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

Post » Wed Mar 30, 2011 6:07 am

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. :)


I know this is extremely late, but...

http://www.tesnexus.com/downloads/file.php?id=25839
http://www.tesnexus.com/downloads/file.php?id=31624

Adds a few extra routes though as the description says, some may not be horse friendly.
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cutiecute
 
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Post » Wed Mar 30, 2011 5:31 am

Thanks for the links, Jasmer. Those trails look like something I may like.
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:)Colleenn
 
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Post » Tue Mar 29, 2011 9:59 pm

I found a small bug: At the east end of the Great Niben Bridge, it appears that the land alteration exposed the base of a rock right beside the bridge (as seen in http://project-phoenix.wikidot.com/local--files/files/bridge-rock.JPG. The south side of the rock is the exposed part; I just took the shot where I was to gain perspective of it relative to the bridge.
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NIloufar Emporio
 
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Post » Wed Mar 30, 2011 2:15 pm

If one has OC reborn installed and has the road records for Layawin reborn then installs this and it has it's road records - do we use both:
Open Cities Reborn Road Record.esp
NRB4 OCReborn Road Record.esp

Couldn't tell from readme and BOSS states only use one, but I'm not sure if the NRB version is a patch or replacement.

thanks
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Casey
 
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Post » Wed Mar 30, 2011 10:03 am

If one has OC reborn installed and has the road records for Layawin reborn then installs this and it has it's road records - do we use both:
Open Cities Reborn Road Record.esp
NRB4 OCReborn Road Record.esp

I'm pretty sure that you want the NRB4 one if you have that mod, or the "Open Cities" one if you don't have NRB.
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Samantha Pattison
 
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Post » Tue Mar 29, 2011 11:25 pm

@WalkerInShadows: Fixed, will be in next update.

@Psymon: You need to use the one specified for OCR. The one you get out of OCR itself doesn't deal with the added roads, the file in NRB4 does.
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Ricky Rayner
 
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Post » Wed Mar 30, 2011 4:47 am

Version 4.5.9

* Updated the OC Reborn road record file for OCR 0.8 support.
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Robert Devlin
 
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Post » Wed Mar 30, 2011 6:51 am

Version 4.5.9

* Updated the OC Reborn road record file for OCR 0.8 support.

Ah, that was what the update was then. Just loaded both. Looking forward to seeing that OCR addition in game. :celebration:
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sam
 
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Post » Wed Mar 30, 2011 11:22 am

Version 4.5.9

* Updated the OC Reborn road record file for OCR 0.8 support.

Thanks Arthmoor for the update. :celebration:


Excellent work as always and again thank you. :bowdown:
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Mrs. Patton
 
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Post » Tue Mar 29, 2011 11:03 pm

Hi Arthmoor:

Question about the pathing in the standard roadrecord:

I have companion Vilja. When leaving the waterfront to the road to the Imperial bridge (take a left when facing the door from the waterfront to the temple district) my companion gets to the point where the rocks were and turns around to find another path. I posted the question in that thread and the author said that the companion follows the path grid.

This suggests that there is no path grid in that spot connecting the waterfront to the road. Is this correct? And if so, would it be possible to correct for next update?

Thanks
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Carlitos Avila
 
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Post » Wed Mar 30, 2011 8:58 am

Hi Arthmoor:

Question about the pathing in the standard roadrecord:

I have companion Vilja. When leaving the waterfront to the road to the Imperial bridge (take a left when facing the door from the waterfront to the temple district) my companion gets to the point where the rocks were and turns around to find another path. I posted the question in that thread and the author said that the companion follows the path grid.

This suggests that there is no path grid in that spot connecting the waterfront to the road. Is this correct? And if so, would it be possible to correct for next update?

Thanks


You can check if the pathgrid is present/absent by using the console command "tpg" in-game. It will show the path grid.
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Naazhe Perezz
 
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Post » Wed Mar 30, 2011 5:11 am

Actually I think in this case it's due to the large subspace placed over the Waterfront District. You walked out of it to go up the road out of the area, but your companions are bound by the restrictions of the game engine and are looking for another way to get around it to meet back up with you. Removing that subspace might be extremely disruptive to the AI routines of several other NPCs and I'd rather not get rid of it if I can help it.
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Harry-James Payne
 
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Post » Wed Mar 30, 2011 10:06 am

Extremely minor thing I've noticed by the Imperial Isle East Guard Station.

