<RELZ> West Roads [landscape]

Post » Thu Sep 02, 2010 2:11 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
User avatar
SamanthaLove
 
Posts: 3565
Joined: Mon Dec 11, 2006 3:54 am

Post » Wed Sep 01, 2010 10:16 pm

Don't know where Villages 2 or Cragmorton sit, but the rest are well clear of where this mod affects.
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Wed Sep 01, 2010 12:10 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 :]
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Wed Sep 01, 2010 10:30 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.
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Wed Sep 01, 2010 9:28 pm

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!
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Wed Sep 01, 2010 6:58 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.
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Wed Sep 01, 2010 4:34 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.
User avatar
Emzy Baby!
 
Posts: 3416
Joined: Wed Oct 18, 2006 5:02 pm

Post » Thu Sep 02, 2010 12:09 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.
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Thu Sep 02, 2010 2:38 am

Would you please look at the new Skingrad UL and try to make a patch, if there are incompatibilities?
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Wed Sep 01, 2010 5:14 pm

http://www.tesnexus.com/downloads/file.php?id=13834 :)
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Wed Sep 01, 2010 2:11 pm

It's no news I'm a bit on a slower side :D
thanks!
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Wed Sep 01, 2010 10:42 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.
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Thu Sep 02, 2010 1:02 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).
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Wed Sep 01, 2010 5:04 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.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Wed Sep 01, 2010 9:41 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.
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Wed Sep 01, 2010 3:29 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.
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Wed Sep 01, 2010 4:39 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.

Thank you for this, I always have problems uploading with PES.
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Wed Sep 01, 2010 6:27 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?
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Wed Sep 01, 2010 10:26 pm

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.
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Wed Sep 01, 2010 9:49 pm

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
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Wed Sep 01, 2010 6:11 pm

Optional update!
Elven Map available for those interested.

I'm working on version 1.3, coming soon.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Wed Sep 01, 2010 9:24 pm

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.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Wed Sep 01, 2010 4:24 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.
User avatar
Portions
 
Posts: 3499
Joined: Thu Jun 14, 2007 1:47 am

Post » Wed Sep 01, 2010 1:03 pm

Heh, this isn't my mod, so credit isn't mine for the taking this time :)
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Wed Sep 01, 2010 12:56 pm

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.
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

PreviousNext

Return to IV - Oblivion