[Beta][WiP][Rel] Improved Imperial Infrastructure

Post » Tue May 03, 2011 6:00 am

Hey Section 31!
Here's an idea for you:
I just want to share my idea here... :) Has anyone thought of a http://i285.photobucket.com/albums/ll54/pero_lozhach/newroad.jpg

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Ana
 
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Post » Mon May 02, 2011 10:32 pm

suggestion: you could try and get in touch with Arthmoor, it seems like this mod and his new roads and bridges would complement each other quite well ;)

Already on it ;)

I was browsing the fora today for the first time in eights or nine months, and stumbled across this thread. Looks good.

I had finally gotten so frustrated and fed up with the CS, that I had decided to wash my hands of the whole thing. However, after all these months of not playing, I've gotten the itch again.

You should drop me a line; we might consider joining forces. Or, I could bequeath my work to you, leaving it in the hands of an active modder in the (perhaps likely) event that the frustrating CS drives me away again...

Goodness! The master has returned. A PM has been sent :nod:

Hey Section 31!
Here's an idea for you:

Definitely, it is an idea that only waits for time of implementation (along with many others) :)
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Emma louise Wendelk
 
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Post » Tue May 03, 2011 1:11 am

suggestion: you could try and get in touch with Arthmoor, it seems like this mod and his new roads and bridges would complement each other quite well ;)


I would hope for an optional patch.. not everyone who enjoys III likes/uses NRB.
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Lucky Girl
 
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Post » Tue May 03, 2011 12:56 am

In looking into this mod more I realize that http://www.gamesas.com/bgsforums/index.php?showtopic=811936&view=findpost&p=15499194 may have been in the wrong thread.

So here I will include that request:
I'd like to put a request in on this project if possible.

I've investigated many flying type mods and the script for flying to me is just not immersive enough (but damn fun and handy).

Recently I tested out a bunch of sailing mods - now this is amazing.

The two best I've found are the basic Pilotable ship mod
The Morreta ship/house mod (well the basic mod is a house too, but free)
And CLS sailboat mod

I've read that Reneers sailing mod makes heavy use of the dreaded place at me command. So I never even tried it out. I'd like to know if anyone knows of the others linked to above also use that - anyone?

Then of course comes the problem of bridges and such being too low or unsuited to pass.

The basic fix to that is one of the variety of Shipping mods.
The basic Shipping mod
Which has a Better Cities version as well.
Then interestingly there is the drawbridges version, which places drawbridges near Layawin. Unfortunately New Roads and bridges adds a bridge just north of Layawin that makes the bridge incompatible.

For all the land editing and new road making - it is my hope that shipping lanes are also not forgotten. With some of the other provinces being fleshed out this could become a very integral part of the game play. It would really be neat to see the existing ships have the sailing script attached (and improved such that you'd need a crew of 3-4 to sail + ownership of the boats and all that).

But of course if they all use the place at me command then this may be pointless.

Also if you want see a great pirate cove the recently updated Skyrim Improved has one but it is way way up near Winterhold (check your lore maps). Not that Skyrim is even playable mind you. Just neat to see.

Anyway the point being that it is hoped that a variant of the shipping mod could be integrated into new infrastructure/highway/roads and bridges mod.

Thanks for reading and considering.
Orignal post had links embedded - too lazy to add them here too.

So now why is this mod no longer available?
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naana
 
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Post » Tue May 03, 2011 9:46 am

I just want to share my idea here... smile.gif Has anyone thought of a road between Chorrol and Skingrad?


I have often wondered myself why there's only broken bits of dusty old roads out there.

I would hope for an optional patch.. not everyone who enjoys III likes/uses NRB.


I'm not even sure III and NRB clash enough for it to be a problem really.
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joannARRGH
 
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Post » Mon May 02, 2011 10:00 pm

Well the only existent version available is still up on http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5714. I'm assuming it is only there because section 31 could not remove it.

I grabbed it and plant to test it out soon. It has a patch for NRB and these mods:
- Bravil Barrowfields
- Knights of the White Stallion
- Mountain Shack
- Open Cities with Leyawiin Reborn

The readme did not make it sound extensive. I use all but one of those mods, so the patch amount is not thrilling. Will report back anything interesting.
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darnell waddington
 
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Post » Mon May 02, 2011 6:16 pm

Ok I installed and test drove the version still available on PES.

I saw conflcits with:
Sleepy cat Inn on green road
UL Dark Forest on green road

OOO arctic bandit camp near Skyrim border (with no real ability to cross but makes much ore sense than how http://www.tesnexus.com/downloads/file.php?id=20734 does it).

The road to bleakers way makes perfect sense and could even be imported into NRB.

Otherwise the silver road was made into a long convoluted series of switchbacks that cut wide sweeps up the mountain. I'm no land surveyor but they did seem exaggerated. Also such wide sweeps is sure to ensure compatibility issues.

Truthfully though I did not see where the NRB patch was necessary. I'd imagine when they have a road veer of course and NRB loses connectivity.

