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.