The transitions between enbesa streets and regular streets and gravel roads isn't working for me so it doesn't look good. not sure why this is happening as in the transitions look good in your screenshot but not when i do it. maybe conflict with another mod or this needs an update since GUI 17? bummer cause those enbesa streets are sweet looking.
lieben gruss vom terralion, danke das ich dir auch mal helfen konnte, den Du warst es der mir damals den einstieg durch deinen mod ermöglichte, als langjähriger anno 1404 modder ohne blassen schimmer vom 1800
Eine große Hilfe war das :) Werde das nachher hier auch mal updaten. Der Enbesa Straßen Mod war auch mein Einstieg (überhaupt) in die Modding Welt und ich muss sagen, es macht wirklich Spaß :D
Wie aus der Beschreibung hervorgeht, bietet die Mod die Enbesa-Straßen als zusätzliche optische Variante in der Alten & Neuen Welt an. Wenn du willst, ändere den Speedfactor der Straße um deine Karren schneller zu machen.
No, I didn't because I have no idea which mod may be in conflict with this one (unless it is this mod's fault), so for me it's like looking for a needle in a haystack.
Thank´s for your feedback. Turns out that a single number, the InternalID, causes the problem. Changing it to a non-default value and, surprise, everything works properly in Enbesa again.
The InternalID seems to be a unique identifier for binary files which organize the behaviour of the streets (decals, mapping, transitions...). So the consequence when changing these IDs: For Old World and New World versions of Enbesa streets, there is no smooth transition between Enbesa-desert and Enbesa-paved street anymore. But I think, way better than no streets in Enbesa :D
Replace existing mod-file in your mod-directory with current version V2.1
The game uses the InternalIDs #1 - #75 (a few missed out). These numbers are used for any type of street (streets, bridges, canals, rails, fences, quays). For this mod I´ve chosen #80 and #81. If you add other mods with new / modified streets, which use the same InternalID (really unlikely), the worst thing can happen is that you click on the construction icon and nothing happens. Its only a graphical issue. Change it to any value higher than #75 whenever you want ;)
I know many people had issues with city ornaments 2.0 as it conflicted with the pedestrian zone and some other mod, I think the new paved railway mod.
so I found a little work around or trade off,
I replaced the gravel road in city ornaments 2.0 with the Enbesa road, which I prefer to be honest. I thank you for this for it's a brilliant idea that many didn't think about.
This is great, thank you, I'd love to see Enbesa paved roads in the New World too, the current Old World paved road doesn't really match the New World buildings.
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Use v2.3 with the fix for GU_16 :)
danke das ich dir auch mal helfen konnte, den Du warst es der mir damals den einstieg durch deinen mod ermöglichte, als langjähriger anno 1404 modder ohne blassen schimmer vom 1800
I have the same issue,
Did you manage to resolve it ?
The InternalID seems to be a unique identifier for binary files which organize the behaviour of the streets (decals, mapping, transitions...).
So the consequence when changing these IDs: For Old World and New World versions of Enbesa streets, there is no smooth transition between Enbesa-desert and Enbesa-paved street anymore. But I think, way better than no streets in Enbesa :D
Replace existing mod-file in your mod-directory with current version V2.1
if yes, is it safe for us to change it to any number eg: 999 ?
I'll give it a try later this evening and report back
most likely there's a conflict with another mod,
I know many people had issues with city ornaments 2.0 as it conflicted with the pedestrian zone and some other mod, I think the new paved railway mod.
so I found a little work around or trade off,
I replaced the gravel road in city ornaments 2.0 with the Enbesa road, which I prefer to be honest. I thank you for this for it's a brilliant idea that many didn't think about.