<RELZ> West Roads [landscape]

Post » Sat Dec 10, 2011 9:15 am

what about Runestone, Pinevale, all Shezrie's villages, Hoarfrost castle, Feldscar, Vergayun, Villages 2, Cragmorton ? I've almost got no idea where they lie
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casey macmillan
 
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Post » Sat Dec 10, 2011 2:51 pm

Don't know where Villages 2 or Cragmorton sit, but the rest are well clear of where this mod affects.
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Naomi Lastname
 
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Post » Sat Dec 10, 2011 5:54 pm

Don't know where Villages 2 or Cragmorton sit, but the rest are well clear of where this mod affects.


Oh well, okay. Guess I'll try it :]
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Chloé
 
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Post » Sat Dec 10, 2011 5:59 pm

I have downloaded Villages 2, but it's unfinished. It won't conflict with this though, since everything is on the eastern side of map.
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Kelly James
 
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Post » Sat Dec 10, 2011 8:04 am

Don't know where Villages 2 or Cragmorton sit, but the rest are well clear of where this mod affects.

I'll look into Villages 2, but as for Cragmorton, I'm pretty sure it doesn't interfere. Note from the author : "The town of Cragmorton is located south of the Imperial City and north of Bravil along the river. (at 18,0 to be precise)."


Washington : I have downloaded Villages 2, but it's unfinished. It won't conflict with this though, since everything is on the eastern side of map.


Oh ok, then!
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Penny Wills
 
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Post » Sat Dec 10, 2011 4:18 pm

Oh my! This is harder than I thought! :wacko:

Can I still place patrol guards that will follow the road or should I place dozens of marker for them to follow?
...what did I get myself into... :facepalm:


Yes, it's a huge pain. It's also not something I think very may worldspace mod makers are aware of. Without those road records, NPCs have a tough time navigating over large distances, and they'll make unintelligent choices about how to do that over the available path grid. They don't obey the distinction between red and blue nodes.

Yes, you can still add patrol routes but the guards on them won't follow the logic you're hoping for. They will very likely follow the existing road record and path clear around Cyrodiil rather than just use your roads. You can usually force them to follow the route with multiple markers, but they won't necessarily stay on the roads even then. They'll end up cutting across the landscape when the route is physically shorter that way.
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Eduardo Rosas
 
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Post » Sat Dec 10, 2011 5:21 pm

New link to download from http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6100. Got a bit of a problem there but now it's fine. Omod ready but no omod file premade for you. I have problems uploading these days, even on youtube, so my computer is behaving strangely, but that's another story.
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Loane
 
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Post » Sat Dec 10, 2011 6:19 am

I found a minor incompatibility with OOO. There's a Sylvan Ranger camp NW of Kvatch (see http://project-phoenix.wikidot.com/local--files/files/West%20road.JPG, about 15 feet off the road. The problem is, the land was dropped, so everything in the camp is floating a foot or two off the ground. Like I said, minor - I never even knew that place was there until today, and I've been using OOO for a couple years.
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Irmacuba
 
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Post » Sat Dec 10, 2011 10:24 am

Would you please look at the new Skingrad UL and try to make a patch, if there are incompatibilities?
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alicia hillier
 
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Post » Sat Dec 10, 2011 2:55 pm

http://www.tesnexus.com/downloads/file.php?id=13834 :)
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Emzy Baby!
 
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Post » Sat Dec 10, 2011 6:24 am

It's no news I'm a bit on a slower side :D
thanks!
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Sabrina garzotto
 
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Post » Sat Dec 10, 2011 10:45 am

:blink: Wooohhh! I've been gone two days killing mutans in Chernobyl and look what happens when I come back!

I found a minor incompatibility with OOO. There's a Sylvan Ranger camp NW of Kvatch (see http://project-phoenix.wikidot.com/local--files/files/West%20road.JPG, about 15 feet off the road.

I use OOO too, thank you for the report. I will try to figure a way out of this without patching the thing. I don't like having thousand of patches, so if I can avoid it, I will.

http://www.tesnexus.com/downloads/file.php?id=13834 :)

Arthmoor, you're too quick for me! Thank you! I was worried about that UL, but it won't be much of a problem after all.

