New Roads & Bridges
http://www.gamesas.com/index.php?showtopic=1064849
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/mods/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/mods/35969 has an overlay for its system which covers vanilla and Elven style maps.
http://oblivion.nexusmods.com/mods/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/mods/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/mods/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.