routing, turning right at that point.) No Vergayun sign appears on this post.
  • This screen-right post is also where the Cropsford branch-off is now located (looking more like a continuation of the NRB road in my shot).

My best guess, comparing our two captures, is that the floating Vergayun sign (33023c4c in my load-order) is at the sight of the original Cropsford branch-road, which is now situated further down the NRB road. The signpost was moved by the FAR-NRB patch to accomodate the routing change. The floating sign was introduced sometime after the current patch was made, and is thus not accounted for.

Solution: move the floater to the new post location at screen right.

This is what I will present on the Fort Akatosh Redux thread, again provided you have no further insight and don't want to handle the communication yourself.

-Decrepit-
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Tue May 08, 2012 7:35 am

Ah, that explains things. Yes, the floater needs to move down to their relocated spot. You can go ahead and let them know that's all they need to do and it'll work out fine.
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kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Tue May 08, 2012 5:40 pm

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.
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Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm

Post » Tue May 08, 2012 2:30 pm

Bump
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NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Tue May 08, 2012 3:35 pm

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.
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Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

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