Update: added for download optional world maps. http://www.tesnexus.com/downloads/file.php?id=29523 or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6100.
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David Chambers
 
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Post » Sat Dec 10, 2011 3:46 am

Latest Update! 1.2

- Fix compatibility with OOO (changed the path a bit)
- Found and fix compatibility with Kvatch Rebuilt
- Found a way around UL-Skingrad Outskirt without the need of any patch, little magic trick (sorry Arthmoor but your work on a patch was welcomed anyway).
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Sarah MacLeod
 
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Post » Sat Dec 10, 2011 8:22 am

Your patch solution is pretty clever, but it fails to account for the path grid which some of those bridge pieces are now blocking.

I also noticed on one trip up that road that creatures were trying to go through the fence you added, because you haven't disconnected the path node connections the fence ended up blocking next to the Ayleid ruin.
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Prisca Lacour
 
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Post » Sat Dec 10, 2011 12:52 pm

Your patch solution is pretty clever, but it fails to account for the path grid which some of those bridge pieces are now blocking.

I also noticed on one trip up that road that creatures were trying to go through the fence you added, because you haven't disconnected the path node connections the fence ended up blocking next to the Ayleid ruin.


oups.. I though I did for the fences. Damn those path grid! Useful but tricky.
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April
 
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Post » Sat Dec 10, 2011 12:00 pm

The file on PES appears to be corrupt - I downloaded it last night, and when I tried to unzip it, I got a bunch of error messages saying the files were broken. The readme was blank, and the secondary esp had 0 bytes. The one on TESNExus worked fine, though.
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Roberta Obrien
 
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Post » Sat Dec 10, 2011 4:54 am

The file on PES appears to be corrupt - I downloaded it last night, and when I tried to unzip it, I got a bunch of error messages saying the files were broken. The readme was blank, and the secondary esp had 0 bytes. The one on TESNExus worked fine, though.

Thank you for this, I always have problems uploading with PES.
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Adriana Lenzo
 
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Post » Sat Dec 10, 2011 2:22 pm

Your patch solution is pretty clever, but it fails to account for the path grid which some of those bridge pieces are now blocking.

I also noticed on one trip up that road that creatures were trying to go through the fence you added, because you haven't disconnected the path node connections the fence ended up blocking next to the Ayleid ruin.


Taking this into account should the patch for UL be used with West Roads 1.2 ot is it obsolete?
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Scott
 
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Post » Sat Dec 10, 2011 5:45 am

The patch is obsolete either way. I haven't seen any NPC/Creature issues in the spot where the bridge is, but that's probably only because there aren't many around the area. Probably not a huge issue.
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Taylor Thompson
 
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Post » Sat Dec 10, 2011 10:49 am

The patch is obsolete either way. I haven't seen any NPC/Creature issues in the spot where the bridge is, but that's probably only because there aren't many around the area. Probably not a huge issue.


thanks, looks like nothing to worry about
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Ron
 
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Post » Sat Dec 10, 2011 5:53 pm

Optional update!
Elven Map available for those interested.

I'm working on version 1.3, coming soon.
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Michelle davies
 
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Post » Sat Dec 10, 2011 11:52 am

You have a http://img168.imageshack.us/img168/2878/screenshot408.jpg at cell -21,21 which is not caused by a conflict with another mod.
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megan gleeson
 
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Post » Sat Dec 10, 2011 5:28 pm

Nice release here, Arthmoor. I want to try your roads and bridges mods this summer. My PC has spent a lot of time traveling between Chorrol and Anvil. This will certainly make the trip less not-motivating, haha.
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Kortniie Dumont
 
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Post » Sat Dec 10, 2011 9:47 am

Heh, this isn't my mod, so credit isn't mine for the taking this time :)
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Sherry Speakman
 
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Post » Sat Dec 10, 2011 10:25 am

I found another land tear (might be the same one Arthmoor posted; I can't view his pic): it's http://project-phoenix.wikidot.com/local--files/files/land-tear.JPG.
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Hazel Sian ogden
 
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