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

Post » Tue May 08, 2012 4:25 am

New Roads & Bridges

http://www.gamesas.com/index.php?showtopic=951674

This mod adds some new roads to the game along with some new bridges to connect them together when the roads cross the Niben or Lake Rumare. It is intended to make travel just a bit easier to manage, especially when accessing the Imperial City island. You no longer have to go clear around to the Weye bridge just to keep dry.

Version 4 is an updated release, with Ukrr's permission, that addresses mainly cleanup issues with the older plugin.

http://oblivion.nexusmods.com/downloads/file.php?id=20218
http://tesalliance.org/forums/index.php?/files/file/52-new-roads-bridges-revised/
http://download.fliggerty.com/download--407

Translated Versions:

http://www.confrerie-des-traducteurs.fr/site/mods/graphisme/visuels/routes_et_ponts_supplementaires.php
http://www.multiupload.com/64ZN5XWWJH

Specifically, the following is added:

This mod adds some new roads to the game along with some new bridges to connect them together when the roads cross the Niben or Lake Rumare. It is intended to make travel just a bit easier to manage, especially when accessing the Imperial City island. You no longer have to go clear around to the Weye bridge just to keep dry.

Specifically, the following is added:

A road from the south end of Imperial Isle, along the west outer wall of the Arcane University that connects across the lake with the Red Ring Road, not too far east of Pell's Gate.

A road from the north end of the Imperial City that goes around the prison to the east. It then splits from there. One fork heads north across a bridge and meets the Red Ring Road just west of the Ayleid ruin Sercen. The other fork goes east across a small bridge and passes along the south side of Fort Urasek, where it meets the Red Ring Road just south of the intersection with the Blue Road to Cheydinhal.

A road which originates just west of Cropsford and runs southwest past Cullote to the Niben, where a large bridge spans the river. On the other side the road contiues south to the Green Road a bit north of Bravil.

Extends the little stubby road from Faregyl all the way west to the Gold Road just east of Skingrad. An inn is situated halfway between the two endpoints along this road. Appropriately called Halfway Inn.

A trail that extends from the road intersection outside of Kvatch on the Gold Road down to the east wall of Anvil at Fort Strand.

A short extension of road over a new bridge from the east side of the small island north of Leyawiin's Oblivion gate, past the Amelion family tomb, and meeting the Yellow Road right outside of Blankenmarch.

Several new road markers have been placed along the road to help guide the way.

Installation

Place the ESP in your load order and activate. Place the included mesh and texture files in your Data folder.

Two optional ESP files are included for allowing NPCs to use the new roads in their pathing.
For best results, use Wrye Bash 229 or higher and use the "Import Roads" option to select the road file you want. The mod does not need to be active for the import to work.

Use NRB4 Standard Road Record.esp for games using standard city layouts ( including Open Cities ).
Use NRB4 OCLR Road Record.esp if you have Open Cities Leyawiin Reborn installed.
NPCs who travel through Tamriel should use the new roads if their pathing allows for it.

If you chose not to use Bash, the road file you're using needs to load at the end of your load order for best results.

Uninstallation

Deactivate the ESP and load your game.
Remove the NRB4 folder from your meshes and textures.

Compatibility

This mod runs into surprisingly little trouble, at least as far as I can tell.

A patch is available for use with UL:Imperial Isle. It currently works with either version 1.5 or 1.6, but not older versions.

Load after ElsweyrFaregylRoad.esp if you're using that mod along with the Riverhold mod.

Load after ElsweyrAnequina.esp if you're using that, and be sure you don't still have Riverhold or ElsweyrFaregylRoad.esp when you do.

Works with Open Cities, including Leyawiin Reborn, as long as it loads before them. Same with Open Better Cities and Better Cities.

A patch is available for use with Region Revive - Lake Rumare.

A patch for Shadowcrest Vineyard is available.

A patch for Tcos Alchemy Tower is available.

A patch for Aran Mathi is available.

A patch for DC Fort Akatosh is available.