The guard standing to the left of the door typically stands guard around position 51390, 71493, 618 in cell 12,17 when he's not wandering around killing stuff. The ground at the location seems a bit "off" in that the guard's feet are below the level of the ground, so that his feet are missing until such time as he moves away. A similar behavior can be noticed if the PC stands in that location.

The only mods I'm running that touch landscape in that cell are NR&B, UL: Imperial Isle, and the NRB+UL-II+LtPD version of the patch file.
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Darren Chandler
 
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Post » Wed Mar 30, 2011 4:25 am

Actually I think in this case it's due to the large subspace placed over the Waterfront District. You walked out of it to go up the road out of the area, but your companions are bound by the restrictions of the game engine and are looking for another way to get around it to meet back up with you. Removing that subspace might be extremely disruptive to the AI routines of several other NPCs and I'd rather not get rid of it if I can help it.


Not a game breaker, thanks for the answer.
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Minako
 
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Post » Wed Mar 30, 2011 10:34 am

The LODs on the bridges are not working correctly (sections of the bridge are missing when im looking at them from a distance). Im running RAEVWD as well.
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Ross Zombie
 
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Post » Wed Mar 30, 2011 9:15 am

Which bridges? Chances are the issue has nothing to do with this mod since the only VWD it adds are for the columns underneath the Niben bridge.
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Amanda savory
 
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Post » Wed Mar 30, 2011 6:13 am

Does anyone else have this SLIGHT problem? Okay, I was always wondering why I would crash upon exiting my game, so I took a few hours off and tested which mod caused it. Turns out, it is New Roads and Bridges. Anybody else have this SLIGHT problem?
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Lori Joe
 
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Post » Tue Mar 29, 2011 10:51 pm

I done these tests before too and I do not think they are reliable. I think it just happened to be a set of circumstances for that particular crash. Look more at what point the game crashed. I always used NRB and always found some other mod that stopped a particular CTD, never NRB.
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brenden casey
 
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Post » Wed Mar 30, 2011 9:33 am

The LODs on the bridges are not working correctly (sections of the bridge are missing when im looking at them from a distance). Im running RAEVWD as well.


I have that happen once in a great while, along with other things (like no city walls), but not enought to be game breaking. Usually happens on the bridge from the Bruma road to IC and the bridge near the sewers to the right.
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ladyflames
 
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Post » Wed Mar 30, 2011 2:22 am

Does anyone else have this SLIGHT problem? Okay, I was always wondering why I would crash upon exiting my game, so I took a few hours off and tested which mod caused it. Turns out, it is New Roads and Bridges. Anybody else have this SLIGHT problem?


What you probably have is a mod somewhere in your list that deletes a vanilla item. Could be a rock, a bush, a tree, or whatever. By itself, not usually an issue. NRB4 comes along and moves that rock, bush, tree, or whatever. The record is no longer deleted. The crash is caused because the game is unwinding data at exit, and gets to the affected record, but then crashes because elsewhere it had the record marked as deleted and so the memory space held by it isn't valid. Boom.

You either need to go through your load order using TES4Edit to find the mod that's deleting something then run the undelete on it, or just go grab Fast Exit 2 from Nexus and never deal with the hassles of exit crashes again. Or even LONG delays at exit.
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Danny Blight
 
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Post » Tue Mar 29, 2011 11:44 pm

I think I am going for the Fast Exit 2 from Nexus...

EDIT...I am in Anvil...and when I try to enter buildings, it crashes. I tried to follow directions where to put the file...I put the .dll into where it said...what went wrong?
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maria Dwyer
 
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Post » Tue Mar 29, 2011 11:00 pm

This is the Niben Bridge

http://img688.imageshack.us/i/screenshot12vi.jpg/

My Immersion....
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James Potter
 
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Post » Wed Mar 30, 2011 5:55 am

EDIT...I am in Anvil...and when I try to enter buildings, it crashes. I tried to follow directions where to put the file...I put the .dll into where it said...what went wrong?


What .dll file are you talking about?

This is the Niben Bridge

http://img688.imageshack.us/i/screenshot12vi.jpg/

My Immersion....


The resource files have not been installed properly, or you haven't run tes4lodgen to update the VWD information to include the bridge columns.
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Nikki Lawrence
 
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Post » Wed Mar 30, 2011 1:14 am

What .dll file are you talking about?


He's trying to install Fast Exit 2's DLL.
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Peter P Canning
 
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Post » Wed Mar 30, 2011 7:18 am

He's trying to install Fast Exit 2's DLL.

THIS
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Averielle Garcia
 
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