[RELz] Roads of Cyrodiil - Thread #1

Post » Thu May 31, 2012 2:23 am

Roads of Cyrodiil


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. Two lesser roads are added to the Imperial Reserve and Great Forest to make travel between Chorrol, Anvil, and Skingrad easier to manage.

This is a combination mod composed of New Roads & Bridges, originally written by Ukrr, and West Roads, originally written by mariedanj. With modifications and additions by myself.

http://www.gamesas.com/index.php?showtopic=1064849

http://oblivion.nexusmods.com/mods/20218
http://tesalliance.org/forums/index.php?/files/file/52-roads-of-cyrodiil/
http://download.fliggerty.com/download--407

Specifically, the following is added:

A road from the south end of Imperial Isle, along the east outer wall of the Arcane University that connects across the lake with the Red Ring Road, not too far east of Pell's Gate.

An extension of the Blue Road to the west that terminates in front of the Imperial Prison.

An extension of the Silver Road to the south that terminates outside the prison along the Blue Road extension.

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.

The short stubby road to Faregyl is extended all the way west to the Gold Road just east of Skingrad. This road is called Half Way. An inn is situated halfway between the two endpoints along this road. Appropriately called Half Way Inn. Yeah. I know. It's a bit forced, just roll with it :)

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.

A trail from the Silver Road into the hills connecting Bleaker's Way with the rest of civilization.

A short road linking Border Watch with the Green Road.

A road that joins the Gold Road, about halfway between Anvil and Kvatch. This road crosses the high country in the Imperial Reserve, joining the Black Road west of Chorrol. This road was originally part of West Roads.

A road which joins the Gold Road north of Skingrad crossing the Great Forest. It connects to the Black Road east of Chorrol. This is the other road which was originally part of West Roads. I have added to this with a trail that breaks off to Hackdirt, and another which breaks off and leads to Brindle Home.

Replacement of the bridge just north of Fort Redman with a drawbridge to allow sailing traffic to pass.

Several new road markers have been placed along the roads to help guide the way.

Upgrading from West Roads and/or New Roads & Bridges Revised

If at some point you have installed either West Roads or New Roads & Bridges Revised (or both) you will need to uninstall them prior to installing this. Filenames and resource paths have changed and forgetting to remove the old files will result in data duplication and conflicts.

You will also need to remove any patches built to support the old mods and replace them with new ones from the Roads of Cyrodiil patch file collection.

However you go about getting rid of the old material is up to you, but it has to go. Once you've completed the removal of the old mods, proceed onward to installation.

BOSS will complain at you if you forget to remove the stuff.

Installation - BAIN

Install everything in the 00 Core folder.

If you intend to use a road record file, install only one file from the 01 Road Records folder. It is recommended that the file be imported into the Bashed Patch using the import roads feature, then left deactivated to save that slot for something else.

CBash can also merge these files if you'd prefer to do things that way.

Installation - Manual

Place the ESP from the 00 Core folder in your load order and activate. Place the included mesh and texture files from the 00 Core folder in your Data folder.

Two optional ESP files are included in the 01 Road Records folder 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. This file should be left deactivated to save an ESP slot for something else.

Use ROC Standard Road Record.esp for games using standard city layouts ( including Open Cities ).
Use ROC - OCReborn Road Record.esp if you have Open Cities 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 Roads of Cyrodiil folder from your meshes and textures.

If you used BAIN, it will cleanly uninstall all the files for you.

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.
Thanks to mariedanj for specifying his mod was free to use in other works.
Kevin King - The King Things Petrock font used for the Bleaker's Way and Border Watch road signs. (http://www.kingthingsfonts.co.uk/fonts/fonts.htm)

Additional Related Resources

http://oblivion.nexusmods.com/mods/35969 has an overlay for its system which covers vanilla and Elven style maps.
You will need to manually adjust two sections in the Dynamic Map.ini file (not the one wit Base in the name).

This:
set tnoDM.mod to sv_Construct "West Roads.esp"set tnoDM.x to 294set tnoDM.y to 448set tnoDM.w to 504set tnoDM.h to 435SetStage tnoDM 20set tnoDM.mod to sv_Construct "road+bridges.esp"set tnoDM.x to 200set tnoDM.y to 326set tnoDM.w to 1523set tnoDM.h to 1072SetStage tnoDM 20

Must now become:
set tnoDM.base to 1set tnoDM.mod to sv_Construct "West Roads.dds"set tnoDM.x to 294set tnoDM.y to 448set tnoDM.w to 504set tnoDM.h to 435SetStage tnoDM 20set tnoDM.base to 1set tnoDM.mod to sv_Construct "road+bridges.dds"set tnoDM.x to 200set tnoDM.y to 326set tnoDM.w to 1523set tnoDM.h to 1072SetStage tnoDM 20

There are currently no known static maps which support the combination of material in this mod, but several do exist for the older version:

http://oblivion.nexusmods.com/mods/23946 - An updated Elven Map Redux version with all of the new roads added.
http://oblivion.nexusmods.com/mods/22065 - A colored version of the vanilla game map with all of the new roads added.
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 Open Cities Reborn.
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Hairul Hafis
 
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Post » Thu May 31, 2012 4:45 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.