There is no need for any other UL patches aside from Imperial Isle. Ukrr was either very lucky or deliberately planned around them.

Any other issues will need to be reported so they can be dealt with.

Known Issues

Aside from some stubborn grass that's hard to scraqe off the roads in the CS, there should be no trouble from this.

Credits

Thanks to Ukrr for granting permission to release this update, and for creating the initial mod.

Additional Related Resources

http://oblivion.nexusmods.com/downloads/file.php?id=35969 has an overlay for its system which covers vanilla and Elven style maps.
http://oblivion.nexusmods.com/downloads/file.php?id=23946 - An updated Elven Map Redux version with all of the new roads added. Current as of version 4.4.1.
http://oblivion.nexusmods.com/downloads/file.php?id=22065 - A colored version of the vanilla game map with all of the new roads added. Current up to version 4.2.
http://oblivion.nexusmods.com/downloads/file.php?id=23140 - An updated Cyrodiil Terrain Map version containing all of the new roads in their correct locations, along with additional edits for Bartholm and for OC Leyawiin Reborn. Current up to version 4.4.2.
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Sunny Under
 
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Post » Tue May 08, 2012 10:11 am

Version 4.5.2

* The two road record files needed corrections for broken path nodes across Fort Ash and the northern Niben bridge.
* Reduced the slope on the north road out of the IC to Bruma. Hopefully enough to stop tripping up the horses.
* Added guard station signs to the new guard towers.

Noticed the guard station sign stuff didn't get copied for the update 90 minutes ago - 5 people downloaded the file since then. You guys need to go grab it again. Anyone else getting it now will have it all.
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Hannah Whitlock
 
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Post » Tue May 08, 2012 3:18 pm

Never noticed these issues, but thanks for the update and upkeep.
Edit: Came here just to say that I stumbled upon a missing guard sign mesh... but I see you already noticed and reuploaded it. :P
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Ryan Lutz
 
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Post » Tue May 08, 2012 8:21 am

Version 4.5.2

* The two road record files needed corrections for broken path nodes across Fort Ash and the northern Niben bridge.
* Reduced the slope on the north road out of the IC to Bruma. Hopefully enough to stop tripping up the horses.
* Added guard station signs to the new guard towers.

Noticed the guard station sign stuff didn't get copied for the update 90 minutes ago - 5 people downloaded the file since then. You guys need to go grab it again. Anyone else getting it now will have it all.


Never noticed these issues, but thanks for the update and upkeep.
Edit: Came here just to say that I stumbled upon a missing guard sign mesh... but I see you already noticed and reuploaded it. :P

I might have been the first to report the slope issue. It wasn't a show-stopper by any means. Just took a bit of "horse-wiggling" to get my mount moving again. But the fix is very nice. I find the new dug-out road and its surrounding embankments visually appealing.

I just now noticed mention of the stations signs. Can't recall if my 4.5.2 has them or not. Heh

-Decrepit
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Breautiful
 
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Post » Tue May 08, 2012 2:22 pm

The ESP for 4.5.2 has the records regardless. My boneheaded mistake was not making sure the mesh+texture got included along with that, so it'll be obvious if they're missing when you get within view of one of the guard towers.
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Nymph
 
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Post » Tue May 08, 2012 5:50 pm

Just curious, I have NRAB and am very satisfied, but are there any other mods that add a road or two South of Chorrol to, say, Anvil or Skingrad?
If not, I'm gonna make one for me-self. :)
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Steve Bates
 
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Post » Tue May 08, 2012 10:01 am

There's been talk of adding a Chorrol-Skingrad road that connects to some isolated vanilla trail bits that runs past some of the ruins in the Highlands. I don't know if it's been any more than talk though, and it's not on my list of things to do right now.
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Tyrel
 
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Post » Tue May 08, 2012 9:51 am

There's been talk of adding a Chorrol-Skingrad road that connects to some isolated vanilla trail bits that runs past some of the ruins in the Highlands. I don't know if it's been any more than talk though, and it's not on my list of things to do right now.