To be very fair to the authors - this is a very much labeled as beta.
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tiffany Royal
 
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Post » Tue May 03, 2011 2:14 am

Well, it was cold over here...and I was hundreds of kilometers away from the PC where Oblivion is installed. Anyway, this plugin is still available but was never "alive". ;)
I have often wondered myself why there's only broken bits of dusty old roads out there.

I'm not even sure III and NRB clash enough for it to be a problem really.

Arthmoor, if you don't have plan to add any new roads between Chorrol and Skingrad, I might consider to try later. Might not come soon though, since my main priority with this plugin are the improvements of existing roads and related infrastructures.

Anyway, there are some minors (two cells, if I am not mistaken) clash between both, one located on the road junction north of Bravil and the other just south of Sercen, near the new bridge to Imperial Isle.

Well the only existent version available is still up on http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5714. I'm assuming it is only there because section 31 could not remove it.

I grabbed it and plant to test it out soon. It has a patch for NRB and these mods:
- Bravil Barrowfields
- Knights of the White Stallion
- Mountain Shack
- Open Cities with Leyawiin Reborn

The readme did not make it sound extensive. I use all but one of those mods, so the patch amount is not thrilling. Will report back anything interesting.

Actually, there were some glitches with TesNexus and AFAIK there were some server errors lately. I decided to host the beta version at PES and TES Alliance. I might reupload this plugin when it comes out of beta. Also, I await the reply from The Wayfarer regarding his Imperial Highways Expanded project.

Ok I installed and test drove the version still available on PES.

I saw conflcits with:
Sleepy cat Inn on green road
UL Dark Forest on green road

OOO arctic bandit camp near Skyrim border (with no real ability to cross but makes much ore sense than how http://www.tesnexus.com/downloads/file.php?id=20734 does it).

The road to bleakers way makes perfect sense and could even be imported into NRB.

Otherwise the silver road was made into a long convoluted series of switchbacks that cut wide sweeps up the mountain. I'm no land surveyor but they did seem exaggerated. Also such wide sweeps is sure to ensure compatibility issues.

Truthfully though I did not see where the NRB patch was necessary. I'd imagine when they have a road veer of course and NRB loses connectivity.

To be very fair to the authors - this is a very much labeled as beta.

Thanks for the feedback! If you don't mind, would you like to upload the pictures of the conflicting locations? If possible, with form or reference ID? I currently spend most of the modding time for VOILA, because it's refreshing (for me) to switch between different projects (with common interest).

I have also considered some of your suggestions. However, didn't QQuix already work on the ship transportation?
Here's his demo http://www.youtube.com/watch?v=XnazYdsRgWc.
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Kevin Jay
 
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Post » Tue May 03, 2011 12:31 am

No what I meant was not that this mod should incorporate sailing scripts or handle whether or not boats can sail. There are mods that do that. Such as:
the basic http://www.tesnexus.com/downloads/file.php?id=3575 mod
The http://www.tesnexus.com/downloads/file.php?id=4754 (well the basic mod is a house too, but free)
And http://www.tesnexus.com/downloads/file.php?id=17150

I mean that perhaps this mod (or whatever it becomes) could also incorporate changes to shipping lanes like these mods do:
http://www.tesnexus.com/downloads/file.php?id=17200
Which has a http://www.tesnexus.com/downloads/file.php?id=17201 as well.
The http://www.tesnexus.com/downloads/file.php?id=23261, which places drawbridges near Layawin. (Unfortunately New Roads and bridges adds a bridge just north of Layawin that makes the bridge incompatible.)

That seems within the scope of something like this - improved Infrastructure in the water too.

[edit]
I'll see if I can get screens, but the OOO arctic camp is right in front of or at the foot of the skyrim border (which - why not make it go through? With borders turned off it is silly to approach this and there is no passage).
The UL Dark forest was near where that UL and the road come closest (near a wayshrine if I recall correctly).
Sleepy cat inn - why worry about it? Minor mod and not that great. Just north of where you added the stairs to yet another wayshrine and near bridge on green road north of layawiin.
the patch for Abandoned shack could be avoided by simply making that section of the switchback - less so, or being less zelous of the mountain carving near there.

anyway thanks for considering.
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Robyn Lena
 
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Post » Tue May 03, 2011 9:27 am

FYI: The download link on TESA actually downloads the VOILA file, not the III file.
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courtnay
 
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Post » Tue May 03, 2011 7:41 am

Crap, you are right! I never realized it, and I'd like to apologize for 61 unlucky fellows who downloaded it from TESA. Strange though that it's been there for over six months and no one complains about it. Thanks for the notice!

