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    •  Downloads offline

    •  Downloads: 70

    •  File Size: 2335956

    •  Version: 4.5.1
    •  Author: Ukrr and Arthmoor

Author:Ukrr and Arthmoor

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.

Includes Compatibility Patches for
Compatibility patch to allow the middle Niben bridge to work with any version of AranMathi.
Compatibiity patch for Let the People Drink + UL:Imperial Isle
Compatibiity patch for UL:Imperial Isle
Compatibiity patch for Let the People Drink
Compatibility patch for Tchos Alchemy Tower 1.3
Compatibility patch for Fort Nova Varos
Compatibility Patch for Region Revive
Compatibility Patch for Shadowcrest Vineyard

New Roads & Bridges v4.0
------------------------

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 4.0 is an updated release, with Ukrr's permission, that addresses mainly cleanup issues with the older plugin.

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 passes southwest 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. No custom meshes or textures are needed.
To upgrade, just overwrite the old ESP and make sure the load order is right.

Uninstallation
--------------

Deactivate the ESP and load your game.

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. Tested with UL:II version 1.4. Older versions not guaranteed to work.

Load after ElsweyrFaregylRoad.esp if you're using that mod along with the Riverhold mod.

Works with Open Cities, including Leyawiin Reborn, as long as it loads before them. Same with Open Better Cities and Better Cities.

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 scrape 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.

Revision History
----------------

Version 4.0 - by Arthmoor
-------------------------

* Undeleted a massive number of vanilla deletions, and then repositioned that which interfered with the road paths.
* Cleaned up all path grids to merge better with the places they pass through.
* TES4Edit cleaning to remove unwanted edits from cells which didn't need to be edited.
* Scraped off as much grass from the road surfaces as the CS will allow.
* Patched up landscape problems with exceeding the texture limits in some quads. The roads should no longer be mysteriously broken up.
* Slightly rerouted the road in front of Faregyl to avoid touching the cells to the south for compatibility reasons.
* Terminated the road to Anvil at the east wall instead of the old terminus at the castle/docks area.
* Added a rest stop at the south end of the bridge from the Imperial Isle's south side to liven things up a bit. And to make use of a pile of deleted items that were there.
* Added more road signs to help guide people using them. Which right now only covers the player.
* Added a legion patrol to the road from Faregyl to Skingrad.

Version 3.0 - by Ukrr
---------------------

* Added the road from Faregyl to Skingrad.

Version 2.0 - by Ukrr
---------------------

* Added the bridges to the north and south side of the Imperial Isle.

Version 1.1 - by Ukrr
---------------------

* Updated path grids to allow NPCs to make use of them easier.

Version 1.0 - by Ukrr
---------------------

Initial release.

New Roads and Bridges Revised

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 Downloads offline


Author:Ukrr and Arthmoor

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.

Includes Compatibility Patches for
Compatibility patch to allow the middle Niben bridge to work with any version of AranMathi.
Compatibiity patch for Let the People Drink + UL:Imperial Isle
Compatibiity patch for UL:Imperial Isle
Compatibiity patch for Let the People Drink
Compatibility patch for Tchos Alchemy Tower 1.3
Compatibility patch for Fort Nova Varos
Compatibility Patch for Region Revive
Compatibility Patch for Shadowcrest Vineyard

New Roads & Bridges v4.0
------------------------

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 4.0 is an updated release, with Ukrr's permission, that addresses mainly cleanup issues with the older plugin.

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 passes southwest 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. No custom meshes or textures are needed.
To upgrade, just overwrite the old ESP and make sure the load order is right.

Uninstallation
--------------

Deactivate the ESP and load your game.

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. Tested with UL:II version 1.4. Older versions not guaranteed to work.

Load after ElsweyrFaregylRoad.esp if you're using that mod along with the Riverhold mod.

Works with Open Cities, including Leyawiin Reborn, as long as it loads before them. Same with Open Better Cities and Better Cities.

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 scrape 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.

Revision History
----------------

Version 4.0 - by Arthmoor
-------------------------

* Undeleted a massive number of vanilla deletions, and then repositioned that which interfered with the road paths.
* Cleaned up all path grids to merge better with the places they pass through.
* TES4Edit cleaning to remove unwanted edits from cells which didn't need to be edited.
* Scraped off as much grass from the road surfaces as the CS will allow.
* Patched up landscape problems with exceeding the texture limits in some quads. The roads should no longer be mysteriously broken up.
* Slightly rerouted the road in front of Faregyl to avoid touching the cells to the south for compatibility reasons.
* Terminated the road to Anvil at the east wall instead of the old terminus at the castle/docks area.
* Added a rest stop at the south end of the bridge from the Imperial Isle's south side to liven things up a bit. And to make use of a pile of deleted items that were there.
* Added more road signs to help guide people using them. Which right now only covers the player.
* Added a legion patrol to the road from Faregyl to Skingrad.

Version 3.0 - by Ukrr
---------------------

* Added the road from Faregyl to Skingrad.

Version 2.0 - by Ukrr
---------------------

* Added the bridges to the north and south side of the Imperial Isle.

Version 1.1 - by Ukrr
---------------------

* Updated path grids to allow NPCs to make use of them easier.

Version 1.0 - by Ukrr
---------------------

Initial release.


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