[RELz] New Roads & Bridges Revised - Thread #4

Post » Sat May 26, 2012 6:46 am

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.
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Fri May 25, 2012 5:52 pm

Version 5 of the mod is pending release. This update will integrate the http://oblivion.nexusmods.com/mods/29523 mod into New Roads & Bridges. The two additional roads have been smoothed out, the texture made more defined along the length of the westernmost road, and all of the path grids have been updated. The bridge at the south end of the Chorrol-Skingrad road has been removed. This will aid greatly in getting NPCs to path properly and will allow players to ride their horses through the area more easily. The ROAD record will also be updated. Anticipate seeing any NPCs who make trips between Skingrad and Chorrol using the back road. Same with the Chorrol to Anvil route. They're both more direct despite obviously being more dangerous. As a small bonus, Hackdirt gets a trail off the Chorrol-Skingrad road.

I'm going to changing the name of the plugin file to reflect that its no longer the same mod as the sum of its parts. Changing the name of the mod entirely in the process. I'm thinking something simple like "Roads of Cyrodiil". Before anyone makes the obvious comment about all the patches that would need to be fixed, that's easy, change masters, done. I'd be releasing the new mod name with a new patch compilation.

I think it's appropriate to do the rename at this stage since this combination is necessarily going to break compatibility with things in their separated form anyway.

Dynamic Map compatibility will be easy enough to achieve by changing a couple of lines in the ini file for the mod, so that's no problem. Unless someone wants to volunteer to combine the two images and submit those to TheNiceOne for an official update to that mod.

A running list of patches that need to be adjusted, or resurrected from the dead:

ULSO+WestRoads Patch.esp (obsolete) - Will be resurrected

WellspringVale+WestRoads Patch.esp - Should still work as is. It doesn't have parent files so the name won't need changing either.

Oblivifall - Losing My Religion West Roads Patch.esp (dirty, needs remove world orphans)
Oblivifall - Losing My Religion Kvatch Rebuilt West Roads Patch.esp (dirty, needs remove world orphans) - These two will likely need rebuilding.

RST-SkingradOutskirts-WestRoads patch.esp - Will obviously need updates.

OC+ULSO+WestRoads Patch.esp (obsolete) - Will be resurrected

Antiscamp's http://oblivion.nexusmods.com/mods/35471 - To be built new since I don't have one in the collection for this.

TRN one of the gang - Will need to check

DC villages - Will need to check
User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

Post » Sat May 26, 2012 9:31 am

absolutely awesome. what about the addons WR had for TRN one of the gang and DC villages?
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Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Fri May 25, 2012 10:40 pm

Ah yes, list updated :)
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Hilm Music
 
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Joined: Wed Jun 06, 2007 9:36 pm

Post » Sat May 26, 2012 9:33 am

there shouldn't be issues with those, they merely add 2 small roads to connect 2 locations.
User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Sat May 26, 2012 8:12 am

If they connect to one of the two roads, there will be issues then. The smoothing for horse passage alters the land height.
User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Sat May 26, 2012 3:38 am

Version 5 of the mod is pending release. This update will integrate the http://oblivion.nexusmods.com/mods/29523 mod into New Roads & Bridges. The two additional roads have been smoothed out, the texture made more defined along the length of the westernmost road, and all of the path grids have been updated. The bridge at the south end of the Chorrol-Skingrad road has been removed. This will aid greatly in getting NPCs to path properly and will allow players to ride their horses through the area more easily. The ROAD record will also be updated. Anticipate seeing any NPCs who make trips between Skingrad and Chorrol using the back road. Same with the Chorrol to Anvil route. They're both more direct despite obviously being more dangerous. As a small bonus, Hackdirt gets a trail off the Chorrol-Skingrad road.

Antiscamp's http://oblivion.nexusmods.com/mods/35471 - To be built new since I don't have one in the collection for this.
Fantastic. Many thanks Arthmoor. :banana: :banana: :banana: :banana: :banana:
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Connie Thomas
 
Posts: 3362
Joined: Sun Nov 19, 2006 9:58 am

Post » Sat May 26, 2012 7:20 am

just thought about another patch that will need updating with the name change:

Hemingweys capes has a NRB patch that adds capes to the NRB officers.
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Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Sat May 26, 2012 4:47 am

I remember myself when I started to build a new modblivion setup last year, and looked for a road mods. Getting NRB was a nobrainer considering its author, but when I heard about West Roads the first question that came into my mind was why did Arthmoor make a 2 different road mods?
And now the balance is finally restored in Nirn :biggrin:
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Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Fri May 25, 2012 6:19 pm

another idea for the upcoming Roads of Cyrodiil:

you might want into integrating Improved Imperial Infrastructure.

excellent mod, but development stopped too soon so it had some conflicts which got me to remove it ( land tear right after the NRB bridge going east from the IC, and an invisible wall on the Talos bridge where some Ayleid steps where , at least that's what I noticed and removing it fixed both )

if you are interested you could take a look at it and see if some parts can be used, hopefully avoiding the issues the incomplete version had.

seems like a fitting addition for what's going to be another awesome mod :)

you could also look into the trails of cyrodiil, but that's likely going to be a pain with conflicts with numerous mods and the trails are not going to show up on dynamic map AND they're not horse/companion friendly. still, I'm mentioning it for the sake of completeness ;)
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Joie Perez
 
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