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 - Rebuilt fresh.
OC+ULSO+WestRoads Patch.esp - Not necessary. Will remain scrapped.
RST-SkingradOutskirts-WestRoads patch.esp - Rebuilt fresh.
WellspringVale+WestRoads Patch.esp - Adjusted.
Antiscamp's http://oblivion.nexusmods.com/mods/35471 - Built. Road junction with this patch will be on the south side of Lilyvale so that the road through the village now has dual purpose.
TRN one of the gang - Built a new one for this. TRN technically shouldn't have needed this but it has junk landscape and path grid records normal cleaning will not remove.
DC villages - New addon generated to connect Fort Turjak to the nearby road.
DC Kvatch Watch Towers - No action needed. ROC rerouted road no longer interferes with this.

Hemingwey's Capes - Rebuild for ROC.

I'm routing the Chorrol-Anvil road around this mess, so these two patches will be obsolete.

Oblivifall - Losing My Religion West Roads Patch.esp
Oblivifall - Losing My Religion Kvatch Rebuilt West Roads Patch.esp
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Tamika Jett
 
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Post » Thu May 31, 2012 9:16 am

absolutely awesome. what about the addons WR had for TRN one of the gang and DC villages?
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Franko AlVarado
 
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Post » Thu May 31, 2012 3:11 am

Ah yes, list updated :)
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Guinevere Wood
 
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Post » Thu May 31, 2012 1:34 am

there shouldn't be issues with those, they merely add 2 small roads to connect 2 locations.
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Taylrea Teodor
 
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Post » Wed May 30, 2012 9:57 pm

If they connect to one of the two roads, there will be issues then. The smoothing for horse passage alters the land height.
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ZANEY82
 
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Post » Wed May 30, 2012 11:35 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.

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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lisa nuttall
 
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Post » Wed May 30, 2012 10:33 pm

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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phillip crookes
 
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Post » Thu May 31, 2012 1:03 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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sunny lovett
 
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Post » Wed May 30, 2012 5:40 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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Poetic Vice
 
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Post » Thu May 31, 2012 6:20 am

Licensing on the only working file mirror for III doesn't allow for that. The Nexus entry has been hidden, and I doubt TESA has any different terms. They're down for forum upgrades right now. So I can only go by what I see on PES. I can check again later, but it doesn't look promising. Though I agree it would be a nice addition for those parts that wouldn't conflict with what already exists.

Trails of Cyrodiil I think we'll just leave be since it would be far too much work to even think of integrating all that, and it would generate too much of a workload in patches as well.

Dynamic Map does work with it though in case you were wondering.
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Tyrel
 
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Post » Thu May 31, 2012 4:56 am

I think dynamic maps shows roads and trails, which is a map replacer that adds vanilla roads and trails.
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StunnaLiike FiiFii
 
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Post » Thu May 31, 2012 4:01 am

Just a general FYI: Once Arthmoor releases the new version, I'll update the compatibility script for The Ayleid Steps. NRB doesn't affect anything, but West Roads requires two steps to be adjusted (they're at the southern end of the Chorrol/Anvil road).
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Rebekah Rebekah Nicole
 
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Post » Wed May 30, 2012 9:26 pm

re: name change

wouldn't it be best to just change the name of the mod on nexus etc, and leave the name of the .esp as is?

it seems like that would still achieve the goal and avoid any possible issues.
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Yvonne
 
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Post » Thu May 31, 2012 3:10 am

I thought about that, but part of the reason I went with the new name was to make a clean break and emphasize that the result is no longer the same as the old mod.

Also I'm going to be leaving the old version up on the Nexus page and would prefer not to deal with the confusion over why Patch X doesn't work with Version Y. Changing the plugin name forces the issue because they won't work if the file doesn't exist.

Speaking of patches - check the running list. Progress is humming along nicely.
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Nitol Ahmed
 
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Post » Wed May 30, 2012 5:13 pm

*squeals in delight*

will the TRN addon fix the landscape and pathgrids in that area? sweeet

for the Hemingwey's Capes NRB patch, we'll just rename its master in Wrye Bash?
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Eoh
 
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Post » Wed May 30, 2012 5:55 pm

Dang it, I could've sworn I contributed to this thread earlier.