Thank you. I've made some research and found nada. I'll give it a try.

By the way, nice work.
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xxLindsAffec
 
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Post » Tue May 08, 2012 9:16 am

Can't find the thread now where it got mentioned, but if you have the pic link to the road extension from Chorrol-Skingrad could you post it here?
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Nuno Castro
 
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Post » Tue May 08, 2012 6:09 am

Can't find the thread now where it got mentioned, but if you have the pic link to the road extension from Chorrol-Skingrad could you post it here?

I don't have this, so I made one myself. http://www.gamesas.com/bgsforums/index.php?showtopic=1070959.
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Alisha Clarke
 
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Post » Tue May 08, 2012 4:29 pm

Can't find the thread now where it got mentioned, but if you have the pic link to the road extension from Chorrol-Skingrad could you post it here?


http://i285.photobucket.com/albums/ll54/pero_lozhach/newroad.jpg that uses parts of existing roads. You were thinking about this?
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Robert Garcia
 
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Post » Tue May 08, 2012 4:27 am

I don't have this, so I made one myself. http://www.gamesas.com/bgsforums/index.php?showtopic=1070959.

Ah, nice. I'll have to check those out :)

http://i285.photobucket.com/albums/ll54/pero_lozhach/newroad.jpg that uses parts of existing roads. You were thinking about this?

That's the one. I was considering taking a crack at that at some point but there isn't any reason to now with mariedanj's mod :)
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Jade Barnes-Mackey
 
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Post » Tue May 08, 2012 6:18 pm

Any chance you would consider adding a trail to Bleaker's Way from the silver road to Bruma as well if you update NRB? They're not isolationists are they?

I'll look into that before deciding on it. There may be a reason for why they were isolated. If not, they'll get a trail or something to connect to the main road.
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Jamie Moysey
 
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Post » Tue May 08, 2012 9:03 am

Thanks for considering it.

The Improved Infrastructure mod has a great trail going there and it looks really cool. And it seems about the same distance to that version of the silver road as the vanilla.
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Vickey Martinez
 
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Post » Tue May 08, 2012 1:20 pm

Well I went poking around looking for prior lore and reasons for Bleaker's Way to remain isolated but couldn't find any. So I gave them their dirt road. They aren't getting a paved one since it's an out of the way spot, but this will do. I don't know if I followed the same path as III either. I chose to stick to the gentler slope and paint the road down from there rather than chop a giant hole through the large ridge there and have LOD issues crop up.
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Darlene Delk
 
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Post » Tue May 08, 2012 10:14 am

Well I went poking around looking for prior lore and reasons for Bleaker's Way to remain isolated but couldn't find any. So I gave them their dirt road. They aren't getting a paved one since it's an out of the way spot, but this will do. I don't know if I followed the same path as III either. I chose to stick to the gentler slope and paint the road down from there rather than chop a giant hole through the large ridge there and have LOD issues crop up.
Improved Imperial Infrastructure has a small road connecting Bleaker's Way onto the Silver Road from the southeast. It does flatten a small section of the hill which separate the settlement from the main road, otherwise there is no way the isolated settlement will connect with the outside world because I also revamped the majority of Silver Road into something like http://en.wikipedia.org/wiki/Hairpin_turn.

By logic, Bleaker's Way should not have been an isolated and hidden settlement. It has an inn, which indicates that travelers (or at least outsiders) do visit it. Compared to Hack Dirt which is a hostile and far more "isolated" settlement, which also has an inn and being visited regularly by outsider, you will notice that Bleaker's Way is more like a condemned place than anything else.
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Maeva
 
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Post » Tue May 08, 2012 8:25 am

http://img684.imageshack.us/img684/2711/bleakers.jpg

If you look closely at it, the brown path leading south out of the town that eventually meets the main road is what I added. Given the height of the vanilla land there, it's highly likely to cause LOD issues cutting in too low. You've probably avoided that by raising things a bit higher than they started. I chose to follow the natural slope to avoid the problem, and it seems to fit in pretty well.
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xxLindsAffec
 
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Post » Tue May 08, 2012 3:48 pm

New Roads & Bridges


http://www.tesnexus.com/downloads/file.php?id=23140 - An updated Cyrodiil Terrain Map version containing all of the new roads in their correct locations, along with additional edits for Bartholm and for OC Leyawiin Reborn. Current up to version 4.4.2.