Edit: All right, I've uploaded the correct files, I hope. :read:
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Soku Nyorah
 
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Post » Mon May 02, 2011 10:50 pm

Not much progress lately, but here are some new screenshots, including a custom mesh of tower interior with circular stairs.

http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/towerinteriorview.jpg
http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/towerupperfloor.jpg
http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/frontoftavern.jpg
http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/tavernwithmusician.jpg
http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/musicianattavern.jpg
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AnDres MeZa
 
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Post » Mon May 02, 2011 6:55 pm

Looks nice. Keep up the good work. :)
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Philip Lyon
 
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Post » Mon May 02, 2011 11:33 pm

Improvements time for Blue Road. The Blue Road shall be extended and connect Cheydinhal with Morrowind. Some early pictures:

http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/blueroadextended.jpg
http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/extendedblueroad.jpg

Fort Farragut shall be moved to a more secluded place nearby...instead of directly outside Cheydinhal east gate as in the original with a main road leading directly to it.

Also...

http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/whereisthat.jpg
http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/anewbridge.jpg
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Dean Ashcroft
 
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Post » Tue May 03, 2011 8:04 am

Oh, that's an awesome looking new bridge. Any chance it might end up as a modder's resource? :)

Also, I'd be careful about messing with Fort Farragut. It's a quest location for the Dark Brotherhood.
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matt
 
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Post » Tue May 03, 2011 7:25 am

It's a modified version of mr_siika's bridge of Jurad. Since it's a modder's resource to begin with, it'll stay that way, along with numerous other custom contents . :)

Yes, I have given some thought about Fort Farragut, but it just happened that the only cell untouched by UL: Cheydinhal Falls (which is a great complement, by the way) with the Blue Road is the one right where Fort Farragut exist. Also, I don't think assassin's hideout will be in a clearly exposed location, right at the end of a major road near a city. I decided to move it to a higher adjacent cell in a less exposed location.
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Shelby Huffman
 
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Post » Tue May 03, 2011 9:37 am

Also, I don't think assassin's hideout will be in a clearly exposed location, right at the end of a major road near a city.


Yes... strange, that. :biglaugh: And no one notices someone is living there (i.e., a horse with red eyes in the courtyard? You don't say!) ... or survives long enough to run the short distance back and tell the Legion. Ah, well...

Even odder that there was no sign of a road connecting Cyrodiil to Morrowind, of all places. I suppose Bethesda thought to discourage the idea that one could actually travel there--to go back home, so to speak. But at least one of my guys has already made the trip, and believe me, it wasn't easy! At any rate, thank you for caring, and helping this world make more sense ... I'm looking forward to seeing an update soonish! :dancing:
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Karl harris
 
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Post » Tue May 03, 2011 1:37 am

This looks great! I look forward to the release! :D
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Victoria Vasileva
 
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Post » Mon May 02, 2011 7:25 pm

I'm not sure which one I'm looking forward to more: this or VOILA. In any case, they're both looking awesome so far. Keep up the good work!
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Amy Smith
 
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Post » Mon May 02, 2011 6:39 pm

bump. How's progress?
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Kelsey Anna Farley
 
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Post » Mon May 02, 2011 6:38 pm

bump. How's progress?

Sorry, football fever and other obligations have kept me away for most of the time from Oblivion. :D

I have news though, http://www.youtube.com/watch?v=LEH9seii4Mg has been uploaded to YouTube, with some help from a certain dark rider. ;)

Along with that, I've uploaded some new images of the work in progress:

  • http://i25.tinypic.com/2z8zz9c.jpg
  • http://i27.tinypic.com/295g1gw.jpg
  • http://i30.tinypic.com/2cnk3nc.jpg
  • http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/newfortfarragut.jpg
  • http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/viewfromfarragut.jpg


Enjoy. :hehe:
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Scared humanity
 
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Post » Mon May 02, 2011 11:01 pm

Sorry, football fever and other obligations have kept me away for most of the time from Oblivion. :D

I have news though, http://www.youtube.com/watch?v=LEH9seii4Mg has been uploaded to YouTube, with some help from a certain dark rider. ;)

Along with that, I've uploaded some new images of the work in progress:

  • http://i25.tinypic.com/2z8zz9c.jpg
  • http://i27.tinypic.com/295g1gw.jpg
  • http://i30.tinypic.com/2cnk3nc.jpg
  • http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/newfortfarragut.jpg
  • http://i898.photobucket.com/albums/ac189/Section_31/Improved%20Imperial%20Infrastructure/viewfromfarragut.jpg


Enjoy. :hehe:


The second and third pictures are amazing.I would like to try this mod, but.. i already have UL and im not very skilled at using mods so i dont want to mess my game.
But good job.I like the trailer.
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kristy dunn
 
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Post » Tue May 03, 2011 3:06 am

This mod is one of my must-haves in every game ... glad to see you are still working on it. :trophy:
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Yonah
 
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Post » Tue May 03, 2011 10:32 am

This mod is one of my must-haves in every game ... glad to see you are still working on it. :trophy:


I second that, hope you'll keep up the great work :)
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Gemma Flanagan
 
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Post » Mon May 02, 2011 11:58 pm

This mod looks simply wonderful! But it conflicts with some UL mods (particularly Snowdale - Skyrim crossing, or is buried under ground, or flies above). Can you tell me is there an update coming soon?
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gary lee
 
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