At any rate, it looks like things are well in hand (as if there was any question). For compatibility's sake, I'll mention (as I did in the other thread) that if you alter the western West Road where it connection to the Gold between Gottshaw and Brina don't forget to check that it still works with DC Katch Watch (Guard?) Towers. That intersection is right at the western watch tower. Looks darn good there, and it makes sense for the intersection to be guarded. Pathing there is a bit 'off', but whether that's due to the watch tower or West Road alone is beyond me.

-Decrepit-
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Shannon Marie Jones
 
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Post » Thu May 31, 2012 5:46 am

*squeals in delight*

will the TRN addon fix the landscape and pathgrids in that area? sweeet

for the Hemingwey's Capes NRB patch, we'll just rename its master in Wrye Bash?
Would you really expect I'd not at least make the connection logical? :P Well, as logical as it can be given where the fort is and how high up from there the road is.

Yes, you can just switch masters on that one but I'll have a look at it anyway to do it with the proper name. I prefer to do these things myself anyway so there's no sticky points about distribution rights.

Dang it, I could've sworn I contributed to this thread earlier.

At any rate, it looks like things are well in hand (as if there was any question). For compatibility's sake, I'll mention (as I did in the other thread) that if you alter the western West Road where it connection to the Gold between Gottshaw and Brina don't forget to check that it still works with DC Katch Watch (Guard?) Towers. That intersection is right at the western watch tower. Looks darn good there, and it makes sense for the intersection to be guarded. Pathing there is a bit 'off', but whether that's due to the watch tower or West Road alone is beyond me.
Might have some bad news then :P

If that DC watch tower is sitting that close to the intersection, KR and OLMR would have made that situation untenable. I moved the intersection to the cell immediately west of the stable at Gottshaw. The only other alternative would have been to route it THROUGH Gottshaw, which would have raised complications of its own. I'll see what needs to be done, but it sounds like that watchtower already has its own set of complications with KR and OLMR.
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Rude_Bitch_420
 
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Post » Wed May 30, 2012 7:31 pm

Would you really expect I'd not at least make the connection logical? :tongue: Well, as logical as it can be given where the fort is and how high up from there the road is.

I didn't explain myself quite right there, what I meant is something above the lines of "does that area with TRN have issues that can't be solved by the patch?"

it seems like it had some wild edits there, so hopefully there won't be NPCs walking into solid rocks etc.
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Eilidh Brian
 
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Post » Wed May 30, 2012 5:45 pm

Er, right. TRN. I misread that. Yes, that patch overrides the wild edits that would have disrupted pathing. No, THAT fort is not connected to the road either. It's too far up a cliff wall that's too steep to make a decent connection with.

The one in DC Villages for Turjak is what I was referring to before. It at least has a decent walkable slope to put the connecting trail on even if it doesn't make a lot of logical sense. It also wasn't strictly necessary since there's no conflicts with it.

EDIT: DC Towers - My exit from that cell makes any need for a patch for that unnecessary. It's sandwiched neatly in between the new intersection and the castle for OMLR and is not interfering with KR either.
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kat no x
 
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Post » Thu May 31, 2012 8:36 am

nice, bugfix patch :thumbsup:
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Brittany Abner
 
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Post » Wed May 30, 2012 9:20 pm

Heh. This whole thing has revealed quite a few stray edits I didn't even know were still in here. Bunch of wild edits around Leyawiin, some old bogus VWD flags that don't belong, numerous path grids out west that West Roads should never have touched. This is going to come out the other end cleaner than either of the two mods was before.
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Suzie Dalziel
 
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Post » Thu May 31, 2012 2:14 am

nice!!

out of curiosity, how does TRN look in CS? I mean is it well made or full of wild edits? maybe I'll just remove it :lol:
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Darlene DIllow
 
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Post » Thu May 31, 2012 6:34 am

a suggestion for the NRB - Quest for the elements patch:

QFE adds a hill north of bravil with 4 statues on it. the statues ( actually only the base of the statues I think ) are VWD.

if you're using TES4LL, they float about 1 meter above the hill. looks bad, but bearable.

however if you're not, you won't see the hill and you'll have these 4 stone bricks like 20 meters in the air which looks horrible.

so it might be a good idea to make those not VWD in the patch if possible :)
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Marilú
 
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Post » Thu May 31, 2012 12:07 am

That 'hill' is the most stand out -hey I'm a mod- thing I've seen in a while.

I couldn't even play the mod after scouting that out.
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Avril Louise
 
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