I 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. Is it a matter of resizing the dds file and if so what do I use to do that.

edit - Some one from the German forums sent me a resized file that works in the menu80 folder. I probably could have resized it myself, but the dds plugin for gimp doesn't like my 64 bit Vista.
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candice keenan
 
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Post » Tue May 08, 2012 1:40 pm

Version 4.5.3

* Slight rerouting of the west end of the Skingrad-Faregyl road to accommodate the Skingrad Outskirts UL.
* Added a dirt path from the main Bruma road up to Bleaker's Way.
* More corrections to road record files made.

Also note that the patch for Region Revive was updated to correct landscape issues after the guard towers were added.
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Georgine Lee
 
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Post » Tue May 08, 2012 4:24 am

* Slight rerouting of the west end of the Skingrad-Faregyl road to accommodate the Skingrad Outskirts UL.
Thus avoiding the need for a patch! Nicely done. :D
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Sabrina garzotto
 
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Post » Tue May 08, 2012 6:53 pm

I found a minor conflict. Something in my load order is overriding the road that goes from the south bridge to the Imperial Isle, from the part where it goes up over the hill clear to the other side. Also, I always crash when I get near the tower placed there. I'm going to investigate further tonight to see what's doing it, but I was wondering if anyone knows of or had reported something similar?
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lucile
 
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Post » Tue May 08, 2012 4:12 am

How well does this mod work with Let The People Drink? Will there be *too* many bridges?
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Tom
 
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Post » Tue May 08, 2012 2:39 pm

I found a minor conflict. Something in my load order is overriding the road that goes from the south bridge to the Imperial Isle, from the part where it goes up over the hill clear to the other side. Also, I always crash when I get near the tower placed there. I'm going to investigate further tonight to see what's doing it, but I was wondering if anyone knows of or had reported something similar?

The towers have a new mesh for the signs, might check to be sure everything for those got installed properly.

I'll need more information on the conflict though. The Imperial Isle is a busy place, so it could be anything, though the south bridge should be fairly isolated.

How well does this mod work with Let The People Drink? Will there be *too* many bridges?

You'll need a patch for it, but otherwise fine. LtPD only adds the aqueduct. No other bridges.
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Emmi Coolahan
 
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Post » Tue May 08, 2012 7:58 am

Sorry for the short and vague post this morning; I was a little short on time.

The towers have a new mesh for the signs, might check to be sure everything for those got installed properly.
Yup. The GuardStationSign.nif mesh is in there. I think it might be caused by the conflict (see below).

I'll need more information on the conflict though. The Imperial Isle is a busy place, so it could be anything, though the south bridge should be fairly isolated.
After a little work, I found the culprit: it's http://www.tesnexus.com/downloads/file.php?id=9711. It should've been my first choice, since the road starts near the guard tower and goes right around the AU, to the east (http://project-phoenix.wikidot.com/local--files/files/start.JPG (just past the guard tower) to http://project-phoenix.wikidot.com/local--files/files/end.JPG (along the road that passes under the bridge between the AU and Arboretum). What I can't figure out, though, is why - that mod shouldn't edit anything outside the walls. I cleaned it, but when I tried to undelete and disable refs, I got a message saying "Target is not persistent." Any ideas?
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Riky Carrasco
 
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Post » Tue May 08, 2012 7:48 am

It edits landscape. Those are the only types of edits that will reflect out to the parent worldspace. So it probably needs a patch if you can't move AU300 above NRB4 and still have things work.
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Dj Matty P
 
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